Quick note for new players: TWF is the most difficult combat style to master, as well as get equiped for. As it requires twice as many weapons as THF and currently has less easy to aquire named weapons vs two handers as well. Also the actual fighting style itself can be a bit more difficult to master as you need to be much closer to your target to actually hit it, and attacking while moving effectively is more difficult to THF. So if your new to the game I do recommend you start out as a THF Barbarian, build up a good inventory of dwarven axes and perhaps get to 1750 favor to later create your TWF version.
This build works the same as my
THF build only a few small changes to make it work for TWF. Still deserves a post as allot of people do miss a few key stats they need to make it work, so here it is.
TWF gets a large boost in dps. perhaps matching THF single target DPS in module6, so this guide takes that into account and is designed with module6/level16 in mind.
Dwarf (+2 con, more hp, more rage, axe enhacements, awesome race)
Barbarian Level 16
Alignment: Neutral Good or True Neutral. Minor advantages to each, with neutral good being slightly better for weapon selection, or true neutral for PvP and tanking some of the more deadly monsters which use unholy weapons.
(32 point build recommended, but playable with only 28 points)
Str 17 - +4 level ups, +6 item, +2 tome, for 29 Base, 40 Dual Raged, or 44 double madstone raged
Dex 17 - +2 tome at 1750 favor for 19 base, +5 item for 24 (Important because this because uses STWF which requies 19 base dex)
Con 16 - +2 enhance, +6 item, 24 base, +8 rage, +2 potion = 34) (endgame: +2 tome + dual madstone = 44)
Int 8 (Doesn't matter)
Wis 8 (Small negative, but this made up for by great enhancements - dwarven spell resistance)
Cha 6 (Not that important, tho 6 cha does mean you get helpless to cha damage from time to time)
28 Point Stats:
Str 16 - lose 1 here
Dex 17 - Have to keep 17 dex to meet prereq
Con 15 - lose 1 here
Int 8
Wis 8
Cha 6
Keep in the mind the only tome required to make the build work is the +2 dex tome you need to get at 1750 favor before level15. The rest should be doable given heavy raiding, but are not required for this build to perform well.
Feats:
1 - Two Weapon Fighting
3 - Power Attack
6 - Improved Two Weapon Fighting
9 - Improved critical (This can be slash or pierce depending on your favourite weapons, but I recommend slash overall)
12 - Greater Two Weapon Fighting
15 - Stunning Blow. For now anyways. Superior Two Weapon Fighting was not put in mod6. So if/when it is, swap to it.
Enhancements:
Rank - Progression
Level 1
1 - 1
[barbarian] - Damage Reduction Boost I
2 - 2
[dwarf] - Spell Defense I
4 - 4
[dwarf] - Axe Damage I
Level 2
6 - 5
[barbarian] - Extend Rage I
7 - 6
[barbarian] - Extra Rage I
9 - 8
[dwarf] - Constitution (Dwarven) I
Level 3
11 - 9
[barbarian] - Power Rage I
12 - 10
[barbarian] - Hardy Rage I
14 - 12
[barbarian] - Damage Reduction Boost II
Level 4
17 - 14
[dwarf] - Spell Defense II
19 - 16
[barbarian] - Extend Rage II
Level 5
21 - 17
[barbarian] - Sprint Boost I
22 - 18
[barbarian] - Willpower I
24 - 20
[barbarian] - Power Rage II
Level 6
29 - 24
[dwarf] - Axe Damage II
Level 7
33 - 27
[barbarian] - Damage Reduction Boost III
Level 8
37 - 30
[barbarian] - Extend Rage III
Level 9
41 - 33
[dwarf] - Spell Defense III
Level 10
46 - 37
[barbarian] - Damage Reduction Boost IV
Level 11
51 - 41
[barbarian] - Extend Rage IV
53 - 43
[barbarian] - Critical Rage I
Level 12
56 - 45
[barbarian] - Extra Rage II
58 - 47
[barbarian] - Hardy Rage II
Level 13
62 - 50
[barbarian] - Power Rage III
Level 14
67 - 54
[barbarian] - Critical Rage II
69 - 56
[dwarf] - Axe Attack I
Level 15
72 - 58
[barbarian] - Constitution I
73 - 59
[barbarian] - Power Attack I
Level 16
76 - 61
[barbarian] - Power Attack II
79 - 64
[barbarian] - Power Attack III
Tho you would want to modify this order somewhat depending on what equipment you aquire, for example if you had a str tome - modify power rage to keep your end str even, same for con/hearty rage, and if you get really high con like +6 item and +2 tome - you can then drop some extend rage and still end up perma raged and have a few more points for other things like more action boost.
Important Equipment to aquire by level12:
Dual +5 Dwarven Axes - This should be your main weapon set until you can get some nicer named items or greater banes, Do not mind the -4 to hit you will suffer using these - this build gains more then enough to hit anything in the game even with the penalty just fine, even with power attack on.
Bursting Dwarven Axess (these rule at mid lvl especially if you use them on monsters with vulnerabilitis to those elements, you'll want to find at least +3 versions as to-hit bonus does matter at these levels)
Mithral Fullplate (+3 is as good as +5 Full plate - just check your local auction house you should be able to get some early on)
Important equipment to attain by level 12:
Reavers Ring (fear imunity, very important on a moderate willsave char)
Fragment of the silver flame (dominate imunity)
Proof against poison item (belt usualy works good)
Disease Imunity Item (belt again, mummy rot sucks)
Blindness Ward item (I use the dragon googles, but any old set will do, ones with +spot are really nice tho)
+4 Strength gloves (might wanna replace the deleras ones if possible to keep your dex up)
Heavy Fortification Item (Do black anvil mines, collect some ore, get your necklace or do the ochard, collect tapestries and get the minos legens helm)
Set of potions always: 100 haste, 100 rage, 100 lesser restore, 100 remove curse, couple remove fear, couple protection vs energy. Have these in a quick to access hotkey as youll want to restore your rage and power it back up with a rage pot after each cycle.
Rage, Sheild, Devine favor,Devine power, haste clickes (these really increase your power during short boss battles, but cant be maintained to a long rage length - so there not a high priority)
By level 14:
Greater Bane Dwarven Axes (these are the best DPS for the end game lvl14++)
+6 stat items, should have at least Str and Con, ideally wis too. Recommend black dragon helm for dex to free up other slots.
Some raid loot, hard to say you should have it by then, but you could have at least 1 or 2 helpfull items. Reaver stuffs pretty easy to get currently. Top items you will want to strive for are Titan Belt, Beareavement and Madstone Boots. So try to do Reaver and Titan as often as possible.
You can ofcourse swap Dwarven Axes for Heavy picks if you happen to have allot more and better picks. But overall dwarven axes will be best for this build.
Any other improved/greater resist cloaks/rings you can get. Otherwise ask the cleric, you need those buffs to do well.
Skills:
Balance
Spot
Jump (Get this to about ~15-17 ranks and stop, that should put you at 40 while raged, which is the cap)
1 Rank of Tumble (sacrifce balance at hte early levels you won't need much)
Spot:
Crossclass skill, but very much worth it. Like the class video says, barbarians make good scouts.. And really, played correctly they do indeed, they are often best for running into stealthed enemies and traps if you don't have a rogue, and sometimes even if you do have a not so tough rough. So seeing the stealthed enemies is a huge asset. This works quite well if you get the FF/+spot item from like Co6. Youll also noticed the odd trap or secret door, even in high level quest. Even finding most of the trap boxes for the rogues lately as I got my spot up to 25 (well at mid levels).
Jump:
As a frontline combatant, your primary job is to run really fast and jump over the enemies frontline combatants.. To kill there clerics and wizards in the back ranks. So many barbarians don't realise how huge this is. Trust me, its HUGE.
Tumble:
Lets you move faster when under the effects of a bad spell like slow or that nasty white dragons ice freeze effect.
Balance:
Important for monsters that trip often. For the most part this DC is only 15 and easy to make, but it does scale slightly higher for bosses lik the demon queen - hers is about DC20. Also important if you want to be good at PvP - other players trip DCs can be very high.
No intimidate? :
Your a low AC deathdealer, you do not want agro, you want the enemy dead before he makes you dead.
Thoughts on the build at lvl14-16 in module 5 vs 6:
Barbarians are very powerful now, and in module6 with superior TWF we will just be that much better. I've only played this build for a week now so I don't have a ton to say about it other then it works pretty much the same as my old THF version. Overall I think the single target DPS will match my THF given the most powerful weapons, and in cases where you need to use weapons like vorpals it may outpace it.
Oh and for those who like numbers:
Expected overall attack progression at level16 max buffed with the best possible gear:
+40/40/40/40/45/45/50/50/50/50/50 - Yes that is 5 attacks in a row at +50 to hit - you will not miss not having oversized TWF. Well it's 9 hits for now until you can get superior TWF which adds the 10th hit.
Pretty intense to-hit score given the massive -8 penalty you get for power attack eh.. But definetely attainable.
(Updated for module 6 release)