at ~sev
i know this is a huge wall of text but please take the time to read it
When i came of 3 fighter lives and tr-ed into my first barbarian(in ddo) oh so many years ago i was pleased with all the dps they could generate, sure their defences were pretty bad but their dps made sure the enemy died before he could take to much damage.
Sure, past lv 16 any caster easely out killed him (dc based) and no healer wanted me in the party, implosion cost less sp then healing me.
i came back to barbarian after 20 odd lives with game experience, the half orc race, a stack of gear, tomes and 2 inventory pages filled with silver flame pots.
raidmembers enjoyed having me onboard, even choosing me over the warforged tank during VoD and the optional in ToD, often i heard that heals were centred on me, they trusted me to hold agro by brute dps and being able to survive long enough for the next mass cure/heal to arive.
I enjoyed the barb for it's dps, the abilety to take something out before it took my barb out.
after the level cap went up to 25 (Update14) healers in the party hinted that i was taking too much damage, the same healers i trusted with my life in the hardest pre u14 content. melee's were having a hard time in general though, atleast a barb still brought dps to the table, something a bard or paladin simply didn't match (unless vs undead). A good barb was still a rational trade of to have in the party. I saw many sub par and moderate build barbs fall of, no longer were they played
updates 15 and 16 gave us more and more enemy damage in EE, i saw myself play eh instead of EE, not that i couldn't do it anymore but out of sheer boredom, killing mobs and bosses just took too long and healers started complaing instead of hinting. i saw a decrease in people wiling to play a healer in general (not just with me :P) i also see an increase in ranged toons
Update 17, mobs began hitting harder and harder (EE giants in tor for example), playing of the barbs strength, 2 handed fighting was becomming harder , no longer could you be surounded by mobs and mass cleave them
without risking a sured death.
Update 19 was the final drop for my barb, for a few reasons:
1, The damage output of mobs was of the scale, opening a door in wheloon with 4 assasins swinging their chain........ding
2, Mob hp, too much hp meant that the advantage of a barb is negated, you can't kill mobs fast enough anymore.
3, The enhancement pass, not only was it too weak on it's ownit was too weak for the content it was made for. It also fell behind to other classes, cetus builds. monchkers, shiradi builds, all way more able to handle EE content then a barb.
Conclusion:
The trade of is gone, no longer was my barb's position in an EE party justified. and this was a end game barb, rich on ED's, pastlives, gear, etc one of the few still remaing on the server, i could no longer support my friends in ddo. I had no other option, i had to stop playing him as a barb..... Cetus-esque builds it was, for 36 pastlives and 12 iconic lives i grinded and grinded, never been able to make a decent barb
then a ray of hope apeared
Sev came around, yes you!
bards became amazingly powerfull, high melee survivability, spelcasting, healing, huge dps, crowd control, assuming you build them correctly and had the gear to go allong with it.
Paladins got boosted too, amazing dps, high allround survivability
ok, granted, the prr/mrr change was pretty nice for heavy armor users though due to the curve a shield was barrely needed, noboddy wants to gimp their dps for a 4% reduction in incomming damage.
all&all verry nice changes. i wasn't even angry for having bards and paladins more dps and survivability then a barb, because i knew you would turn to barbarians soon enough.
But intead you have seemed to turn on barbs:
again, granted: having more hp and healing amp on a barb is something he could use a lot, even if people claim it doesn't make sence on a barb, you can always declaire them to be magical ritual scaring done by the shaman(flavor text).
but what i miss here is you adressing the big elephant in the room, the dps: barbarians and especialy Frenzied berzerkers need a lot more dps to cope with the insane amount of hp the dev's have put on mobs.
A reason for party to have a barb in the party once again.
a reason to make that trade of worth it again.
As for the capstone:
Storm’s Eye: (1 AP, Barbarian Level 20). Activate: You gain +1 melee damage. --- This damage bonus gains one stack every six seconds, up to 25 stacks. This ends when you are below 50% health. Activation Cost: 100 Hit Points. Cooldown: 3 minutes. Passive: You gain +4 Constitution. You gain +150 hit points and +40 healing amplification.
why should i bother with a feature that doesn't exist? it blinks out every 10 seconds on EE, there is too much mob dps. The constitution bonus might help out thosse dwarven spell ressistance builds though.
why should i use this "capstone" instead of 2 levels of fighter for the 2 feats and the plate mail prof (and all the prr/mrr) that came from that. since the formula wasn't adapted not only do fighters and paladins have reasons to just ignore the use of a shield, multiclassing into a fighter can simply give you 100+ prr without a shred of effort just by donning a platemail 6+24bab+45 plate and a +30 sheltering item.
in short:
ways to survive
Moar!!!!! DpS!!!!!
please.........