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  1. #21
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    Quote Originally Posted by Hvymetal View Post
    LOL how bout I just carry your stone and you enjoy the ride LOL
    That might stop me from running ahead not from raging. And buffs only last 30 min after 26 min of rage you need to rebuff me anyway, and thats if i raged non stop but you dont click rage if someones afk you wait untill you start fighting.

    So my rage lasts longer then your buffs
    Last edited by Casta; 10-25-2007 at 05:15 PM.

  2. #22
    Community Member brshelton's Avatar
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    my JOB is to buff you. no my job is to kill sh!t so dont try and ay my JOB is to buff you or what MY job is period

  3. #23
    Founder Jakz's Avatar
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    Quote Originally Posted by brshelton View Post
    my JOB is to buff you. no my job is to kill sh!t so dont try and ay my JOB is to buff you or what MY job is period
    **** calm down buddy. It isn't something to get so fired up over. In this game if you have buffs you can cast and you do not, you are hurting your party and not playing your character to its potential at all. As a barb, how many people would want me in a group if I just ran around and not used weapons but instead just hit with my bare fists. I wouldn't find many groups. Same with any caster who dosn't buff, you shouldn't find groups.

    Fakz

  4. #24
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Olaff View Post
    I'm open to suggestions and comments on this build. Right now she's at Level 9.3 and is extremely fun to play. I know all about the slow swingrate inherent in Falchions - but - that hasn't seemed to slow her down at all. She tears through just about everything in her path.

    A few notes about what I was thinking:
    * Dex of 16 means I get full Mithral FP dex bonus. Put on a +4 Dex item for a Mithral Breastplate or +6 item for Mith Chain Shirt.
    * Drow SR enhancements to help shake off things like Fear, Hold Person, and other pesky effects that prevent her from doing anything.
    * Iron Will for much the same reason - Will save needed shoring up.
    * Heavy on the Rage enhancements because this is a Rage build. As the level cap increases, I'll fill in the blank spots with Intimidate bonuses.
    * Toughness will be taken at L15. With 226 HP straight up, no False Life item or Con bonus item or Draconic Vitality, I don't see this being a major issue, especially once I throw a Heavy Fort item on her. Toughness enhancements to follow the feat.
    * Spot raises to help see stuff. Balance to stay upright. Jump because Jump is hands-down one of the most useful and underrated skills in the game. Intimidate for aggro management.
    * Two levels of Fighter for the feats.
    * Female because the female rage-scream effect is way cooler than the male. It's always good for a laugh in my guild.

    Code:
    Character Plan by DDO Character Planner Version 2.70
    DDO Character Planner Home Page
    
    Amaenda Stormbringer
    Level 14 Chaotic Good Drow Female
    (2 Fighter \ 12 Barbarian) 
    Hit Points: 226
    Spell Points: 0 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 7
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 14)           (Level 14)
    Strength             16                 20                   21
    Dexterity            14                 14                   16
    Constitution         14                 14                   16
    Intelligence         10                 10                   10
    Wisdom               12                 12                   12
    Charisma             10                 10                   10
    
    Tomes Used
    +1 Tome of Strength used at level 9
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 14)          (Level 14)
    Balance               4                 11                   11
    Intimidate            4                 17                   17
    Jump                  7                 20                   20
    Spot                  3                  9                   11
    
    Level 1 (Barbarian)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Barbarian Willpower I
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy I
    
    Level 3 (Barbarian)
    Feat: (Selected) Iron Will
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extra Rage I
    Enhancement: Improved Drow Spell Resistence I
    Enhancement: Elven Dexterity I
    Enhancement: Barbarian Constitution I
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Dodge
    Enhancement: Fighter Strength I
    
    Level 5 (Barbarian)
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Power Rage I
    
    Level 6 (Barbarian)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Barbarian Willpower II
    
    Level 7 (Barbarian)
    Enhancement: Barbarian Extend Rage II
    
    Level 8 (Barbarian)
    Ability Raise: STR
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Improved Drow Spell Resistence II
    Enhancement: Elven Dexterity II
    Enhancement: Barbarian Constitution II
    
    Level 9 (Barbarian)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Willpower III
    
    Level 10 (Barbarian)
    Enhancement: Improved Drow Spell Resistence III
    
    Level 11 (Barbarian)
    Enhancement: Barbarian Extend Rage III
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Greater Two Handed Fighting
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Power Rage III
    
    Level 13 (Barbarian)
    Enhancement: Barbarian Critical Rage I
    
    Level 14 (Barbarian)
    Enhancement: Barbarian Intimidation
    Enhancement: Improved Drow Spell Resistence IV

    Go barbarian 14 because:

    Improved crit II is better then weapon focus and Dodge by about 5000%.

    1 tohit is not worth a feat when you can break 30 with just your personal rage

    1 AC is a waste when you wont break 50 consistently, unless your using a shield and missing the point of being a barbarian. Dodge is only for AC fighters going into spring attack.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  5. #25
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Olaff View Post
    I'm not a fan of PA, actually. -X to hit just isn't worth it for the added damage. The mobs one needs the added damage for are harder to hit, so reducing ones chances to hit seems rather counterproductive.
    Have you ever played a real melee?

    High end mobs MAY have an AC of 35, on rare. very very rare occasions.

    14 BaB
    17 str
    4 GH
    5 weapon
    -5 PA
    _________
    35

    So even with PA running full time it always lands.

    I have my TWF Barbarian, who duel weilds with PA running with +1 weapons alot of the time(smiting, banishing,disruption) and still hit 99% of the time. Also, don't forget you can shut it off. Which is as simple as one little click.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  6. #26
    Community Member MondoGrunday's Avatar
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    PA is beneficial for a two hander that maximizes damage and is purely dps. PA is not very usefull for someone that focuses on stat damage. I would never use PA on my twf rogue/ranger that needs to hit every swing rather than do damage every swing. it depends on the build if PA matters or not.
    Guilds: Wrath of God & Keepers of the BorderlandPalladia Mors- Fighter 16 Vaevictis Asmadi-Bard 16 Darigaaz TheIgniter- Paladin10/Rogue4/Fighter1 Bladewing The Risen -Sorcerer 16 Necrosavant -Barb 12/Fighter2/Bard 2Mondo Grunday - Rogue 14/Ranger2 Spiritmonger-Barb14/Ranger2-Propaganda-Cleric3/Ranger2Serraangel -14 Wizard/RogueMortify - 14 Paladin/2Monk

  7. #27
    Community Member nbhs275's Avatar
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    Quote Originally Posted by MondoGrunday View Post
    PA is beneficial for a two hander that maximizes damage and is purely dps. PA is not very usefull for someone that focuses on stat damage. I would never use PA on my twf rogue/ranger that needs to hit every swing rather than do damage every swing. it depends on the build if PA matters or not.
    My barbarian doing 20-30 in each hand with 60-70 damage crits with the same WP rapiers will kill about 2x faster then yours. Two pronged offense. HP and con damage.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  8. #28
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    Quote Originally Posted by MondoGrunday View Post
    PA is beneficial for a two hander that maximizes damage and is purely dps. PA is not very usefull for someone that focuses on stat damage. I would never use PA on my twf rogue/ranger that needs to hit every swing rather than do damage every swing. it depends on the build if PA matters or not.
    I use power attack on my strength based Dwarf 1/13 Rogue / Ranger, he sits at a 28 strength, raged 30, then greater heroism, pair of +5 burst dwarf axes and haste. As long as I am not missing I will keep power attack going. If i have trouble hitting, I take it off. I find it to be a very good addition for the extra damage. I still go over +30 in each hand with power attack.


    I dont think I have ever turned power attack off my Barbarian.

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