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  1. #1
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    Default A raging, evasive thief - critique please

    I am currently on my second life on my Barbarian, a pure level 20/5 epic Horc Barb. My previous (first) life was a Dwarven 18/2 Barb/fighter using a Lit II maul and Epic Ratkiller. In my current life I wield the Epic Antique Greataxe and use both Legendary Dreadnought and Fury of the Wild Destinies. My final setup is going to be Legendary Dreadnought with twisted Sense Weakness (argh 10 fate points!), Damage Reduction and Primal Scream. I am really enjoying the immense damage the character dishes out, however I am considering TRing him into the following build to add some diversity (at the loss of some DPS) and to better utilise the gear I have collected.

    I actually own most of the Gear presented below and I must stress that proper gearing is critical for the success of such a build. So, here we go!

    Razaghan, Human 18/2 Barbarian/Rogue - Epic 5 - Legendary Dreadnought 5

    Starting and Ending Stats (I own a +3 tome set) [36 pt build]

    STR 18 +6 levels +3 tome +7 item +3 insight +1 exceptional +1 Human +10 rage +5 primal scream +2 ship +3 abishai +6 Frenzy = 65 sustained +4 madstone +2 yugo = 71 situational +6 titan's grip = 77 short-term

    DEX 13 +3 tome +7 item +3 insight +1 exceptional +1 rogue +2 ship = 30

    CON 16 +3 tome +7 item +2 insight +1 exceptional +1 Human +2 Barb +9 rage +5 primal scream +2 ship = 48

    INT 13 +3 tome +6 item +2 ship = 24

    WIS 8 +3 tome +6 item + 2 insight +1 exceptional +2 ship = 22

    CHA 8 +3 tome +7 item +2 ship = 20

    Levels and Feats

    01-Rogue [Two-Handed Fighting, Human Bonus: Stunning Blow]
    02-Barb
    03-Barb [Active Past Life: Barbarian]
    04-Barb
    05-Barb
    06-Barb (Power Attack)
    07-Barb
    08-Barb
    09-Barb (Cleave) [gain FB I]
    10-Barb
    11-Barb
    12-Barb (Improved Critical:Slashing)
    13-Barb [gain FB II]
    14-Rogue (to get evasion as content gets more serious and to top-off skills)
    15-Barb (Improved Two-Handed Fighting)
    16-Barb
    17-Barb
    18-Barb (Great Cleave)
    19-Barb
    20-Barb [gain FB III]
    21 (Overwhelming Critical)
    24 (Greater Two - Handed Fighting)

    Skills

    Will not bother with complete breakdown, however with this INT score, points are enough to max Spot, Search, Disable Device, Open Lock and put just a few points into UMD. I need to read a bit about max needed Rogue skills, maybe I could shave some points off Spot and/or Open Lock and raise UMD


    Saves
    Fort: 11 class +19 CON +5 resistance +4 insight +2 good luck +4 GH +2 epic +1 Human = 48
    Ref: 9 class +10 DEX +5 resistance +4 insight +2 good luck +4 GH +2 epic +1 Human = 37
    Will: 6 class +6 WIS +5 resistance +4 insight +2 good luck +4 GH +2 epic +1 Human +3 rage = 33

    Stunning Blow DC
    10 base +27 STR +10 item +5 exceptional +6 Dreadnought = 58 sustained (no madstone or any other buffs)

    Healing Amplification: 10% Human +30% PDK Gloves +20% Bracers +10% Ship = 189%

    Gear

    Weapons:
    Epic Antique Greataxe [DR / Boss]
    Epic Elemental Greataxe of Fire [Fire Vulnerable Thrash / Boss]
    Earth/Water/Water Alchemical Greataxe [Generic Thrash / CC]
    Triple Positive Greataxe [Undead]

    Items:

    Head: Epic Helm of Frost (slotted w +6 WIS)
    Goggles: Epic Goggles of Time Sensing (slotted w Blindness Immunity and +1 exc. WIS)
    Neck: Shroud +45 HP air/fire item (permanent 20% blurry, displacement 2/day)
    Trinket: Planar Focus of Prowess +3 Ins. STR
    Cloak: Epic Envenomed Cloak (slotted w +1 exc. CON)
    Armor: Hide of the Goristro w ins. DEX +3 and Stunning +10 (it dropped for me like this)
    Gloves: Purple Dragon Knight
    Bracers: Lootgen, 20% Heal Amp. + Superior Parrying (+4 Ins. AC & Saves)
    Belt: Epic Spare Hand (slotted w + 1 exc. STR and +6 INT)
    Ring 1: Epic Ring of the Bucaneer (slotted w Heavy Fort)
    Ring 2: Epic Ring of the Stalker (slotted w Greater False Life and +1 exc. STR)
    Boots: Epic Boots of Corrosion (slotted w +1 exc. DEX) / Madstone / Cannith Propulsion / Kundarak Delving / Anchoring

    Defenses:
    Lots of HP
    5% Dodge (Boost to 55% with Improved Uncanny Dodge for 20 sec)
    10% Ghostly
    20% Blurry (Boost to 50% Displacement with GS clicky)
    PRR 13 Light Armor + 6 Damage Reduction twisted ED ability = 19 (34 if I get Cleaver from new raid)
    DR 10/- (6 Barb + 1 enh + 3 Damage Reduction twisted ED ability)

    Action Boosts:
    9 Barbarian Damage Boosts [5 base +1 Barb enh +3 Dreadnought)
    9 Human Versatility Damage Boosts
    9 Legendary Dreadnought Haste Boosts
    9 Rogue Haste Boosts (weaker, use for emergency)
    -Haste Boosts can be used together with Human Damage Boosts!-

    SUMMARY:

    -Cons:
    Lower STR and damage than Horc Pure Barb
    (However, adds 2d6+3 Sneak Attack From Rogue AND can chain together Haste + Damage Boostfor big DPS boost)

    -Pros:
    Full Trap Skills + Evasion
    Good Saves + Evasion
    1000+ HP (actually equal or more than pure Horc Barb, as most drop Toughness nowadays to fit OC)
    Usual Barb/Dreadnough Perks (Full THF, x9 crit multi with Greataxe, Momentum Swing, Lay Waste, Cleaves etc)
    Top Stunning DC (very good synergy with sneak attack and Epic Destinies)
    Some UMD (maybe can be raised more) for extra utility


    Feedback would be much appreciated
    Last edited by Azaghan; 08-16-2012 at 08:35 AM.

  2. #2
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    I have also created a Horc version.

    Starting Array is

    STR 18
    DEX 14
    CON 16
    INT 14
    WIS 08
    CHA 06

    Rogue skill Ranks at level 20 are 22,22,22,21 (out of 23 max) for Spot,Search,DD,OL (maybe can be done better)

    Toughness Feat is dropped (I don't want to sacrifice DPS by dropping GTHF, 900+ Hit points w/out madstone is still very good, raidbuffed goes easily beyond 1000)

    Assuming a pure Horc Barbarian would start with 20 STR and 18 CON (feats would be the same), the net difference is:

    Pure Horc Barb gets:
    +6 STR (2 starting, 2 Mighty Rage, 2 Capstone)
    +4 CON (2 starting, 2 Mighty Rage)
    +62 HP (50 due to +4 CON, 12 due to d6 vs d12 Hit Die)
    +10% Glancing Blow Damage

    18/2 Split gets:
    2d6 + 3 Sneak Attack Damage (avg. 10)
    +2 DEX
    +4 Reflex Save (class 3, DEX 1)
    Evasion
    Full Trap Skills

  3. #3
    The Hatchery karl_k0ch's Avatar
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    Saves don't have 10 base. :P

    It's just class bonus + stat bonus + item bonuses.

    As an undead beater, I'd probably prioritize a blunt weapon over a slashing one since the only undead raid boss has a DR of 20-40/Bludgeon+Magic. If you don't want to craft a second triple pos, a tier 1 Epic Mournlode Maul or an Epic Fury of the Flame might be an option.
    Last edited by karl_k0ch; 08-16-2012 at 08:22 AM.
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  4. #4
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    Quote Originally Posted by karl_k0ch View Post
    Saves don't have 10 base. :P

    It's just class bonus + stat bonus + item bonuses.

    As an undead beater, I'd probably prioritize a blunt weapon over a slashing one since the only undead raid boss has a DR of 20-40/Bludgeon+Magic. If you don't want to craft a second triple pos, a tier 1 Epic Mournlode Maul or an Epic Fury of the Flame might be an option.
    Duh, Noob moment of mine! thanks for spotting it, fixed it.

    Well you are right about undead beaters, but I am too lazy :P. Besides, I don't run Abbott.
    I might make an epic Mournlode, and I need a scroll and shard for eFury so it might come eventually.

  5. #5
    Community Member Ivan_Milic's Avatar
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    Did you try Blasting Chime on your barb?

  6. #6
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    Quote Originally Posted by Ivan_Milic View Post
    Did you try Blasting Chime on your barb?
    Actually I didn't. But a guildie always brings one when we go to LoB.

  7. #7
    Community Member Ivan_Milic's Avatar
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    Well then try it,because my barb keeps it on all the time,nothing can replace it for me,not even +3 ins str or +8 str trinket.

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