Rougemastert
01-20-2018, 08:59 PM
So, I've been tossing around the idea of making this post, mostly because I wasn't sure how to properly format it, and how to get my points across in a clear, concise way. After a couple weeks of stewing on it, I think I got it.
I want to start with the huge disclaimer that I am by no means a top-tier player- I just really, really like to play Barbarians. I don't crunch numbers, or maximize my gear to the T. I just enjoy playing around with different enhancement, and seeing, at the end of the day, how the tier 5s and capstones measure up.
As I mentioned in the first line, formatting this was a huge sticking point for me. So let's start with the simple stuff first- Damage Reduction.
A level 20 Barbarian will get a base of DR 7/-. This can be increased by DR 4/-, for a total of DR 11/- at level 20, as long as you take the first 5 Occult Slayer Core Enhancements. At lower levels, DR is a godsend, and many times, especially if you are a first- life player running through quests on normal, the little grey "0" that pops up above your head will not be uncommon. Even against physical DoT attacks in epic content, this DR acts as a solid buffer against the annoying process of trying to open a door as you get pinged for a couple points of damage every few seconds. Unfortunately, the defensive power of DR trails off in reaper content, as well as high level epics. The damage output of enemies is often in the hundreds, with raid bosses often hitting for several hundred on occasion. Even by maxing your DR out at 11 isn't going to make much of a difference.
So, where am I going with this?
Damage Reduction takes second fiddle to PRR in epics, where the numbers are bigger, so the percentage reduction that PRR offers will become more effective. So, why not take a page out of the Frenzied Berzerker Capstone, and add a "while raging" effect, but to the Occult Slayer Capstone.
Instead of just adding a buttload of HP, positive heal amp, MRR, and Con, why not also add a nice chunk of DR... "while raging". This would fit in with the Occult Slayer theme of damage mitigation and tankiness, but also add a nice boost to Damage Reduction viability in Epic levels. Scaling it with epic levels would prevent it from being too strong, but allowing it to remain a nice extra defense that Barbarians can take advantage of.
Where to next? Maybe self healing.
This is a big sticking point for me, because I absolutely LOVE the Frenzied Berzerker Tier 5. +2 crit die on rolls of 19-20, an extra cleave, boosted glancing blow procs on vorpal hits... but it all pales in comparison to the simple Blood Strength from Ravager. Blood Strength is good- leave it where it is, please, for the love of god don't nerf that.
But the "Accelerated Metabolism" Tier 5 enhancement is garbage. On a GOOD die roll, you can get 18hp. Factor in heal amp, and melee power, this is increased, usually (for me) into the 65-75 range, depending on how many Blitz stacks I have- at level 30. This healing is every 4 seconds.
Every. Four. Seconds.
While, with Blood Strength, you can cleave, gain back a good 60 hp on the hit if you are lucky, than gain 175+ hp on a kill while in level 30+ quests.
Now, you can argue that Accelerated Metabolism isn't meant to be taken, and that Raging Blows is where it's at.
So, you trade all forms of self healing other than pots and twists of fate such as healing spring for +1W damage, and 5 melee power. Now, you only get this boost while raging, so you can't cast cocoon on yourself. And, these twists of fate only apply at epic levels, so, at heroic levels, your self healing is reduced to pots and hirelings.
Simple enough fix, I think, is to just increase the rate of healing from Accelerated Metabolism, and boost the die. Make it have 3 ranks, like so:
Rank 1- 3d6 hp, 20 heal amp, every 4 seconds
Rank 2- 4d6 hp, 30 heal amp, every 3 seconds
Rank 3- 5d6 hp, 40 heal amp, every 3 seconds.
Of course, none of this really applies if you in a group with a dedicated healer, or someone who can heal, but with the increasing concept of "everyone should be self-sufficient" instead of "Let us create a well rounded party",the need for self healing is drastically increased.
This is going on a lot longer than I thought. Kudos if you have read this far. Give yourself a pat on the back.
One last topic, then maybe I'll make another thread at a different point.
Occult Slayer again. The weapon bond system should have been treated like the Primal Avatar's spirit system. Instead of building up weapon bond stacks, and expanding them for healing or extra damage, or increased crit multiplier (more on that in a second), they should have been toggles that drain weapon bond stacks over time. That would allow players to mix and match a little more, pushing the limit on just how many different abilities they could have going at once. It would also push Barbarians to be in the midst of things even more than they already are, cleaving the heck out of anything that got close in order to keep their weapon bond stacks high enough to sustain multiple toggles.
Last thing, I promise. Why does bond of Retribution exist? to take FULL advantage of it, you need to expand 4 AP and take a worthless tier 5 in Occult Slayer, to get +1 critical hit multiplier... but only on rolls of 19-20. For such a steep investment, you would think that it would apply to all critical hits, not just 19-20 critical hits. And I understand that it bond of retribution is a tier 3 enhancement, and doesn't require TOO much to get, but honestly, 4 AP to get +1 critical hit multiplier on rolls of 19-20 is just sad.
Alright, now I'm done. Mic drop, Rouge out.
I want to start with the huge disclaimer that I am by no means a top-tier player- I just really, really like to play Barbarians. I don't crunch numbers, or maximize my gear to the T. I just enjoy playing around with different enhancement, and seeing, at the end of the day, how the tier 5s and capstones measure up.
As I mentioned in the first line, formatting this was a huge sticking point for me. So let's start with the simple stuff first- Damage Reduction.
A level 20 Barbarian will get a base of DR 7/-. This can be increased by DR 4/-, for a total of DR 11/- at level 20, as long as you take the first 5 Occult Slayer Core Enhancements. At lower levels, DR is a godsend, and many times, especially if you are a first- life player running through quests on normal, the little grey "0" that pops up above your head will not be uncommon. Even against physical DoT attacks in epic content, this DR acts as a solid buffer against the annoying process of trying to open a door as you get pinged for a couple points of damage every few seconds. Unfortunately, the defensive power of DR trails off in reaper content, as well as high level epics. The damage output of enemies is often in the hundreds, with raid bosses often hitting for several hundred on occasion. Even by maxing your DR out at 11 isn't going to make much of a difference.
So, where am I going with this?
Damage Reduction takes second fiddle to PRR in epics, where the numbers are bigger, so the percentage reduction that PRR offers will become more effective. So, why not take a page out of the Frenzied Berzerker Capstone, and add a "while raging" effect, but to the Occult Slayer Capstone.
Instead of just adding a buttload of HP, positive heal amp, MRR, and Con, why not also add a nice chunk of DR... "while raging". This would fit in with the Occult Slayer theme of damage mitigation and tankiness, but also add a nice boost to Damage Reduction viability in Epic levels. Scaling it with epic levels would prevent it from being too strong, but allowing it to remain a nice extra defense that Barbarians can take advantage of.
Where to next? Maybe self healing.
This is a big sticking point for me, because I absolutely LOVE the Frenzied Berzerker Tier 5. +2 crit die on rolls of 19-20, an extra cleave, boosted glancing blow procs on vorpal hits... but it all pales in comparison to the simple Blood Strength from Ravager. Blood Strength is good- leave it where it is, please, for the love of god don't nerf that.
But the "Accelerated Metabolism" Tier 5 enhancement is garbage. On a GOOD die roll, you can get 18hp. Factor in heal amp, and melee power, this is increased, usually (for me) into the 65-75 range, depending on how many Blitz stacks I have- at level 30. This healing is every 4 seconds.
Every. Four. Seconds.
While, with Blood Strength, you can cleave, gain back a good 60 hp on the hit if you are lucky, than gain 175+ hp on a kill while in level 30+ quests.
Now, you can argue that Accelerated Metabolism isn't meant to be taken, and that Raging Blows is where it's at.
So, you trade all forms of self healing other than pots and twists of fate such as healing spring for +1W damage, and 5 melee power. Now, you only get this boost while raging, so you can't cast cocoon on yourself. And, these twists of fate only apply at epic levels, so, at heroic levels, your self healing is reduced to pots and hirelings.
Simple enough fix, I think, is to just increase the rate of healing from Accelerated Metabolism, and boost the die. Make it have 3 ranks, like so:
Rank 1- 3d6 hp, 20 heal amp, every 4 seconds
Rank 2- 4d6 hp, 30 heal amp, every 3 seconds
Rank 3- 5d6 hp, 40 heal amp, every 3 seconds.
Of course, none of this really applies if you in a group with a dedicated healer, or someone who can heal, but with the increasing concept of "everyone should be self-sufficient" instead of "Let us create a well rounded party",the need for self healing is drastically increased.
This is going on a lot longer than I thought. Kudos if you have read this far. Give yourself a pat on the back.
One last topic, then maybe I'll make another thread at a different point.
Occult Slayer again. The weapon bond system should have been treated like the Primal Avatar's spirit system. Instead of building up weapon bond stacks, and expanding them for healing or extra damage, or increased crit multiplier (more on that in a second), they should have been toggles that drain weapon bond stacks over time. That would allow players to mix and match a little more, pushing the limit on just how many different abilities they could have going at once. It would also push Barbarians to be in the midst of things even more than they already are, cleaving the heck out of anything that got close in order to keep their weapon bond stacks high enough to sustain multiple toggles.
Last thing, I promise. Why does bond of Retribution exist? to take FULL advantage of it, you need to expand 4 AP and take a worthless tier 5 in Occult Slayer, to get +1 critical hit multiplier... but only on rolls of 19-20. For such a steep investment, you would think that it would apply to all critical hits, not just 19-20 critical hits. And I understand that it bond of retribution is a tier 3 enhancement, and doesn't require TOO much to get, but honestly, 4 AP to get +1 critical hit multiplier on rolls of 19-20 is just sad.
Alright, now I'm done. Mic drop, Rouge out.