Build notes for myself... could use some advice too
12/6/2 Human Barbarian/Rogue/Fighter
Rebuilt my barbarian a few months ago... Decided to go with a q-staff build, since I've never done that before, so I thought be more interesting than a pure level 20 barbarian using a greataxe.
This guy is a heavy armor, tactics based build, with barbarian strength, and rogue q-staff speed... I thought about splashing druid, but armor choices are not very good in epics (dragonscale works from 14-20)
Reason for choices
* At least 11 levels of barbarian (since this is my barb character) for Greater Rage
* At least 5 levels of rogue for Staff Specialization - I like the 6th level of rogue, for the extra skills, and the tumble through enemies ability at level 6 rogue in Thief Acrobat
* 2 levels of fighter for Heavy Armor and 2 bonus feats (essentially 3 feats) - I could be persuaded to swap these out for something else if anyone has any ideas...
This guy ends up with maxed out UMD, Intimidate, Search, and Spot... Disable is only 2 short of max... Open Lock is a passable 12 or so
Tactics are very good... Solid Stunning Blow, solid Trip, and Ear Smash.... With all 3 of those, I can usually keep most mobs down...
Self-healing is not very good on this guy... Used CSW and silver flame pots in the heroic levels. Now that I'm 20th level, I will test out Cocoon and Consecrated Ground.
Using tactics, and playing smart, I can keep him from getting too hurt most of the time...
Stats:
- Strength - 18 - all level ups
- Dexterity - 10
- Constitution -17
- Intelligence - 11 (went higher here for skills, and with a +2 tome, the ability to get Combat Expertise and Improved Trip)
- Wisdom - 8
- Charisma - 10
Level progression and chosen Feats:
- 1 Rogue - Power Attack, Stunning Blow
- 2 Barbarian
- 3 Fighter - DragonMark of Passage, Cleave
- 4 Rogue
- 5 Barbarian
- 6 Barbarian - THF
- 7 Barbarian
- 8 Rogue
- 9 Barbarian - Improved Critical: Blunt
- 10 Barbarian
- 11 Rogue
- 12 Fighter - Combat Expertise, Improved Trip
- 13 Barbarian
- 14 Rogue
- 15 Barbarian - ITHF
- 16 Barbarian
- 17 Barbarian
- 18 Rogue - Magical Training (for Cocoon when I hit 20)
- 19 Barbarian
- 20 Barbarian
- 21 Epic - Overwhelming Critical
- 24 Epic - GTHF
- 26 Epic Destiny - Tactician (+2 to DCs)
- 27 Epic - Blinding Speed? (Maybe Quick Draw)
- 28 Epic Destiny - Perfect Two-weapon fighting (5% doublestrike)
There are two main choices I'm looking at for enhancements...
One is maxing out the Ravager line, with a little bit of Acrobat, and the other is focusing on Acrobat, which lets me delve into all 3 barbarian trees....
Ravager with a little Acrobat gives more DPS (Nice to get Bully AND No Mercy - 15% and 30% extra damage against helpless) and some self-healing, but that definitely is VERY tight, AP-wise, leaving very little for anything else. You lose Ear Smash, which is a no-save tactic... hurts to lose that. You also lose Dimension Door.
Enhancements:
Ravager
- Furious Rage
- Pain Touch
- Demoralizing Success
- Pain Touch
- Ritual Scarring (2/3)
- Power Attack (3/3)
- Hardy Rage (3/3) +3 CON while raging
- Do you Like Pain (3/3) - 60% chance for negative 10 to enemy AC
- I like Pain (3/3) - change to get 150 temp hp
- I Hit Back (3/3) - 20% chance to deal 6d8 bane damage
- Bully (3/3) - 15% damage to helpless
- Slaughter (3/3) - 10W attack
- Laughter (1/1) - Stacks of Fury, 10 melee power
- Strength +1 (1/1)
- Strength +1 (1/1)
- Crit Rage (2/2)
- Blood Strength (1/1)
= 39
Thief Acrobat
- Staff Control
- Acrobat Staff Training (1/1)
- Thief Acrobatics (3/3) - 15% attack speed with q-staff
- Haste Boost (3/3)
- Trip Focus (3/3) - +3 to Trip DC
- Quick Strike (3/3) - 25% doublestrike
- Strength +1
- No Mercy (3/3) - 30% damage to helpless opponents
= 23
Frenzied Berzerker
- Die Hard
- Frenzied Toughness
- Death Frenzy
- Extra Rage (2/3) - 4 extra rages
- Power Rage (2/3) - +2 Strength when raging
- Sprint Boost (1/3)
- Extra Action Boost (1/3)
- Supreme Cleave (1/3)
= 12
Human
- Skill Boost
- +1 Strength
- Damage Boost
- Healing Amp 20%
= 6
TOTAL = 80
The other option is going for Tier 5 Acrobat and Staff Spec... If you're still leveling EDs, and/or focusing on karma in all the spheres for eTRs, Staff Spec is better than Crit Rage from Ravager... (If you're only running in LD, then the Ravager option above is better DPS than Staff Spec)... Going Acrobat T5 also gives you a lot more flexibility with your APs., This lets you get a bunch of low-hanging fruit from all 3 barb trees, but you lose self-healing from Ravager.
Thief Acrobat
- Staff Control - Core1
- Acrobat Staff Training (1/1)
- Thief Acrobatics (3/3) - 15% attack speed with q-staff
- Acrobat Staff Training (1/1)
- Haste Boost (3/3)
- Trip Focus (3/3) - +3 to Trip DC
- Quick Strike (3/3) - 25% doublestrike
- Acrobat Staff Training (1/1)
- Strength +1
- Acrobat Staff Training (1/1)
- Strength +1
- No Mercy (3/3) - 30% damage to helpless opponents
- Acrobat Staff Training (1/1) - (all those together add up to +7 to hit, and +9 to damage - not bad)
- Staff Specialization (1/1) - +1 to crit range and +1 to crit multiplier with staffs
= 35
Thinking about spending 4 more points points to get Sweeping Strikes, Staff Lunge, and Vault (really just for Vault)
And possibly 2 points in the cores for Tumbler
Occult Slayer
- Weapon Bond
- Resistance
- Elemental Defense
- Extend Rage (2/3) - 50% longer rages
- Ear Smash (3/3)
- Knockout (3/3) - no save single target stun
- Arcane Encumberance (3/3) - magic users have a 30% chance of getting knocked down when they cast spells at me
= 14
Frenzied Berzerker
- Die Hard
- Frenzied Toughness
- Death Frenzy
- Frenzied Toughness
- Extra Rage (3/3) - 6 extra rages
- Power Rage (3/3) - +3 Strength when raging
- Athletics (3/3) - gives a free sprint boost whenever you rage
- Sprint Boost (1/3)
- Extra Action Boost (2/3)
- +1 CON
= 21
Ravager
- Furious Rage
- Pain Touch - 1d6 damage per attack
- Power Attack (2/3)
- Hardy Rage (2/3) +2 CON when raging
=6
Human
- Skill Boost
- +1 Strength
- Damage Boost
= 4
Total = 80
Spent more on Frenzied Berzerker than I really wanted just to get the level 12 core ability Frenzied Toughness (60 hps, 20 healing amp, 10 PRR)...
Could easily free up 7 APs there if I decided to change things around... I lost Dimension Door, so I need to swap out the DragonMark feat... Maybe for Quick Draw or something.
Thoughts? Is Dimension Door worth the feat, and the AP points spent?