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  1. #1
    Community Member goodspeed's Avatar
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    Default which tree for 6 barb?

    Im trying to get the best bag for the buck but not sure how to spread my aa points.

    Ive got a 12 ftr 6 barb 2 rog.

    Originally I did have 21 points in kensei but I just couldnt seem to justify alot of those for the 8 str. And the goofy titan gloves give the same bonus with 6 so I took those and spread them elsewhere.

    Currently Ive got most in ravager for blood strength and critical rage. I get 5 or 6 hp on a blow and bout 55 currently when I kill something. Not a crapload but it helps, with the main reason being critical threat range with rage.

    Theirs another 12 points in frenzy, 8 in the defender tree, 8 or so in the acrobat tree (haste with sireth, haste boost ect) and another 8 in the 3rd barb tree with like 5 in the helf tree.

    So as you can see they're just all over as I keep reworking them. The builds 24 now, bout 80 prr 50 mrr 19 dodge, trap skills and decent evasion. What would one of ya suggest the lineup should be AA point wise? Survivability is prized but ya gotta go for the dmg too..
    Through avarice, evil smiles; through insanity, it sings.

  2. #2
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    How does barbarian rage interact with stalwart stance? I thought those two are mutually exclusive, one dispels the other, or?

    I would try to get to the third core in each barbarian tree, those usually seem quite tasty.

  3. #3
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by cru121 View Post
    How does barbarian rage interact with stalwart stance? I thought those two are mutually exclusive, one dispels the other, or?

    I would try to get to the third core in each barbarian tree, those usually seem quite tasty.
    Having stalwart stance active blocks your ability to go into rage, but there's still a bunch of nice things you can get from the barbarian trees while not being raged - somewhat counter-intuitively, I found frenzied beserker is actually a good tree for barb splashes if you're making use of the 2hf feats (my own build was dwarf axe & board) since there's cracking attack, angry arms, mad munitions, supreme cleave & blood trail for some nice boosts, none of which need you to be raged, and the 1st 3 cores are nice too.

    If you want a little more defensive capability, occult slayer might be the way to go, with payying & guarding bond, plus ear smash & knockout, and i always find arcane encumbrance pretty funny since it's nice to have casters spontaneously fall down.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  4. #4
    Community Member C-Dog's Avatar
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    Quote Originally Posted by FuzzyDuck81 View Post
    ... occult slayer might be the way to go... plus ear smash & knockout...
    Quick tangent - do Ear Smash and Knockout have Saving Throws, or do they just land 100%? (And if ST's, what's the DC based on?) Can't find anything one way or the other in any documentation, thx.

  5. #5
    Community Member goodspeed's Avatar
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    Quote Originally Posted by C-Dog View Post
    Quick tangent - do Ear Smash and Knockout have Saving Throws, or do they just land 100%? (And if ST's, what's the DC based on?) Can't find anything one way or the other in any documentation, thx.
    Earsmash drops something but when upgraded I believe automatically puts the target/s to sleep unless its a vorpal then stuns them. And I forget if knockout does or not.

    As far as rages, they have their uses. Frenzy you can benefit from the add on to a weapon but not the str with stance. And furys rage lingers in a cast order for a decent twist.
    Through avarice, evil smiles; through insanity, it sings.

  6. #6
    Community Member the_one_dwarfforged's Avatar
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    Enhancements (80 AP)

    Human (1 AP)
    • Damage Boost

    Ravager (36 AP)
    • Furious Rage, Pain Touch, Demoralizing Success
      1. Barbarian Power Attack III, Hardy Rage III
      2. Cruel Cut III, Melee Power Boost III
      3. Slaughter III, Festering Wound III, Strength
      4. Laughter, Dismember III, Strength
      5. Blood Strength, Critical Rage II

    Kensei (21 AP)
    • Kensei Focus: Axes, Spiritual Bond, Strike with No Thought, Power Surge
      1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III
      2. Weapon Group Specialization
      3. Weapon Group Specialization, Strength

    Frenzied Berserker (18 AP)
    • Die Hard, Frenzied Toughness, Frenzy
      1. Extra Rage III, Power Rage III
      2. Extra Action Boost III
      3. Supreme Cleave III

    Warpriest (4 AP)
    • Smite Foe
      1. Divine Might III

  7. #7
    Community Member goodspeed's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    Enhancements (80 AP)

    Human (1 AP)
    • Damage Boost

    Ravager (36 AP)
    • Furious Rage, Pain Touch, Demoralizing Success
      1. Barbarian Power Attack III, Hardy Rage III
      2. Cruel Cut III, Melee Power Boost III
      3. Slaughter III, Festering Wound III, Strength
      4. Laughter, Dismember III, Strength
      5. Blood Strength, Critical Rage II

    Kensei (21 AP)
    • Kensei Focus: Axes, Spiritual Bond, Strike with No Thought, Power Surge
      1. Extra Action Boost III, Weapon Group Specialization, Haste Boost III
      2. Weapon Group Specialization
      3. Weapon Group Specialization, Strength

    Frenzied Berserker (18 AP)
    • Die Hard, Frenzied Toughness, Frenzy
      1. Extra Rage III, Power Rage III
      2. Extra Action Boost III
      3. Supreme Cleave III

    Warpriest (4 AP)
    • Smite Foe
      1. Divine Might III
    Looks like a good lineup except the warpreist since he's got rog so id just switch that for the 15% quarterstaff speed. thx.
    Through avarice, evil smiles; through insanity, it sings.

  8. #8
    Community Member Holymunchkin's Avatar
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    ravager bonuses only work while barbarian raged correct?

    you want low hanging fruit from the trees independent of rage
    sprint boost + supreme cleave + extra actionboosts: frenzied
    improved power attack: ravager
    earsmash (no save, helpless): occult slayer

  9. #9
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Holymunchkin View Post
    ravager bonuses only work while barbarian raged correct?
    Only a very few - Core I: +1/+1 for 6 seconds when roll a "1" (meh), Tr I: +Con (meh), Tr V: +1-2 to Crit Threat Range (K, that one might hurt to lose) - most others are good any time.

    http://ddowiki.com/page/Ravager_enha...r_enhancements

  10. #10
    Community Member C-Dog's Avatar
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    What race is this Barbter? (Fightarian?) If Human, there are some great low grabs in that tree. HOrc (if 2 handed) or Dwarf (if Axe), too.

    http://ddowiki.com/page/Human_enhancements

    And what Feats does he have? If Stun, then it might be good to improve Sneak Attack.

    If, otoh, you took the Rogue dip just for solo trapping, would a little Mech help to get/keep some of that up to Elite levels?

    Quote Originally Posted by goodspeed View Post
    Looks like a good lineup except the warpreist since he's got rog so id just switch that for the 15% quarterstaff speed. thx.
    If he uses axes, why? (Unless bugged???)

    Instead, with 4 AP consider something like one (or more) of...

    o 2 Ken T IV: Weapon Group Specialization:: +1/+2 w/ two-handed weapons! (~IF~ he has Greater Weapon Focus feat)

    o 1-3 FB T III: Blood Trail: less HP cost for Supreme Cleave (-10/use by default, costs -7, -4, -0).

    o 1-3 AP FB T II: Blood Tribute: 1/2/3 AP for +50/100/200 HP and -1/2/3 Con for 1 minute. Perfect for a late-battle self-heal before the win.

    o 1 AP Rav T III: Aura of Fear: All nearby (read "anyone trying to melee you, or that you're melee'ing") lose -2 St (and -2 Cha), that's -1/-1 (and you're no friend to Sorcerers etc.) Another 1 AP adds -2 Dex, reducing AC (and Ref ST, and etc.) & -2 Wis (for them evil cleric types). Better at lower levels than endgame, admittedly.

    o 1-3 AP Rav Tr III: Slaughter: 1/2/3 AP for +(5/7.5/10)[W] attack. 30 sec cooldown, but wow - with a d12 graxe, that's +65 damage boost right now. o.O

    o 1 AP FB Tr II: +35% Sprint Boost for 20 seconds - close the distance (or increase it!) NOW.

    (And maybe I'm missing the obvious, but I'm also no big fan of 3 AP into Hardy Rage - +Con while Raging? +6 seconds Rage, a few more temp HP and +1 Fort ST? Meh. Nice, but with 8 Rages and a LOT of full-time AP beni's for the mobs, there are better things out there imo.)

  11. #11
    Community Member goodspeed's Avatar
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    Quote Originally Posted by C-Dog View Post
    What race is this Barbter? (Fightarian?) If Human, there are some great low grabs in that tree. HOrc (if 2 handed) or Dwarf (if Axe), too.

    http://ddowiki.com/page/Human_enhancements

    And what Feats does he have? If Stun, then it might be good to improve Sneak Attack.

    If, otoh, you took the Rogue dip just for solo trapping, would a little Mech help to get/keep some of that up to Elite levels?


    If he uses axes, why? (Unless bugged???)

    Instead, with 4 AP consider something like one (or more) of...

    o 2 Ken T IV: Weapon Group Specialization:: +1/+2 w/ two-handed weapons! (~IF~ he has Greater Weapon Focus feat)

    o 1-3 FB T III: Blood Trail: less HP cost for Supreme Cleave (-10/use by default, costs -7, -4, -0).

    o 1-3 AP FB T II: Blood Tribute: 1/2/3 AP for +50/100/200 HP and -1/2/3 Con for 1 minute. Perfect for a late-battle self-heal before the win.

    o 1 AP Rav T III: Aura of Fear: All nearby (read "anyone trying to melee you, or that you're melee'ing") lose -2 St (and -2 Cha), that's -1/-1 (and you're no friend to Sorcerers etc.) Another 1 AP adds -2 Dex, reducing AC (and Ref ST, and etc.) & -2 Wis (for them evil cleric types). Better at lower levels than endgame, admittedly.

    o 1-3 AP Rav Tr III: Slaughter: 1/2/3 AP for +(5/7.5/10)[W] attack. 30 sec cooldown, but wow - with a d12 graxe, that's +65 damage boost right now. o.O

    o 1 AP FB Tr II: +35% Sprint Boost for 20 seconds - close the distance (or increase it!) NOW.

    (And maybe I'm missing the obvious, but I'm also no big fan of 3 AP into Hardy Rage - +Con while Raging? +6 seconds Rage, a few more temp HP and +1 Fort ST? Meh. Nice, but with 8 Rages and a LOT of full-time AP beni's for the mobs, there are better things out there imo.)
    It says hes a helf. And axes no. I always went for falchons at the end for the thunderforged effects. Could even crit undead continuously. But with this one I used his raider box for a sireth and matched it with the dmg, 15% stacking attack speed, and 25% doublestrike with the 2 rog in acrobat.

    I went ravager for the heals and dmg, but decided to abandon frenzy as the core didn't net as much and instead go toward the 3rd tree stacking force dmg every second (bout 34 to 65 atm) with some added prr and mrr and dodge. 21 dodge now with mid 40's saves at 24.

    Now if they ever get around to redoing the kensei tree, id probably invest into there. But as it is now I get the haste from acrobat and my titan glove clicky gives me the same bonus type of str less 2. Although situational I could get the lever in tempest near cap with all the add ons and rages.


    Its actually kinda gimpy though with the fighter. I really wish id went 12 barb instead of the fighter but back then the barbs tree's kinda sucked. Now id sacrifice those 6 fighter for even one of the lv 12 cores in the tree's. Ah well maybe next life.
    Through avarice, evil smiles; through insanity, it sings.

  12. #12
    Community Member C-Dog's Avatar
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    Quote Originally Posted by goodspeed View Post
    It says hes a helf.
    So it does, missed that in the mix, thx.

    But helf can = human, so the +6 to hit and the +20%(?) damage boosts are there, plus a stat boost if you want it.

    And falchion/axe, same same as far as any of the above goes. Pick Maul if it floats yer boat, it's a 2HFer and just a diff subset of the same enhancements.

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