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  1. #1
    Community Member OldAquarian's Avatar
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    Default Mundunugu - Half Orc Radiant Barbarian

    (This is obviously not a Fists of Light build)

    Okay a bit of a Crazy build
    12 Cleric for Radiant II and buffs
    6 Barb for FB - 4 Rages per rest
    2 Fighter for feats and tactics

    Very good for soloing - good dps for parties - backup healing
    Not a tank - Not a full healer

    Idea is to turn on Radiant Aura and then Rage and attack away when needed
    Most of the time Frenzy should suffice and has no limitations
    Healing after fights and if needed as backup
    Can also cast a few weak BB

    Couldn't fit in Toughness feat - but should be high enough HP for a DPS

    Self Buffs - Divine Power - DM II - Divine Favor - Aid - Stalwart Pack - Heroes Feast

    Skills - Max Balance, some Diplo, Jump

    Damage
    STR:
    18 Base
    5 Level Ups
    2 Tome
    1 Orc Str
    6 Divine Power
    ___
    32

    Frenzy +STR
    +2 (Can always be on - no Rage restrictions)

    Raged +STR:
    +4 Rage
    +2 Barb PR II
    +2 Orc PR II
    ___
    +8

    32 Base
    +2 Frenzy
    +8 Rage
    ___
    42 Total

    Damage - Self Buffs - Not Raged:
    18 STR of 34 (+12 Mod * 1.5)
    +4 Luck (Divine Favor)
    10 PA (5 * 2)
    +4 Barb PA II (2 * 2)
    +6 Orc PA III (2 * 2)
    +4 Orc Melee II
    +4 DM II
    +7 Frenzy (2d6 avg)
    +6 Weapon
    --
    +63 -- Not too bad

    Raged
    +6 (+4 Mod * 1.5)
    ---
    69

    To Hit
    20 BAB (Divine Power)
    11 Base STR
    +4 Divine Favor
    +1 Frenzy
    +6 Weapon
    ---
    42

    Power Attack (optional - But 20 damage is nice)
    -10
    ---
    32 - Not sure when this isn't enough with expected gear/buffs but in those cases there is RAGE:

    Raged
    +4
    ---
    36

    All numbers not including standard items/party buffs

    Comments apreciated

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Mundunugu 
    Level 20 Neutral Good Half-Orc Male
    (2 Fighter \ 6 Barbarian \ 12 Cleric) 
    Hit Points: 268
    Spell Points: 608 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 6
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity             8                    10
    Constitution         14                    16
    Intelligence          6                     8
    Wisdom               14                    16
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Charisma used at level 17
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    
    Level 1 (Barbarian)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Barbarian)
    
    
    Level 3 (Barbarian)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Barbarian)
    Ability Raise: STR
    
    
    Level 5 (Barbarian)
    
    
    Level 6 (Barbarian)
    Feat: (Selected) Cleave
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Stunning Blow
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Sunder) I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Extra Action Boost III
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Power Attack III
    Enhancement: Orcish Power Rage I
    Enhancement: Orcish Power Rage II
    Enhancement: Orcish Strength I
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Orcish Great Weapon Aptitude II
    Enhancement: Orcish Great Weapon Aptitude III
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    Last edited by OldAquarian; 12-30-2010 at 06:20 PM.

  2. #2
    Community Member OldAquarian's Avatar
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    Hah - found a similar thread in the Cleric Section (Human version - rogue instead of fighter)
    Bear Shaman - http://forums.ddo.com/showthread.php?t=269301

    Minor tweak based on that thread
    Last edited by OldAquarian; 12-29-2010 at 07:23 PM.

  3. #3
    Founder Sani_Medicor's Avatar
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    I'm playing a build with the same split. It's a lot of fun.
    http://forums.ddo.com/showthread.php?t=286411

  4. #4
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Sani_Medicor View Post
    I'm playing a build with the same split. It's a lot of fun.
    http://forums.ddo.com/showthread.php?t=286411
    Looking at differences

    Progression: Melee first vs Cleric Levels much Earlier
    Feats: Stunning Blow vs Toughness
    Stats: 14 CON/14 CHA vs 16 CON/12 CHA (14 CHA with +2 Tome = DM II vs 16 CON = More HP + Longer Rage)

    Thoughts Anyone?

  5. #5
    Founder Sani_Medicor's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Looking at differences

    Progression: Melee first vs Cleric Levels much Earlier
    Feats: Stunning Blow vs Toughness
    Stats: 14 CON/14 CHA vs 16 CON/12 CHA (14 CHA with +2 Tome = DM II vs 16 CON = More HP + Longer Rage)

    Thoughts Anyone?
    I could see going melee early, so people don't confuse you as a healer. I've always fought and healed, so I'm comfortable doing both. Plus, I've been consistently outkilling melees up to this point.

    I'm not sure how much success you will have with stunning blow. It seems to favor kensai and/or stunning weapons. I would definitely recommend fitting toughness in though.

    I wasn't really interested in divine might for this build, although it is an option. My investment in charisma was all for radiant servant. I really don't think I'll need divine might anyway.
    Last edited by Sani_Medicor; 12-29-2010 at 09:20 PM.

  6. #6
    Community Member Nick_RC's Avatar
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    Hey guys,

    Honestly without trying to flame I really have no idea what this build split is trying to achieve. I love unusual builds as long as they can do something worthwhile.

    1. What are u trying to do with this split?

    a. It's not a strong solo build (6 pali/2 monk, 6ftr/2monk, 7monk/1ftr, 6ftr/2 rog, 6pali/2rog are all much stronger for this purpose)
    b. It's not a strong healer. It can't fight AND fully heal a group with any synergies going on. If u say u can then ur not raging and those barb levels are next to useless.(a 17 clr/2ftr/1 barb does this the best IMO)
    c. It's not a strong dpser. I have no idea why diVine might is not being used for a low dps toon u really want to eek as much out as u possibly can. I'm sure u guys can outkill weak pugs at low levels... But at end game I think u need to ask urself just really how much ur actually contributing (considering ur not really healing urself...something a different split at least has going for it.)

    I think it's a ****** move bagging a build and not making suggestions on how to improve it. Honestly I'm not a fan of the 12 cleric splits but if I were to do one given the same sort of theme I would do this(rough framework) when u get to cap. Eat a +3 lesser heart and switch 3 clr lvls for 3 barb giving u majority barb. Then...



    12 clr/6ftr/2 barb half Orc nuetral.(34p)

    Str 20( level ups here)
    dex 8
    con 14
    int 8(take a +2 tome at 7 so when u get ur clr levels out of the way u can max out intim)
    wis
    cha 14 ( +2 tome for DM II)

    1. Extend
    3. Barb PL
    6. Emp heal
    9. Quicken
    12. I crit
    15. Tough
    18. Skill focus:intim
    1.WF
    2. Stun
    4. WS
    6. PA

    (2HF line is junk on pretty much everything apart fro
    ftrs and barbs even then it's debateable)

    Skills -max intim any remainding take a point in tumble rest in balance.(should be able to hit mid 60s to low 70s guesstimating fully twinked out.) I hate intim on true dps tanks (waste of dps) but for a 12 clr split sitting in ur aura with quickened full heals this option is gold in certain quests.

    Enhancements to focus on

    Half orc

    2hf damage II
    power attack III
    action boost III
    str II
    tough II

    clr

    anything that pumps ur aura
    divine might II
    radiant servant pre reqs

    ftr
    haste boosts
    kensai pre reqs
    intim
    ftr str
    ftr toughness

    barb
    PA
    extend
    extra
    PA
    sprint boost

    ResuLt
    A MUCH stronger character overall. better dps, better self/spot healing. Similar sorta flavor with barb run speed and rages (I'd use the knosts sets for 3 rages @+8 str/con lasting for 3-4 mins) but without relying on rage to generate the majority of my dps inhibiting self healing. Rages are now a luxury - a great bonus but not the meat of ur build. And ur a B+ intimitank that can self heal all day long.

    Hope this helps.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  7. #7
    Hero Musouka's Avatar
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    I got this from the Wiki on the Rage ability.

    While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance and Intimidate) or the Concentration skill, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise and metamagic feats. In DDO, the Barbarian also cannot drink any of the following potions while raged: Remove Curse, Remove Fear, Remove Blindness, Remove Disease, Lesser Restore.
    So while raging and in DPS mode, you cannot heal the group, except with an aura you may have clicked on.
    Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server

  8. #8
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by nick_robinsonchia View Post
    See below
    Hey guys,

    Honestly without trying to flame I really have no idea what this build split is trying to achieve. I love unusual builds as long as they can do something worthwhile.

    1. What are u trying to do with this split? Mostly have fun - do damage and have some self healing

    a. It's not a strong solo build Seems it should be strong enough - not really worried about being not being invited to solo things
    b. It's not a strong healer. Nobody said it was - strong enough to self heal
    c. It's not a strong dpser. I have no idea why diVine might is not being used for a low dps toon Please reread the build and my comments about having DM II
    I'm sure u guys can outkill weak pugs at low levels...I plan to out dps weak pugs at high level as well
    But at end game I think u need to ask urself just really how much ur actually contributing (considering ur not really healing urself...something a different split at least has going for it.)Aside from elite guild runs - do you really think even this build will be even in the lower half of contribution?

    I think it's a ****** move bagging a build and not making suggestions on how to improve it. Honestly I'm not a fan of the 12 cleric splits but if I were to do one given the same sort of theme I would do this(rough framework) when u get to cap. Eat a +3 lesser heart and switch 3 clr lvls for 3 barb giving u majority barb. lost me here - even 6+9 would make it 9/9/2Then...

    Much different build deleted

    (2HF line is junk on pretty much everything apart fro
    ftrs and barbs even then it's debateable)Not really sure how +50% damage +extra weapon effects proc to main target and everything around is junk

    Hope this helps.Not really
    Last edited by OldAquarian; 12-29-2010 at 11:37 PM.

  9. #9
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Musouka View Post
    I got this from the Wiki on the Rage ability.
    So while raging and in DPS mode, you cannot heal the group, except with an aura you may have clicked on.
    Not really intended to heal anybody else unless specifically not raging and helping out with some off healing - this is really not supposed to be a party healing build

    - and you have to turn the aura on before you rage

  10. #10
    Founder Sani_Medicor's Avatar
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    At this point in my build, rage is just an afterthought. I think starting my radiant aura and going into a frenzy will be nice though. I won't be locked into the THF line until level 15 and I'll be 12clr/2ftr/2brb at level 16. In other words, I built in lots of room to make adjustments without any long term consequences. As far as a mnk/rog splash, that would have been a waste with dex as a dump stat.

  11. #11
    Hero Musouka's Avatar
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    Quote Originally Posted by OldAquarian View Post
    - and you have to turn the aura on before you rage
    That was kind of implied when I used past tense.
    Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server

  12. #12
    Community Member lord_of_rage's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Hey guys,

    Honestly without trying to flame I really have no idea what this build split is trying to achieve. I love unusual builds as long as they can do something worthwhile.

    1. What are u trying to do with this split? Mostly have fun - do damage and have some self healing

    a. It's not a strong solo build Seems it should be strong enough - not really worried about being not being invited to solo things
    b. It's not a strong healer. Nobody said it was - strong enough to self heal
    c. It's not a strong dpser. I have no idea why diVine might is not being used for a low dps toon Please reread the build and my comments about having DM II
    I'm sure u guys can outkill weak pugs at low levels...I plan to out dps weak pugs at high level as well
    But at end game I think u need to ask urself just really how much ur actually contributing (considering ur not really healing urself...something a different split at least has going for it.)Aside from elite guild runs - do you really think even this build will be even in the lower half of contribution?

    I think it's a ****** move bagging a build and not making suggestions on how to improve it. Honestly I'm not a fan of the 12 cleric splits but if I were to do one given the same sort of theme I would do this(rough framework) when u get to cap. Eat a +3 lesser heart and switch 3 clr lvls for 3 barb giving u majority barb. lost me here - even 6+9 would make it 9/9/2Then...

    Much different build deleted

    (2HF line is junk on pretty much everything apart fro
    ftrs and barbs even then it's debateable)Not really sure how +50% damage +extra weapon effects proc to main target and everything around is junk

    Hope this helps.Not really
    I have to say nicks comments are pretty on the money. I just cant see the split being worthwhile.
    Toons are in a constant state of flux. Khyber server.

    Quote Originally Posted by Trillea View Post
    Maybe your forum name should be lord_of_halfling_rage then...

  13. #13
    Founder Sani_Medicor's Avatar
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    A 14clr/4ftr/2brb would be pretty fun, but you'd be mistaken for a healer.
    Last edited by Sani_Medicor; 12-30-2010 at 04:10 AM.

  14. #14
    Community Member Nick_RC's Avatar
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    Quote Originally Posted by OldAquarian View Post
    1. What are u trying to do with this split? Mostly have fun - do damage and have some self healing

    If this is a flavor/fluff build then feel free to disregard anything im saying. If ur having fun playing him thats great - its the most important thing. U put 'thoughts?' at the end of the build so im assuming u wanted constructive feedback...good and bad.

    a. It's not a strong solo build Seems it should be strong enough - not really worried about being not being invited to solo things

    Im sry i should have been clearer - its not an 'extreme soloer' the game is easy enough that a u can solo to cap on pretty much any toon. The conflicting rage/full heal methodology limits just how much trouble u can get into.
    Quote Originally Posted by OldAquarian View Post
    Very good for soloing
    Quote Originally Posted by OldAquarian View Post
    b. It's not a strong healer. Nobody said it was - strong enough to self heal
    c. It's not a strong dpser. I have no idea why diVine might is not being used for a low dps toon Please reread the build and my comments about having DM II

    Apologies on the DM II - I got confused between you and sani. Points A B and C were not meant to be individually in a vacuum but a set of points specific to what u propose. I think this is the crux of it for me. I have a friend who plays a 12 clr/7 monk/1 ftr with healing amp out the ying yang. But he doesnt even like playing him end game because roles are so narrow. He doesnt do anywhere the dps of a proper melee (comparing notes he seems to do about 40-50% of what im doing on a tricked out melee) granted all raged up ur build will be doing more dps than his by a decent margin...but thats just it when ur all raged up the ONLY thing ur bringing to the table is an aura that will expire before ur rage does. When it expires what then? ur essentially a weak melee. My friend doesnt enjoy playing his guy in epics etc because he realises that hes just not contributing as much as he should and is relying on others to drag him through.

    Quote Originally Posted by OldAquarian View Post

    I'm sure u guys can outkill weak pugs at low levels...I plan to out dps weak pugs at high level as well Heh that might well be the case but lets compare apples to apples.
    But at end game I think u need to ask urself just really how much ur actually contributing (considering ur not really healing urself...something a different split at least has going for it.)

    Aside from elite guild runs - do you really think even this build will be even in the lower half of contribution?

    Judging from this comment and the one quoted from ur OP below I think ur missing the mark on how much personal DPS you will be doing. Relatively. By relatively I mean since u are foregoing in fight healing you need to be counted as a melee. It would be a fair assumption that you consider urself a melee build? So compare urself to a true melee. I have to work pretty hard to think of a melee build that does less dps than this. While ur raged spot healing is out. Backup healing is out. So ur a melee...that does alot less dps than a true melee. Im not comparing this build to battleclerics - say 17/2/1 clr/ftr/barb - they will be less than you but they fulfill the group healing role. To answer ur question IMO it will be at the very bottom contribution wise. Its kinda similar too a warchanters dps...without being able to make everyone in the group kickass that much more.
    Quote Originally Posted by OldAquarian View Post
    good dps for parties - backup healing
    Again with ur setup its one or the other not both. And mediocre to poor dps considering it fills a melee spot.

    Quote Originally Posted by OldAquarian View Post
    (2HF line is junk on pretty much everything apart fro
    ftrs and barbs even then it's debateable)Not really sure how +50% damage +extra weapon effects proc to main target and everything around is junk
    Check ur numbers in game and let me know whether u think standing still suffering through that abomination of a 4th swing (before they broke it) is better than twitching. Then when u find the dps comparable ask urself if u can spend those 3 feats in better ways. Like toughness, quickdraw, and barb past life Saying that if u dont enjoy twitching or are having problems getting it right over a sustained period of time maybe the 3 feats arnt a bad option.

    Quote Originally Posted by OldAquarian View Post
    Eat a +3 lesser heart and switch 3 clr lvls for 3 barb giving u majority barb. lost me here - even 6+9 would make it 9/9/2Then...
    Ah sorry shoulda explained a little more. going from 12clr/6barb/2ftr to 9/9/2 respecitvely would give u the barbarian past life if u wanted to TR. Its done alphabetically in what priority ur level split (when equal 9/9 for eg.)has for past life purposes.

    That pretty much sums up what my thoughts on the matter are - im up in the snow and mountains so reception a bit dicey. Il try check in on this at a later date but if not good luck with it.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  15. #15
    Community Member OldAquarian's Avatar
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    granted all raged up ur build will be doing more dps than his by a decent margin...but thats just it when ur all raged up the ONLY thing ur bringing to the table is an aura that will expire before ur rage does. When it expires what then? ur essentially a weak melee. My friend doesnt enjoy playing his guy in epics etc because he realises that hes just not contributing as much as he should and is relying on others to drag him through.

    4 Rages - 135 seconds is roughly 9 minutes per shrine. But...

    Look at the breakdown in the OP: Rage only adds 5 of the +55 Damage - so this build still does most of its damage unraged
    A lot of the Barbarian extra damage is from PA and Frenzy - Rage is just icing
    You can heal and do other things when Frenzied
    Not sure how long Aura lasts - conflicting numbers when I searched

    This build does NOT have to Rage

    Again with ur setup its one or the other not both. And mediocre to poor dps considering it fills a melee spot.

    While not stellar - I think this might be overstated - Would you say 80%, 50%, 30% of pure THF Pure Barb?

    Check ur numbers in game and let me know whether u think standing still suffering through that abomination of a 4th swing (before they broke it) is better than twitching. Then when u find the dps comparable ask urself if u can spend those 3 feats in better ways. Like toughness, quickdraw, and barb past life Saying that if u dont enjoy twitching or are having problems getting it right over a sustained period of time maybe the 3 feats arnt a bad option.

    Greater THF seems to now grant glancing 50% of the time while moving (twitching) as well as upping the normal untwitched from 50% to 75%
    So twitched with GTHF has the same benefit as non GTHF standing still as well as the stated higher % damage

    http://ddowiki.com/page/Attack_sequence - Please let me know if I read that wrong - or if that page is wrong

    in short - it seems GTHF is now Worth the 3 feats when twitching


    Ah sorry shoulda explained a little more. going from 12clr/6barb/2ftr to 9/9/2 respecitvely would give u the barbarian past life if u wanted to TR. Its done alphabetically in what priority ur level split (when equal 9/9 for eg.)has for past life purposes.

    btw - TRing out of this makes sense - I wouldn't TR in
    And the alphabet thing means in my build order I won't show as cleric till Cleric is 7 at level 15

    Thanks for the time on this
    Not really sure I deserved the neg rep tho (not saying it was you - just that I got dinged)
    Last edited by OldAquarian; 12-30-2010 at 12:27 PM.

  16. #16
    Community Member Nick_RC's Avatar
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    I don't stealth neg people I let them know if I do- nothing u wrote was worth it IMO- I wouldn't take the time to reply if I thought something u said was offensive. Il hit u with pos to balance it out.

    [QUOTE=OldAquarian;3503849]

    4 Rages - 135 seconds is roughly 9 minutes per shrine. But...

    Look at the breakdown in the OP: Rage only adds 5 of the +55 Damage - so this build still does most of its damage unraged
    A lot of the Barbarian extra damage is from PA and Frenzy - Rage is just icing
    You can heal and do other things when Frenzied

    Ok cool I can see where ur coming from I was working from the principle of aura then rage up as stated in OP. There are probably some things u need to consider apart from straight damage(because ultimately they impact damage output.) also it should be 6 damage from rage- 8str incl Orc rage and power rage is 6dmg 2 handed.

    1. Too hit-ur losing 4 too hit not raging. Even packing DP and DF u lack the massive too hit of barbs/ftrs as ur str Doesn't get up there. Omitting rage from ur too hit ul Likely need to turn PA off (having it maxed is -10 to hit...)in most epic/elite content. So instead of 6 damage it will be often 26 (20 PA+ 6 rage) which is VERY substantial. I get the feeling u run epics/elite more than normal-I'm looking more from end game perspective.

    2. Hit points: negligible reflex save,(not big enough for holy aura, base 8 dex) no toughness feat or enh, and from memory no quicken?(if I'm wrong on last one ul have to excuse me hard to check on iPhone), base 14 con(which in itself is ok but combined with the above...) means without the 60hp that rage gives u you will be hp light. Considering u won't be using madstone when not raged and yugo con pots drop ur dps even further... As we all know a dead melée does no dps and one that has to hop around avoiding blows while casting non quickened, dumped concentration, heals does alot less.

    I can't help but think if u weren't going to rage full time ud be better going 6ftr 2 barb.

    Not sure how long Aura lasts - conflicting numbers when I searched


    While not stellar - I think this might be overstated - Would you say 80%, 50%, 30% of pure THF Pure Barb?
    Id hazard a guess between 60-70% of a pure 2hf barb. Saying that pure 2hf barbs arnt in great shape ATM. So I would suggest it would be in the lower range of that % against a pure ftr, 18/2 barb/ftr or 12/6/2 ftr/barb/rog. I don't have access to any number crunchen stuff on my phone so take this more as an intuitive guess.

    Greater THF seems to now grant glancing 50% of the time while moving (twitching) as well as upping the normal untwitched from 50% to 75%
    So twitched with GTHF has the same benefit as non GTHF standing still as well as the stated higher % damage

    A few updates ago they removed glancing blow while moving. so it breaks it down to either or In my mind. 3 feats spent for marginal (if any) gain seems steep in my mind.there was a good thread in barb forums about glancing vlows. Think it was started by mediocre surgeon.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  17. #17
    Community Member Shyver's Avatar
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    Radiant Servant Healing Aura lasts 1:24 at character level 20.
    Archangels
    ~Shyvik~
    Old school Tharashk player since '06

  18. #18
    Community Member OldAquarian's Avatar
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    Fixed math in OP for 2HND STR bonuses - etc - added To hit calcs as well

    As far as having enough to hit without Rage to keep PA on (-10 hurts but +20 Damage is nice)

    Would using Sunder/Improved Destruction weapon make sense?
    (Correct to assume they stack?)

    Also read someplace than Imp Destro appears on Armor as well, is this random, named, crafted or wrong?

    Tactic DCs should be okay with this build and from what I've read work on glancing
    Last edited by OldAquarian; 12-30-2010 at 05:55 PM.

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