This is just sad 2 updates on lamnia now and this tree still sucks so much more then use to. Ravenger tree does far more damage and has more utility in it. By far a fail and ever single post here keeps telling you this tree sucks on lamnia but we cannot get a dev to even look at it.
•Core
•Die Hard: (1 AP, Barbarian Level 1). You gain the Die Hard feat, and automatically stabilize when incapacitated.
•Toughness: (1 AP, Barbarian Level 3). +20 hit points, +10 Healing Amplification
•Frenzy: (1 AP, Barbarian Level 6). Activation Cost: 10 Hit Points. Cooldown: 30 seconds. Enter a frenzy, increasing your strength by +2. This damage scales with 100% melee power. Passive: +5 Melee Power.
*This a ability blocks rage. Why do I want something that makes me unable to rage?
•Toughness: (1 AP, Barbarian Level 12). You gain 10 Physical Resist Rating. You gain +60 hit points and +20 healing amplification.
•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 on rolls of 19 or 20. This damage scales with 100% melee power. Passive: +10 Melee Power
*again this blocks my rage.
•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: +4 Constitution. +10 Melee Power. When Raging your melee attacks have a 5% chance to deal an 400 bludgeoning damage. This damage scales with 100% Melee Power.
*Another ability that does not let me rage and really weak for a capstone. Rather have str instead of con on it since this is damage tree.
•Tier One
•Extra Rage: (1/1/1 AP). +1/+2/+3 Rage use per rest
•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
* what good is reducing AC by 3 how about lowering PRR or damage resistance.
•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.
•Power Rage: +1/+2/+3 Strength while raging
•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.
•Tier Two
•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.
•Body Blow: (1/1/1 AP) Damaging enemies with Cracking Attack reduces their Fortitude saving throws by 1/2/3 for 20 seconds.
*another useless ability 3 fort is not really going to matter that much on a mob.
•Blood Tribute: (1/1/1 AP) Gain +50/+100/+150 Temporary Health for one minute. Each epic level adds +25 temporary hitpoints. You have a stacking -1 penalty to constitution until you rest or die. (Cooldown: 3 seconds)
*You got to be ******** to use this ability lower con for temp hp is just stupid.
•Extra Action Boost: (1/1/1 AP) +1/+2/+3 additional Action Boost use per rest.
* does not work with melee power action boost.
•Sprint Boost: (1/1/1 AP) +35%/40%/50% Action Boost bonus to movement speed for 20 seconds. Cooldown: 30 seconds.
•Tier Three
•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.
•Blood Trail: (1/1/1 AP, Requires: Blood Tribute, Supreme Cleave) Supreme Cleave costs 3/6/10 fewer hit points to activate.
*Just stupid bards and pallys get a cleave costs nothing that they do not have to end up spending 3 more enhancement poins to lower cost since costs nothing.
•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.
*As noted above pally and bards get a cleaves that are better and do not cost hp to use.
•Strength/Constitution: (2 AP) +1 Strength or Constitution
*Does not let you choose str on lamnia.
•Tier Four
•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.
•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)
*does not work on bosses and just rather kill trash then lower there stats.
•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.
*By time you get this your barb should never miss on anything but a 1 so useless especially for tier 4.
•Strength/Constitution: (2 AP) +1 Strength or Constitution
*Does not offer str on lamnia.
•Tier Five
•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.
•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 critical hit.
•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.
*Really bad for a tier 5. First half mobs in game immune to bleed. Second the damage is really low especially for a tier 5.
•Multi-Selector: (2 AP)
•Accelerated Metabolism: While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
*This is not modded by your melee power I have never healed more then 12 from this even over 100 melee power. That and this is really really weak for a tier 5 heal.
•Raging Blows: While raging your melee attacks gain +1[W] to 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)
*Another terrible ability. Cost me hp when bards and pallys get same for no hp in there enhancements. The knockdown does not work on bosses and useless in epic content since almost impossible to get high enough to work on trash over level 20.