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Post by demaal on Jun 14, 2006 18:19:21 GMT -5
Ok so I've been working a bit on Myrelle the human rogue barb, and I'm not really into how she's turning out. What I'm after is a fairly decent melee damage tank, and I'd like to work with axes and MA if possible (Even HA will work for me!). I don't really mind whether it's a dual axe chucker, axe and shield or great axe build, I'm just looking for advice on how I should go about it.
I was thinking possibly a warrior or perhaps a fighter-based barb, though I'm not so much a fan of the barb skills to be honest...
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Post by fistofury2 on Jun 14, 2006 18:40:20 GMT -5
well really depends on what you wanna do with warrior or barb. Cause I find there are all kinds of different blends. Some go con heavy where you have insane amount of health points and others go heavy in strength so they hit really hard and kill faster. I've been following MMMbeefy's guide myself, really using it as an idea of where I might go.
here is what he has on the shadowbane forums:
Race
Human: A decent choice for a barbarian. Lower constitution and strength than most race choices, but the extra trains humans get certainly compensate for this deficiency. The best human barbarian build is the female barbarian with the valkyr discipline, which grants a higher maximum strength, a self-attack speed buff, and an excellent self-attack rating buff.
Half-Giant: A decent choice for barbarian. Higher strenght and constitution than most race choices, half-giants also feature a +10 to axe skill, which is the barbarian's premier weapon. The best HG barbarian build is the 2h axe build with the commander discipline, which is a difficult to obtain rune, but well worth the money and/or time.
Aelfborn: A poor choice for a barbarian. Lower constitution and strength than any of the other race choices, and no relevant advantages. The most viable build for aelfborn would be a dex-based dagger user with elven chain medium armor.
Centaur: A good choice for a barbarian. Decent constitution and strength, along with a naturally higher stamina recovery rate. The primary advantage to the centaur is their significantly faster run speed, which makes the centaur barbarian an excellent quick strike offensive unit. Arguably the best build for the centaur barbarian is the dual wield throwing axe build. The 2h axe centaur barbarian is also a strong choice.
Nephilim: A decent choice for a barbarian. Good strength and intelligence, lower constitution than most race choices. The primary advantage to the nephalim is their ability to naturally fly, which can be tactically significant. Currently, Nephalim cannot wear helms, though this may change in the future. Arguably the best build for the nephalim is the rogue based dual wield hammer or dagger thrower with spiked intelligence to increase their proc damage.
Aracoix: A good choice for a barbarian. Decent constitution and strength, higher natural stamina. The primary advantage to the aracoix is their ability to fly, and their ability to take the ambidexterity creation rune without sacrificing points in dexterity. Currently, aracoix cannot wear helms, thought this may change in the future. The best build for the aracoix is the fighter based dual wield axe thrower.
Minotaur: A good choice for a barbarian. Excellent constitution and strength, higher natural melee resists, higher natural hitpoint recovery. The primary advantage to the minotaur is their natural stun immunity, which can be tactically significant. Currently, minotaurs cannot where helms or boots, though this may change in the future. The best build for the minotaur is the 2h axe user.
Class Fighter: The primary advantages to being a fighter would be a significantly better offensive stance, the ability to wear medium armor over light armor, and higher class based hitpoints.
Rogue: The primary advantages to being a rogue would be the ability to hide/sneak, and higher class based stamina.
Currently, for most builds, the advantages to being a fighter base outweigh the advantages to being a rogue base by a significant margin.
Attributes
The attribute point distribution for barbarians generally go in the following order of importance: constitution, strength, and intelligence. Dexterity and spirit are of no compelling value to the vast majority of barbarian builds. Generally, the only time dexterity is raised is at creation, in order to get the 50 minimum dexterity necessary to dual wield weapons.
While attribute point distribution for barbarians is an often debated topic, there is a general consensus on the following:
1. Constitution should be, at minimum, 150. This isn’t to say that one couldn’t build a viable barbarian with less than 150, but generally the most successful barbarian builds have at least 150 constitution, regardless of race choice. 2. Intelligence should be, at minimum, 60, and at maximum, 75. Again, it is possible to build a viable barbarian outside these bounds, but generally speaking, keeping intelligence at 60, and at maximum, 75 is the best way to go for most builds. 3. Strength is probably the murkiest of the relevant attributes. It’s been proven that barbarian builds that tend to neglect strength have been effective, it’s been proven that builds that focus on strength have been effective, and it’s been proven that builds that have a 1 to 1 ratio of strength/con have been effective. I recommend skewing higher strength if you wish to be more of a quick strike, high damage player, skewing lower strength if you wish to be more of a defensive siege player, and having a 1 to 1 ratio of strength/con if you wish to be a balanced, versatile player.
Powers
Battle Rage: The class defining power, every barbarian should GM this. Gives +110 strength, +70 constitution, and +40% health and stamina heal. Self only.
Battle Cry: The least useful of all barbarian powers, this power can AOE fear mobs up to r4 and snare said mobs 60% at GM. Not worth even one train.
Vengance: +50 damage shield. A very useful barbarian skill, particularly against fast attack speed, low damage weapons. Not an absolute must to GM, but if you can spare the room, it’s definitely worth it.
Shout: 5 second AOE stun. Always hits. Range was recently reduced from 50 to 30. Still a decent skill, and worth at least 1 train. I would caution against GM’ing it unless you have a lot of extra points.
Indomitable Will: Instacast snare/root break. One of the most useful skills a barbarian gets, this skill will assist in closing on a target. Granted free.
Foci
Axe: Currently the best weapon for most barbarian builds. Axe features a defense debuff and powerblock. 90+ trains in this skill is recommended if you decide to go with this weapon. Barbarians receive GM great axe mastery powers, including both a slashing and piercing debuff. It is recommended that you take great axe mastery to at least 70% to access all the weapon powers, and most barbarians go higher.
Hammer: Currently the second best weapon for most barbarian builds. Hammer features a stun and powerblock. 90+ trains in this skill is recommended if you decide to go with this weapon. Barbarians receive GM great hammer mastery powers, including the longest duration weapon stun and powerblock. It is recommended that you take great hammer mastery to at least 70% to access all the weapon powers, most barbs go higher.
Sword: Currently not a great option for most barbarian builds, though it has gotten a little better now that swords are strength based. Sword features a bleed style and an attack rating debuff. 90+ trains in this skill is recommended if you decide to go with this weapon. Barbarians receive GM great sword mastery, and it is recommended you take this to at least 70% to access the powers, most take it higher.
Dagger: Currently not a good option for most barbarian builds. Dagger features a bleed style and an attack rating debuff. 90+ trains in this skill is recommended if you decide to go with this weapon. Barbarians do not receive dagger mastery, so throwing daggers is the only viable option if you choose dagger as your weapon.
Throwing: You have the option of throwing axes, hammers, or daggers. At 80% axe, hammer, or dagger skill, and a level of 20, you can access throwing mastery. Throwing axe features a ranged powerblock, throwing hammer features a ranged stun, and throwing dagger features a ranged bleed. As with the other masteries, it is recommended you take this to at least 70% to access the weapon powers, and most take this higher. Throwing axe and hammer are generally considered better than throwing dagger due to being based of off strength.
Medium armor: There are actually a few options you could go with that would be viable. Many choose to go 100% medium armor to get the maximum melee resists. Others take their skill to 77% to get drakescale armor, which is, on average, 5% less melee resists than 100% armor. Still others only take their skill to 47% for leaf scale, which is, on average, 10% less melee resists than 100% armor. Depending on your build, all three of these choices would be viable.
Light armor: For rogue bases only. Most rogue bases choose go 100% light armor, though going as low as 33% for leather armor is a viable option, depending on your build.
Toughness: Raises your hitpoints. It is generally recommended that you put at least 10 trains into this focus, and the vast majority of barbarians put more, and many put the maximum possible. High hitpoints are the barbarian’s primary method of defense, and training this skill will max said defense.
Athletics: Raises your stamina. It is generally recommended that you put at least 10 trains into this focus, and many barbarians put more into it. Most of the barbarian’s offensive output comes from spamming weapon styles, and the longer you can do this, the longer you can output said damage. Raising this stat will not only increase the amount of time you can spam styles, but also how long you can chase your foes.
Disciplines
Bounty Hunter: A very good rune to get. This is one of two runes that barbarians can take that allows them to track, which is very important to have (alerts you to nearby enemies). The trip skill is an instacast 40% snare at GM, and certainly worth the trains. Detect hidden isn’t worth the trains, as anyone with level 21 or higher sneak (ie, just about everyone who has hide or sneak) will remain invisible to you.
Huntsman: A good rune to get if you decide not to get bounty hunter. Has the track skill. Skin the Beast removes wereforms, not currently worth the 20 trains, but could be depending on the server population of wereform users. Hunting hound is a wolf pet, worth putting 1 point into for sieges and as a way to distract less experienced players.
Commander: A very good rune if you manage to obtain one, and if your race allows it. Contains a group damage buff, a group attack speed buff, and a group run speed buff, all of which are worth the 20 trains, and a free group stun break, as well as the ability to control siege equipment without a command rod. Still one of the best barb runes you can get.
Gladiator: Another good rune. Gives a free mini-heal that removes bleeds and 100% hp recovery buff. Contains an +140 attack rating buff and a +10 melee resist buff, both of which are worth the 20 trains.
Summoner: Yes, for some reason, many barbs can take this rune. Worth 1 train for the pet, but not worth burning a rune slot for it.
Bloodhorn: The ultimate minotaur barbarian rune. Contains a free weapon bleed style, and a snarebreak/sprint that stacks with the regular sprint.
Berzerker: A decent rune to take. Contains a non-stacking “mini-rage” that increases your strength and con, an aoe slash skill that’s worth the one train to reveal stealthers, and a personal stamina recovery buff.
Thrall: A strong competitor for the best minotaur barbarian rune. Unfortunately, you must pick one or the other. Features a group stun break, a movement speed debuff weapon style, and an attack speed debuff weapon style.
Valkyr: Restricted to aelf and human female’s only. Great rune, give a boost to max strength, an excellent attack rating buff (+50% at GM), and an attack speed buff.
Werebear: A requirement for hammer users, this rune contains a GM crush debuff and GM defense debuff weapon power. The bear form gives you +11 physical resists and a run speed buff, the werebear form gives you a +str/+con component.
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