Barbarian used to be my favorite class - the concept that you gave up self-sufficiency for pure raging DPS. It was ok that you were a mana sponge because that SP was being translated into damage. Unfortunately they hit a downward spiral. First was the loss of crit rage ages ago. Still good enough DPS to be worth it though. Then the enhancement pass came... Capstones that gave stats was replaced by the worst ability to ever be concepted (Storm Eye) on the Frenzy tree, along with other trees with clunky mechanics. This is compounded with enhancements with heavy feat requirements (such as Tantrum that requires CE + IT) on a feat starved class. The enhancement pass made a pure barbarian the weakest DPS option as you could gain more from other splashes (fighter, fvs, etc)... but then comes the major question: Why would you give up self-sufficiency as well as common support items (clickies, scrolls, etc), for LESS DPS than what you could gain from other multi-classes? While Barbarian DPS doesn't suck, Pally, Swash, Centered Kensei, etc are as strong or stronger and can keep themselves up. A Barbarian should be able to punch those guys in the throat DPS-wise so that a barbarian + healer would be a
desired composition rather than a barbarian just being a back-pack trinket and a healer a DPS loss. Unfortunately the lack of DPS gain leaving them at just meh compared to other builds with all those trade-offs will be leave the Barbarian dead. If you are not willing to make Barbarian the undisputed king of STR/CON based DPS to make their trade-offs a cost worth giving, then they need to be fully self-sufficient. Even then, just being able to keep yourself alive and still losing a lot of utility due to rage lock still would put Barb on rocky ground.
I plan on commenting on each item for each tree, but as I'm pretty busy, might take me a while to tackle each tree... but here it goes:
Core abilities
Die Hard: (1 AP, Barbarian Level 1). You gain the Die Hard feat, and automatically stabilize when incapacitated.
I've always found abilities that have no value to you unless at a partial health or kissing dirt to be worthless. I don't build to die, I build either to stay alive or make other things die. However it's just a first ability core and fitting for a barb, so it's ok as is.
Toughness: (1 AP, Barbarian Level 3). +
20 hit points,
and +10 healing amplification.
Assuming Barb is brought to a level where people think you're worthwhile to bring along and heal, this works.
Frenzy: (1 AP, Barbarian Level 6). Activation Cost: 10 Hit Points. Cooldown: 30 seconds. Enter a frenzy, increasing your strength by +2 and adding Vicious to your melee weapons.
You gain +30 hit points and +10 healing amplification.
It was brought up before - but the question of is the small DPS gain for the self-hurting worth it. Making this scale with melee power would be nice.
Toughness: (1 AP, Barbarian Level 12).
You gain 10 Physical Resist Rating. You gain +60 hit points and +20 healing amplification.
This core really is much better than what it is on live
Death Frenzy: (1 AP, Barbarian Level 18). Activation Cost: 20 Hit Points. Cooldown: 30 seconds. Expend 20 hit points to enter a Death Frenzy for one minute. You gain 4 strength. You increase your crit multiplier by an additional 1 when raging. Your melee weapons gain 'Greater Vicious'.(+4d6 damage to your attacks while dealing 1d3 damage to yourself per attack.)
Passive: You gain +100 hit points and +20 healing amplification.
The self-damage is a big factor of what is currently killing the barb (pun intended)... though this does bring more to the table than Frenzy does.
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.
It is nice to see the worst enhancement, let alone capstone, have its STUPID penalty removed. This ability is now something someone might actually use! I do have mixed feelings as to whether the 50% health marker is the best - it's something that can be worked with, though does require inefficient support from others to keep going. Personally what I think would work is a mechanic similar to blitz, except when you take damage you gain 'x' seconds (where frenzy self damage would qualify), and all stacks are lost when time runs out. Another consideration if a DPS climb is acceptable for bard is to do Melee Power instead (so gaining 1 melee power per stack at a max of 25. Higher than the 10 from pally cap, but also not necessarily permanent.
The other item I would like to see changed is +4 STR instead of +4 CON. This is the barbarian kill at self-sacrifice tree isn't it? It should be grabbing at STR.
Tier One
Extra Rage: (1/1/1 AP). +1/+2/+3 Rage use per rest
Good - no change was needed
Cracking Attack: Melee Attack: Deals
+1/+2/+3[W] extra damage. Damaging enemies reduces their AC by -1/-2/-3 for 20 seconds.
---(Activation Cost: 5 Hit Points. Cooldown: 30 seconds)
This was a crud ability and tree that was not boosted enough. I realize the top tier of the ability tree is what gives the 30s qualifier, but really that still falls short. What I'd like to see is either this cooldown be brought down to 15s or less, and/or be made AOE.
Die Harder: Your range of unconsciousness extends +5/+10/+15 HP. When you drop below 1 health, you gain 10/20/30 temp hitpoints. This can only trigger once every five minutes.
Once again the 'building for death' I find to be utterly weak and useless, but this HP should at the very least match the T1 racial Don't Count Me Out - 5/10/20
Power Rage: +1/+2/+3 Strength
--- while raging
While the Barbarian is already pretty corked AC wise, so most didn't care about the penalty, still nice to see it go; Really, though, as it has a raging qualifier and rage has it's own load of penalties, does it really need to cost 2AP a rank? I'd gladly re-take the penalty to get the cost down.
Athletics: +1/+2/+3 Balance, Jump, Swim. Rank 3: When you activate Barbarian Rage, you gain +35% Action Boost bonus to movement speed for 20 seconds.
An interesting t3 trigger at the end of a line of skills most don't care about much - but still an enhancement I expect most will ignore... especially considering if they cared, they'd just use that AP towards Sprint Boost. Maybe gain 1 or 2% dodge at rank 3?
Tier Two (Requires Barbarian Level 2, 5 APs spent in tree)
Angry Arms: (Requires: Two Handed Fighting, 1/1/1 AP) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage.
No change was needed
Body Blow: (1/1/1 AP) Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 1/2/3 for 20 seconds.
A key part of the Crack tree, but still could care less as the ability has the 30s cooldown. Still want to see a shorter cooldown.
Blood Tribute: (1/1/1 AP) Gain +50/
+100/+150 Temporary Health for one minute.
This scales with 400% Melee Power. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
Curious as to how these numbers play with the melee power... though do find a semi-permanent CON penalty too heavy for any amount of temp HP. Maybe a 2 CON penalty that lasts 1 min and stacks (where it takes off 1 stack when the timer run out)? A temporary sacrifice for temporary HP...
Extra Action Boost: (1/1/1 AP) +1/+2/+3 additional Action Boost use per rest.
I really do think the Fighter one should only cost 1 AP as well, but a great ability for any that use boosts.
Sprint Boost: (1/1/1 AP) +35%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.
How else can a Barbarian run ahead to try and get the kill so he can be resurrected when the party catches up?
Tier Three (Requires Barbarian Level 3, 10 APs spent in tree)
Mad Munitions: (1/1/1 AP, Requires: Greater Two Handed Fighting, Angry Arms) +1%/+2%/+3% chance of triggering weapon effects on glancing blows and +3%/+4%/+5% glancing blow damage
No change needed
Blood Trail: (2 AP, Requires: Blood Tribute, Supreme Cleave)
Supreme Cleave no longer has a hit point cost. You gain 2 Melee Power.
Nice change
Supreme Cleave: (1/1/1 AP) Tactical Melee Cleave: Expend 10 hit points to activate this ability to attack enemies around you. This attack deals +1/+2/+3[W] damage. (Activation Cost: 10 Hit Points, affected by Dungeon Scaling. Cooldown: 9/6/3 seconds)
Nice to see this minor boost to the cleave damage
Strength/Constitution: (2 AP) +1 Strength or Constitution
Tier Four (Requires Barbarian Level 4, 20 APs spent in tree)
Crazy Strike: (1/1/1 AP, Requires: Body Blow) When you score a
--- hit with Cracking Attack, for 12 seconds you gain +0.3/+0,6/+1[W] damage
and 1/2/3 Melee Power.
For less than 50% uptime, I still find this to be a hard 9AP buy in... though at least you took off the crippling penalty. Personally I'd like to see the uptime brought up, or the bonus(es) made stronger
Exhausting Blow: (1/1/1 AP) Melee Attack: Deals +2/+3/+4[W], 1d6/2d6/3d6 Strength, and 1d6/2d6/3d6 Dexterity damage. (Cooldown: 20 seconds)
Nice in heroics, meh in Epics as the target will just get that back. Maybe an Intim based DC Exhuastion that lasts 20s?
Wade In: (1/1/1 AP, Requires: Supreme Cleave) When you Supreme Cleave, you gain +1 Primal bonus to Attack
--- per enemy damaged, up to 3/6/10 maximum. Lasts for 4 seconds.
Once again, thanks for taking off the AC penalty that made a weak ability useless. But, really, on a fully raging barbarian, they're not struggling for Attack. This would be much more useful if it was a primal bonus to damage.
Strength/Constitution: (2 AP) +1 Strength or Constitution
Tier Five (Requires Barbarian Level 5, Character Level 12, 30 APs spent in tree)
Focus Wide: (2 AP, Requires: Mad Munitions) When you score a vorpal hit, you increase your chance of triggering weapon effects with glancing blows by +10% and gain +10% glancing blow damage for 12 seconds.
I'm not sure this is strong enough to qualify the 2AP cost... maybe add melee power to the Vorpal trigger?
Focused Wrath: (2/2 AP) While raging, increases the critical multiplier of all weapons you use by 1/2 when you roll a natural 19 or 20 that is a confirmed crit hit.
No change needed
Lash Out: (1/1/1 AP) Supreme Cleave has a 50%/75%/82% chance to cause bleeding to damaged enemies, inflicting up to 1/2/3 stacks. This can stack up to 5 times.
Your Supreme Cleave also reduces the AC of enemies by 1/2/3 for six seconds. This stacks up to five times.
Bleed damage is rather weak - would be nice to see this scale. My bigger question is - does this still have the stupid feat qualifiers, or will those be taken off?
Accelerated Metabolism: (2 AP) While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
While every little bit helps, still a small pittance that would instantly vanish if the player were to Frenzy. Would it be possible to do an ability called "Heartless" where you no longer take Vicious damage?
Tantrum: (2 AP) Tactical Melee Cleave: Expend 25 hit points to activate this ability and attack enemies around you. This deals +5[W] damage and has a 50% to knock down each damage enemy briefly on a failed Fortitude save vs. 10 +
Strength modifier + Barbarian Level. Abilities that trigger on Supreme Cleave also trigger on Tantrum. (Blood Trail, Wade In, Lash Out, Sundering Spin, Storm's Eye)
Several questions:
1) Does this still have an expensive feat qualifier that brings this out of range of most pure Barbarians?
2) How will Blood Trail play into this ability? No HP cost, or -10 to the HP cost?
3) The DC is a tough cookie for epic content. Adding Trip modifiers would fix that.