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  1. #1
    Community Member ZicronBringerOfFear's Avatar
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    Question Which is better

    OK I'm working on end game gear for a Barbarian. I was thinking about what should go for my Bracers/Gloves slots and I ran into a slight conundrum. Which is better the Epic Vulkors Might set or the Fabricators Ingenuity set. from what I can tell, the Vulkors set is good for the heavy fort and the exceptional CON on as well as the 30% healing increase, but the Fabricators set have the combat infusion the balance increase and the increased melee attack speed. so my question is which would suite main party melee DPS + a fair amount of survivbility? and if your feeling generious can you guys throw in suggestions for the rest of the gear, I want to make this warforged laugh in the face of massive enemies hitpoint bars.
    We have Caused the Death of an Entire Race, Complete Distruction of an Ancent Civilazation, and Sown Discored in the Masses of the World, And we have only just begun

  2. #2
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    Claw set is better. If you are a WF barb IMO the 30% amp is mandatory.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  3. #3
    Community Member ZicronBringerOfFear's Avatar
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    Default sooo this?

    I was looking at a build much like this with gear ect. - weapons of course

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Chaotic Good Warforged Male
    (20 Barbarian) 
    Hit Points: 528
    Spell Points: 0 
    BAB: 20\20\25\30\30
    Fortitude: 22
    Reflex: 5
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             18                 25                   25
    Dexterity             8                  8                    8
    Constitution         20                 22                   22
    Intelligence          8                  8                    8
    Wisdom                6                  6                    6
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    
    {\b {\ul Notable Equipment }} \par Epic Grim's Bracelet \par Knost's Belt \par Encrusted Ring \par Epic Gloves of the Claw \par Kundarak Delving Boots \par Striding Ring \par Epic Bracers of the Claw \par Dragontouched Vestments \par Sandstorm Glasses \par Minos Legens \par Supreme Tyrant Green Steel Weave Cloak  of Smoke \par Greater Stalwart Trinket \par Dragontouched Docent \par The Blood Stone \par  \par Level 1 (Barbarian)
    Feat: (Selected) Toughness
    
    
    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 (Barbarian)
    
    
    Level 8 (Barbarian)
    Ability Raise: STR
    
    
    Level 9 (Barbarian)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Barbarian)
    
    
    Level 11 (Barbarian)
    
    
    Level 12 (Barbarian)
    Ability Raise: STR
    Feat: (Selected) Toughness
    
    
    Level 13 (Barbarian)
    
    
    Level 14 (Barbarian)
    
    
    Level 15 (Barbarian)
    Feat: (Selected) Toughness
    
    
    Level 16 (Barbarian)
    Ability Raise: STR
    
    
    Level 17 (Barbarian)
    
    
    Level 18 (Barbarian)
    Feat: (Selected) Toughness
    
    
    Level 19 (Barbarian)
    
    
    Level 20 (Barbarian)
    Ability Raise: CON
    Enhancement: Barbarian Damage Boost I
    Enhancement: Barbarian Damage Boost II
    Enhancement: Barbarian Damage Boost III
    Enhancement: Barbarian Damage Boost IV
    Enhancement: Barbarian Improved Damage Reduction I
    Enhancement: Barbarian Improved Damage Reduction II
    Enhancement: Barbarian Extend Rage I
    Enhancement: Barbarian Extend Rage II
    Enhancement: Barbarian Extend Rage III
    Enhancement: Barbarian Extend Rage IV
    Enhancement: Barbarian Extra Rage I
    Enhancement: Barbarian Extra Rage II
    Enhancement: Barbarian Extra Rage III
    Enhancement: Barbarian Hardy Rage I
    Enhancement: Barbarian Hardy Rage II
    Enhancement: Barbarian Hardy Rage III
    Enhancement: Barbarian Power Attack I
    Enhancement: Barbarian Power Attack II
    Enhancement: Barbarian Power Attack III
    Enhancement: Barbarian Power Rage I
    Enhancement: Barbarian Power Rage II
    Enhancement: Barbarian Power Rage III
    Enhancement: Barbarian Power Rage IV
    Enhancement: Barbarian Frenzied Berserker I
    Enhancement: Barbarian Frenzied Berserker II
    Enhancement: Barbarian Frenzied Berserker III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Barbarian Toughness I
    Enhancement: Barbarian Toughness II
    Enhancement: Barbarian Toughness III
    Enhancement: Barbarian Toughness IV
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II

    So in the end with gear on ill have 703 hp without rage with double rage(Rage and spell), if I'm doing the math right 843 hp with again if my math is right, which its been know to not be, 46-61 points of damage with a basic academical Great ax and 64-79 when in rage with double frenzy(not including frenzy damage) so can anyone check my math for me. thanks and alos look for improvements in my build.
    Last edited by ZicronBringerOfFear; 05-26-2012 at 12:52 AM.
    We have Caused the Death of an Entire Race, Complete Distruction of an Ancent Civilazation, and Sown Discored in the Masses of the World, And we have only just begun

  4. #4
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    One toughness is good. More than one is generally bad unless you've got feats to spare. Here are some options for you

    Two handed fighting
    improved two handed fighting
    greater two handed fighting
    stunning blow
    improved sunder

    Any of these feats would be a better option than the extra toughness feats. The THF will improve your DPS and those 3 I think would be the best option if you want to increase your damage however, the tactical feats will benefit the other party members. Improved sunder is important for raid bosses and barbs are the best at landing one. Stunning blow is great because once stunned you get +50% damage when attacking that enemy. Still I think the tactical feats are best on a fighter who has a lot of feats while the barbs should just pick up the dps feats.

    My first post in this thread didn't really cover what I wanted to say about the claw set and the fabricator's set. Just an FYI

    FABRICATOR'S SET

    ML - 18: this means you can use it during a TR process or pick one up on the way to 20 because it doesn't take long to acquire

    Time to acquire ~ 6 hours: It could be more or less depending on how you acquire it but from what I've heard on the forums about the drop rate of both items I think the average time to acquire these is probably 6 hours.

    DPS: Fabricator's set is lower DPS than the claw set generally speaking

    Other effects: The resistance bonus is nice if you don't have it slotted elsewhere but a cloak that is almost always included in final gear setup is the epic envenomed cloak which also has resistance +5

    CLAW SET

    ML - 20: worse than fabricator's set in this way

    Time to acquire ~ months: I had over 40 epic into the deep before I got both gloves of the claw and bracers of the claw shards. I am still looking for the scroll after farming shards, and seals and even doing some scroll farming in the red fens. I have put up a good offer in the marketplace forum and have seen others who made good offers but this scroll is rarely even traded. I'd say get fabricator's set and put the claw set on your long term goals.

    DPS: an upgrade from the fabricator's set

    Other effects: This is where the claw set is way better than the fabricator's set. There are only a few ways to slot 30% healing amp without losing out on DPS (actually gloves of the claw is the only way I can think of at the moment). +2 exceptional CON means you can slot your ToD ring with STR or some other +2 stat. The fortification bonus will spare you a blue slot on another item and the epic tokens that you would have used to slot it.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  5. #5
    Community Member ZicronBringerOfFear's Avatar
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    Quote Originally Posted by morticianjohn View Post
    One toughness is good. More than one is generally bad unless you've got feats to spare. Here are some options for you

    Two handed fighting
    improved two handed fighting
    greater two handed fighting
    stunning blow
    improved sunder

    Any of these feats would be a better option than the extra toughness feats. The THF will improve your DPS and those 3 I think would be the best option if you want to increase your damage however, the tactical feats will benefit the other party members. Improved sunder is important for raid bosses and barbs are the best at landing one. Stunning blow is great because once stunned you get +50% damage when attacking that enemy. Still I think the tactical feats are best on a fighter who has a lot of feats while the barbs should just pick up the dps feats.
    ok then here is a question.
    how much DPS is the THF line add because i wanted a lot of hp as well as damage and i didn't think it added much
    We have Caused the Death of an Entire Race, Complete Distruction of an Ancent Civilazation, and Sown Discored in the Masses of the World, And we have only just begun

  6. #6
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    Quote Originally Posted by ZicronBringerOfFear View Post
    ok then here is a question.
    how much DPS is the THF line add because i wanted a lot of hp as well as damage and i didn't think it added much
    I have 2 ToD rings on my melee FvS. One is +1 exceptional CON slotted with +2 CON (no set bonus) the other is +1 exceptional str slotted with +2 str (ravager set)

    If I plan to do melee damage in the situation at hand I equip the ravager ring giving up 40 HP for a slight DPS increase. The dps increase I get from ravager set is much smaller than the dps increase you'll see with the THF feats.

    Some other notes about HP vs DPS in general. IMO if you're playing a non-tank DPS toon once you get beyond ~650 HP the added HP is less of a bonus than adding HP on a lower HP character. For example: Going from 500 HP to 520 HP is super awesome and you will notice a difference immediately. Going from 800 HP to 820 is almost pointless for a non-tank. Get the most out of your toon in terms of HP but if you're going to be over 650 then (with some exceptions) I wouldn't sacrifice any DPS to get higher HP.

    3 feats for +66 HP just isn't worth it. If you're not taking the THF feats (maybe you plan to twitch even in boss fights) then take stunning blow and improved sunder at least before even considering another toughness feat.


    In terms of actual numbers of DPS that GTWF provides from reading the wiki here is what I gather: In 3/4ths of your attack animations GTWF will provide 50% of your attack damage in glancing blow damage. Compare this with 1/2 of your attack animations providing 20% of your attack damage in glancing blows that is what you'd have if you don't have the TWF feats.
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  7. #7
    Community Member t0r012's Avatar
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    THF adds a lot of DAmage from the glancing blows, If you aren't a "twitch" ( twich is moving to interrupt your attack sequence to only get the first few fast attack animations and skip the slower later animations)

    Glances with all 3 feats are generally about 20-25% of your base damage( first number in the string)

    It also increases your chances of getting weapon effects to process on glancing blows which is really nice when in a crowd swinging a crowd control weapon like a Paralizer.
    Even against a single target the extra added DMG from the effect process is a nice bonus.
    Move along , Nothing to see here

  8. #8
    Community Member ZicronBringerOfFear's Avatar
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    ok i was just wondering because HP to me is never unimportant and i didn't realize how much DPS the THF line was. and as for hp I'm attempting to make this as close to a perma-rage build as i can make it so ill have an additional Chunk of HP from that
    We have Caused the Death of an Entire Race, Complete Distruction of an Ancent Civilazation, and Sown Discored in the Masses of the World, And we have only just begun

  9. #9
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    Quote Originally Posted by ZicronBringerOfFear View Post
    ok i was just wondering because HP to me is never unimportant and i didn't realize how much DPS the THF line was. and as for hp I'm attempting to make this as close to a perma-rage build as i can make it so ill have an additional Chunk of HP from that
    Generally a pure barb can be raged (almost) all the time so HP is not likely to be an issue for you. Healing amp is a big deal for WF barbs because without it a healer will need 2-3 casts of heal to fill the HP bar compared to (usually) 1 cast for a properly geared fleshy barb.

    Remember that glancing blows only proc when stationary so the DPS gained from the feats is useful (particularly in boss fights when you're not moving much) but not perfect. If you plan to twitch (takes lots of practice but is still slightly behind the THF feats in dps) you could take the tactical feats instead
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

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