SocratesBastardSon
12-14-2014, 03:47 PM
I should have posted this build a lot sooner because it made a bit more sense pre-u24. That being said, there is still a niche for it in which it dominates: small group teamplay.
The Vampbarian (VB) is a build that was developed by one of our Band of Gypsys guildies, Repyr. The original motivation was to create a way to get through Barbarian lives with less pain, as Barbarians u23 and earlier were not fun. We discovered a very effective synergy between some less obvious components that makes for a very potent build. As for u24, a divine-Barbarian build would be best for solo play now, whereas a VB pre-u23 was superior in my opinion.
Note: This is a self-buffing melee build, not an offensive spellcaster nor a party buffer. In this description I'm going to focus on elements that are specific to the build; elements that are important but are problems related to all melee or light-armor builds I won't spend much time on since any experienced player will be familiar with the issues.
The key elements are:
- Team play: several of us tend to tr together so death aura on undead forms stacks impressively (we keep lesser and regular DA running nearly all the time)
- Single Weapon Fighting with an orb (Skull of Madstone, specifically; which means nothing in off-hand until lvl 12)
- Multiple Cleaves all proc'ing together
- Minimum of 7 levels of Wiz so you have access to both Death Auras and Neg Energy Burst
- Essential spells: Lesser Death Aura, Death Aura, Rage; also important are: Neg En Burst, Blur, Displacement, Haste, Sonic Blast (stunning mobs then diving in with Auras and cleaves is a blast)
- Khopesh is the best weapon choice, especially when combined with crit enhancements Barbarians have access to, but it is not essential for the build to work
Note that Barbarian rage enhancements modify the Rage spell; and in addition, Undead are immune to the fatigue effects from Barbarian Rage.
Enhancements:
- 11 points in Pale Master in order to activate vampire
- EK's Eldricht Strike for another cleave
- 11 points in Occult Slayer for Ear Smash + Knockout and Arcane Encumbrance
- 12 points into Harper for Strategic Combat II; essential for Rogue splashes, optional for pure melee VBs
Then there are two paths we have tended to follow:
- EK up to Tensers, or
- Occult Slayer to t5 bonds
I also include Hardy Rage from Ravager and Extra Rage from FB
Cloak of Night: see below.
Feats:
- Power Attack, Cleave, Great Cleave
- The entire Single Weapon Fighting line
- Improved Crit: Blade
- Exotic: Khopesh
- Extend Spell and Imp Mental Toughness from Wiz bonus feats
Races:
Any race
Skills:
Heal (don't bother with spellcraft)
Variations:
- Rogue splash (2 levels is plenty) is very effective, especially with Harper's Strategic Combat
- Fighter splash for more feats
Equipment:
- Elemental Water Khopesh
- GS Khopesh (Pos III, Lit II; Occult Metalline makes Min II unnecessary).
- Skull of Madstone
- Ring of the Stalker
- (Spare Hand if Rogue)
- Shroud of the Abbott
- and grab a stack of Inflict Serious Wounds pots from the House J potion seller
A VB is working at it's most effective when you have 2-4 people with auras, raging, and chaining multiple cleaves all together. If you have two people, the second person should take a Rogue splash for trapping. If 3, another pure melee VB. If 4, a traditional insta-kill PM is nice for ranged attack. In case it's not obvious, keeping everyone together so everyone is healing each other is important. Death Aura heals and dishes out decent damage so this is a significant resource for offense and defense.
There's very little that will stand up for more than a few seconds; I felt like a flying Cuisinart when we did this. So, yes, it is a zerg-friendly build. We have played this build solo, but u24 probably makes this less optimal for solo play since u24 provides better self-healing options. Again, I should have posted this sooner, but it is still a more-than viable, and quite possibly the optimal build if you run with more than one person.
The Vampbarian (VB) is a build that was developed by one of our Band of Gypsys guildies, Repyr. The original motivation was to create a way to get through Barbarian lives with less pain, as Barbarians u23 and earlier were not fun. We discovered a very effective synergy between some less obvious components that makes for a very potent build. As for u24, a divine-Barbarian build would be best for solo play now, whereas a VB pre-u23 was superior in my opinion.
Note: This is a self-buffing melee build, not an offensive spellcaster nor a party buffer. In this description I'm going to focus on elements that are specific to the build; elements that are important but are problems related to all melee or light-armor builds I won't spend much time on since any experienced player will be familiar with the issues.
The key elements are:
- Team play: several of us tend to tr together so death aura on undead forms stacks impressively (we keep lesser and regular DA running nearly all the time)
- Single Weapon Fighting with an orb (Skull of Madstone, specifically; which means nothing in off-hand until lvl 12)
- Multiple Cleaves all proc'ing together
- Minimum of 7 levels of Wiz so you have access to both Death Auras and Neg Energy Burst
- Essential spells: Lesser Death Aura, Death Aura, Rage; also important are: Neg En Burst, Blur, Displacement, Haste, Sonic Blast (stunning mobs then diving in with Auras and cleaves is a blast)
- Khopesh is the best weapon choice, especially when combined with crit enhancements Barbarians have access to, but it is not essential for the build to work
Note that Barbarian rage enhancements modify the Rage spell; and in addition, Undead are immune to the fatigue effects from Barbarian Rage.
Enhancements:
- 11 points in Pale Master in order to activate vampire
- EK's Eldricht Strike for another cleave
- 11 points in Occult Slayer for Ear Smash + Knockout and Arcane Encumbrance
- 12 points into Harper for Strategic Combat II; essential for Rogue splashes, optional for pure melee VBs
Then there are two paths we have tended to follow:
- EK up to Tensers, or
- Occult Slayer to t5 bonds
I also include Hardy Rage from Ravager and Extra Rage from FB
Cloak of Night: see below.
Feats:
- Power Attack, Cleave, Great Cleave
- The entire Single Weapon Fighting line
- Improved Crit: Blade
- Exotic: Khopesh
- Extend Spell and Imp Mental Toughness from Wiz bonus feats
Races:
Any race
Skills:
Heal (don't bother with spellcraft)
Variations:
- Rogue splash (2 levels is plenty) is very effective, especially with Harper's Strategic Combat
- Fighter splash for more feats
Equipment:
- Elemental Water Khopesh
- GS Khopesh (Pos III, Lit II; Occult Metalline makes Min II unnecessary).
- Skull of Madstone
- Ring of the Stalker
- (Spare Hand if Rogue)
- Shroud of the Abbott
- and grab a stack of Inflict Serious Wounds pots from the House J potion seller
A VB is working at it's most effective when you have 2-4 people with auras, raging, and chaining multiple cleaves all together. If you have two people, the second person should take a Rogue splash for trapping. If 3, another pure melee VB. If 4, a traditional insta-kill PM is nice for ranged attack. In case it's not obvious, keeping everyone together so everyone is healing each other is important. Death Aura heals and dishes out decent damage so this is a significant resource for offense and defense.
There's very little that will stand up for more than a few seconds; I felt like a flying Cuisinart when we did this. So, yes, it is a zerg-friendly build. We have played this build solo, but u24 probably makes this less optimal for solo play since u24 provides better self-healing options. Again, I should have posted this sooner, but it is still a more-than viable, and quite possibly the optimal build if you run with more than one person.