View Full Version : What guard?
BurningDownTheHouse
05-06-2010, 09:11 AM
I am torn between three guars for my barb:
Enervation - huge HP decrease to a mob that beats on you.
Earth grab - Auto crit beating mobs.
Trap the soul - I undertand that it works on epic mobs (bypassing death effect immunity).
Assume that I ither have or don't want the other guards.
Thoughts?
Crazyfruit
05-06-2010, 09:24 AM
Trap the Soul doesn't work well on epic as a guard - very low DC (30).
You'll be getting a save message every 100 times something hits you.
My barb has one. It's a waste of larges even in non-epics, many of the other effects which go off more often would've killed whatever by the time it triggers.
ArloOne
05-06-2010, 09:34 AM
Enervation Guard is cool, kind of like an old school w/p set. Makes mobs go down much quicker. IMHO
Belwaar
05-06-2010, 09:35 AM
Get both Enervation and Earth Grab guards...both are very nice. Also look into Corrosive Salt guard and Crushing Wave guard. The more guards, the better :D:p:D
BurningDownTheHouse
05-06-2010, 10:12 AM
Get both Enervation and Earth Grab guards...both are very nice.
Got room for only one, which will you choose?
The more guards, the better :D:p:D
No kidding... :)
Shade
05-06-2010, 12:16 PM
Got room for only one, which will you choose?
Should be true for most barbs. But having an equipment slot only for one doesn't mean you can't make both.
Personally I made both on cloaks. I swap them in depending on the situation.
Enervate works best on very high hp/high fort save mobs, to knock down there save and hit them with a stun.
Earthgrab works best on lower reflex save mobs, to get them auto crit more often.
Also since the elementals are different you will get different side effects.. personally got:
Blind/Disease immunity +15 exceptional fire resist on the enervate vs
45 acid resist on the earthgrab
So if the extra resist or immunties come into play, I swap for that reason too.
BurningDownTheHouse
05-06-2010, 01:46 PM
Should be true for most barbs. But having an equipment slot only for one doesn't mean you can't make both.
Personally I made both on cloaks. I swap them in depending on the situation.
Enervate works best on very high hp/high fort save mobs, to knock down there save and hit them with a stun.
Earthgrab works best on lower reflex save mobs, to get them auto crit more often.
Also since the elementals are different you will get different side effects.. personally got:
Blind/Disease immunity +15 exceptional fire resist on the enervate vs
45 acid resist on the earthgrab
So if the extra resist or immunties come into play, I swap for that reason too.
Good points.
Thanks for the advice all.
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