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Old 03-19-2008, 05:59 PM   #11
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Quote:
Originally Posted by backe
i'm not too sure about this build...
you've got a good setup, as far as skillbooks are concerned, but i would invest individual skillpoints in other areas.

-jawbreaker, simply put, rawks. not increasing it seems like a sin to me.

-and you've got mind squasher, so why not swap some of the points out of unstoppable madness (also make it a bit more economical from a mana standpoint) and be able to take on knights w/ AoO or conju's w/ steelskin.

-also, no points in spring?

i can appreciate that you are going for max dps, but in general, this build seems too light on support and crowd control skills for me.
You are right. Its just an option (nobody was doing a barb discussion thread so I made one!) focused on dmg dealing and nuke dropping (I love the hammer area animation). I like this setup but I even like more a "finesse barbarian" approach (in the words of a barb friend), with more points on tactics and maxed spear.

But concerning your remarks:

Hunters may be a problem if you are caught alone and in open field, but they are greedy by nature so they'll leave camu and ambush close enough for deafening roar, you have time to buff berserk and cut them in 2 and if he isn't quick enough balestra (just switch weapons during sc animation and pre-cast balestra)... 3000 dmg kill them if they don't evade. If they run leave them... they always return.

Good marks are barbs killers, and it may be good to increase speed to face 1.

Other classes... why run when u can kill them?!

Dizzy spells are circumstantial when u max dmg... they can't cast nothing if they die fast.

I personally wouldn't exchange any power for unstoppable 5, it is what allows you to kill and, many times, survive after it. Mind squash would be a nice investment to face those 2 examples but in the first case I just stun/knock, run a bit, stun/knock again, run a bit more and then... I kill (well, sometimes it doesn't work...). In the second example i just try knock, dizzy and stun while I run to his back and do normals, until the damn thing ends... then he dies.

For crowd control you have several options, my favorite is hammer area... my second favorite is deafening roar, last but not least howl, it's enough. Anyway with the setup proposed you won't live long if you aren't correctly supported or if you are badly outnumbered (3 lvl 50s, if archers even worst), your evasion drops to 0 and half of your armor just disappears.
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Old 03-25-2008, 03:14 PM   #12
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Old 03-25-2008, 04:59 PM   #13
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caution + berserk? no sense at all.
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko-
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Old 03-25-2008, 07:19 PM   #14
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My current setup

Slashing: 10 (Spare points, just to get +dex passive)
Blunt: 19
Piercing: 10 (Spare points, just to get +dex and +str passive)
Tactics: 15
Warcries: 19
Two handed mastery: 15

BLUNT:

Forcefull blow: 4
Used for quick additional damage

Ribs breaker: 1
Level 1 is enough, really useful spell.
Used in start of combat to nail your opponent, to make sure that your spells ain't canceled. Also good for hooking escaping people.

Lethal anatomy: 4
Good passive, gives around 50 additional damage each hit

Mind squasher: 4
Best skill in-game?
Used frequently against every buffed class, or warlock with MoD.

Steel temper: 4
Nice passive, piercing resistance.

Jaw breaker: 1
Good dizzy spell, on level 1 it can be used to cancel spells while Trip/Howl/Defeaning Roar is on cooldown.

Thunder strike: 1
Too high mana cost on level 5, also cannot find the points for it.
Used in fort wars.

TACTICS:

Spring: 4
Good to chase people on hunt

Caution: 4
Needed to survive

Trip: 4
Lower mana cost than Feint, less cooldown and additional weapon damage.

WARCRIES:

Frenzy: 5
Needed to survive

Challenging roar: 1
Don't know if it helps, but Hit chance is always good.

Howl: 3
Nice dizzy spell, area 6.

Overwhelming strength: 5
Nice passive

Onslaught: 5
Required

Unstopable madness: 5
Nice for rushing and for PvP's.

TWO HANDED MASTERY:

Thirst for blood: 4
Good for killing Warlocks with MoD.

Spirtual blow: 1
No bigger use to put this spell on more than lvl 1.

Beast attack: 4
Replacement for Southcross/Ripost

Defeaning roar: 1
Only level 1, but widely used by me

That should be all I guess!
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Last edited by Znurre; 04-25-2008 at 12:49 PM.
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Old 03-25-2008, 07:24 PM   #15
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Quote:
Originally Posted by dani-o
caution + berserk? no sense at all.
You are right... however, caution 3 (or 4, can't remember) + heroic presence 5 + berserk (5) and you end up with more armor points then when you were unbuffed.
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-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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Old 03-25-2008, 08:24 PM   #16
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Quote:
Originally Posted by dani-o
caution + berserk? no sense at all.
Of course having +50% damage and the 80% of your armour is not good for you.

No sense at alll......
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Old 03-25-2008, 10:02 PM   #17
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Quote:
Originally Posted by BlooD
Of course having +50% damage and the 80% of your armour is not good for you.

No sense at alll......
i thought that the berserk meant no protection at all but i just test, i was wrong.
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko-
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Old 03-26-2008, 05:03 AM   #18
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Am I missing something? I checked regnumzg and beast attack doesn't look all that great...Have they updated it since then? I notice a lot of skills are wrong on that site.
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Old 03-26-2008, 05:18 AM   #19
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Beast attack can hit 1k dmg unbuffed with a hammer.
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Old 03-26-2008, 05:30 AM   #20
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This is what I get with regnumzg:

Beast attack
(Two handed mastery) - Constant
A strike made with might does a great deal of damage and shocks the opponent.

Casting: 1
Range: 0
Cooldown: 60
Cost 280
Duration 15
Dizzy (50%)
Weapon damage 145-185

I always assumed you got a mediocre chance to cast dizzy and 185 dmg...
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