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  1. #1
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    Default Thorix, a first life EE capable Dwarven Barbarian

    Summary

    A first life barbarian build that is capable of running EE content. This build is able to run some EE content solo, but some EE content will require a party to help take some of the heat off. No tomes required, no rare, hard to find or grind gear necessary.

    Thorix Lvl 20 Barbarian

    Code:
                     28    32    34    36   LEVEL
                   ----  ----  ----  ----  -----
     Strength        16    16    16    16   4:CON
     Dexterity        8    10    10    10   8:STR
     Constitution    20    20    20    20  12:CON
     Intelligence    10    10    10    10  16:CON
     Wisdom           8     8     8    10  20:CON
     Charisma         8     8    10    10  24:CON
                                           28:CON
    If you manage to get your hands on a +1 STR tome before hitting level 8, then spend that level up point in CON. While Tomes are not required for this build, the build is easier to play if you get all of your stats to an 11 or higher by the time you are level 14-15.

    Feats
    1: Power Attack
    3: Cleave
    6: Two Handed Fighting
    9: Improved Two Handed Fighting (requires 17 STR)
    12: Greater Two Handed Fighting
    15: Improved Critical: Slashing or Bludgeoning (depending on what weapons you've managed to loot)
    18: Weapon Focus: Slashing or Bludgeoning (depending on what you took at lvl 15)
    21: Overwhelming Critical
    24: Weapon Focus: Slashing or Bludgeoning (whichever you didn't take at lvl 15)
    26: Epic Destiny: Perfect Two Handed Fighting
    27: Epic Damage Reduction
    28: Perfect Two Weapon Fighting

    Skills:
    Max points in Heal to help maximize the HP you recover from shrines and other healing. Max points in Listen so you can detect enemies that are hiding.. I also like to max Jump, because I like to jump around a lot. If you have spare points, put them in UMD so you can bypass some racial restrictions on gear, Balance, so you can stand up if you get knocked flat, and intimidate so you don't have to chase down enemies quite so much.

    Enhancements:
    Dwarf (18 points)
    Cores 1-4
    Tier 1 Dwarven Weapon Training (choose whether you want to use GreatAxes or Mauls)
    Tier 2 Dwarven Weapon Training
    Tier 3 Dwarven Runes (3), Dwarven Weapon Training
    Tier 4 Dwarven Weapon Training, Throw Your Weight Around
    Ravager (41 points)
    Cores 1-6
    Tier 1 Ritual Scarring (2), Do You Like Pain (3), Barbarian Power Attack (3), Hardy Rage (3)
    Tier 2 I Like Pain (3), Cruel Cut (1), Action Boost Melee Power (1)
    Tier 3 Slaughter (3), Festering Wound (1), Constitution (1)
    Tier 4 Laughter (1), Cruel Cut (1), Constitution (1)
    Tier 5 Blood Strength (1), Uncanny Balance (1), Critical Rage (2)
    Frenzied Berserker (21 points)
    Cores 1-3
    Tier 1 Extra Rage (3), Die Hard (1)
    Tier 2 Blood Tribute (3), Sprint Boost (3)
    Tier 3 Blood Train (3), Supreme Cleave (3), Constitution (1)

    As you level, work your enchancements towards Blood Strength primarily. That will become your primary healing method, so you want to get it as soon as you hit level 12. Don't worry about working towards the the Dwarven enhancement CON to Damage until level 16 or so - at levels 1-16 your strength and constitution will be not be dramatically different, so you won't see as much of a benefit as you will at later levels.

    Epic Destinies

    Once you hit epic levels, you can choose to fill the Fury of the Wild destiny or work towards Legendary Dreadnought. If you are trying to completely maximize DPS, You'll want to end up in the Legendary Dreadnought destiny using a nice maul. The only problem is that as a pure barb, you can't hop into the Legendary Dreadnought destiny. You have to jump into Shiradi Champion, which has very little to offer an angry dwarven barbarian. And not only do you have to jump into that destiny first, you have to completely cap it with 1.9 million XP in order to be able to choose Perfect Two Handed and Perfect Two Weapon fighting at level 26 and 28. If you want to see bigger damage numbers and be able to knock down most of the enemies in the game, go with Fury of the Wild. Fury of the Wild will also boost your Constitution by 4 points with Primal Scream.

    Fury of the Wild
    Tier 1 Tunnel Vision (1) Primal Scream (3), Fast Healing (3), Constitution (1)
    Tier 2 Constitution (1)
    Tier 3 Malicious Weapons (3)
    Tier 4 Wild Weapons (3), Overwhelming Force (3)
    Tier 5 Fury Eternal (1)
    Tier 6 Unbridled Fury (1)

    Legendary Dreadnought
    Tier 1 Extra Action Boost (2), Constitution (2)
    Tier 2 Momentum Swing (2), Improved Power Attack (1), Constitution (1)
    Tier 3 Lay Waste (1), Constitution (1)
    Tier 4 Anvil of Thunder (1)
    Tier 5 Advancing Blows (1) Devastating Critical (1)
    Tier 6 Master's Blitz Resistance (1), Pulverizer (if using Maul)(1) or Headman's Chop (if using Greataxe)(1)

    Twists:
    What Twists? This is a first life toon, so no fate points until you've started levelling up your EDs. Once you do, if you move into Legendary Dreadnought you'll want to Twist Primal Scream and Fast Healing, which are only 3 fate points. If you're an overachiever and manage to get 6 fate points, Tunnel Vision is another good twist.

    Gear
    One of the nice things about this build is that it is not very gear intensive. Most of the named items are end rewards or fairly common drops. To give an example, at level 28 I was still running around in a level 8 Cloak of the Night, a level 9 Skull Fetish Mask, and a level 9 Necklace of Rage. These three items were not swaps, I simply didn't bother with better equipment. That said, there are some considerations when choosing equipment. First, you want to have the biggest constitution item you can find at any given level. Look not only for the main Enhancement bonus to CON, but also for Insightful, Exceptional, Alchemical, Profance etc. Your constitution is directly tied to how much damage you do, so the higher your CON, the higher your damage, HP, and Fort saves. Secondly, you want gear that will boost your healing amplification. Third, you want to have gear that boosts all of your stats to at least 11. If you have any ability scores sitting at a 10, a silver flame pot will make you helpless, and a helpless barbarian is a dead barbarian. Finally, Deadly items and Resistance items will help boost your damage output and saving throws. Some things that I would suggest farming:
    Pale Lavender Ioun Stone (level 2)
    Mantle of the Worldshaper (level 5)
    Jeweled Cloak (level 12-14, or epic level 23-25)
    Madstone Boots (level 13)
    Fabricators Bracers (level 18)
    Guardian's Ring (level 19)
    PDK Gauntlets (level 20)
    Iron Mitts (level 24)
    Orcish Privateer Boots (level 24)
    Magestar (level 26)
    Epic Belt of Thoughtful Remembrance (level 27)

    Weapons
    The biggest, baddest GreatAxe or Maul you can find. Carniflex and a Maul of Might or nice low level weapons, Greensteel if you have it available, is good once you start getting to level 11 and can carry you all the way through level 20 (Though if you don't have Greensteel, Carniflex can keep you going well into level 14-15, and you can look at mid level GreatAxes to carry you through once that starts to wane - GreatAxe of the Chained Soldier is a good one). Once into epics, start working towards Thunderforged Items, though there are others you can pick up easier while farming ingredients.

    Silver Flame Pots
    You are also going to want to work towards 400 Silver Flame Favor. Once you get 400 Silver Flame Favor (usually this will happen sometime around level 14-15). The miracles of modern medicine are like cure serious pots on steroids, they will instantly heal you for 250 HP, but with all the barbarian and item healing amplification each one heals me for 725 HP. They do have some negative side effects - they give a -10 to all ability scores (except Constitution, which during combat is the main one we care about), and a -4 to your Fort saving throws, a -9 to your other saving throws (-4 directly, and -5 from the loss of Dex and Wis) and they will hit you with a 30 second slow (that can be negated through Sprint Boost). Unfortunately, if your other stats are not 11 or higher, drinking a Silver Flame pot will bring that ability score to 0 rendering you helpless. And a helpless barbarian is a dead barbarian. So make sure, before using Silver Flame pots, that you have brought all of your stats to an 11 or higher, whether by Tome or by item.
    Last edited by Mystickal; 01-09-2020 at 08:36 AM. Reason: spelling

  2. #2
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    My endgame standing stats are:

    STR:27
    DEX:21
    CON:60
    INT:19
    WIS:28
    CHA:23

    But during combat my stats shoot up:

    CON
    27 Base
    5 Tome (Yes, I cheated!)
    2 Dwarven Enhancements
    2 Ravager Enhancements
    4 Ravager Capstone
    1 Frenzied Beserker Enhacement
    11 Item Enhancement (Epic Belt of Thoughtful Remembrance)
    3 Insight Item (Planar Focus of Prowess)
    2 Ship
    3 Epic Destiny Legendary Dreadnought
    ---
    60 Resting
    10 Mighty Rage
    3 Hardy Rage
    2 Rage Clicky or Pot
    5 Primal Scream
    4 Madstone
    ---
    84 Self Sustainable
    4 Double Madstone
    4 Fabricators Bracers (only a 10 second buff, but processes on average about once every 30-40 seconds)
    ---
    92 Constitution

    In order to get all of these buffs, you have to hit them in this order: Primal Scream, Rage Clicky, Madstone Boots, Barbarian Rage. Then fight mobs while wearing the Madstone boots until the double Madstone processes. Then switch boots to something else to prevent the double Madstone from continuously processing. When the rage clicky wears off, you can not activate another rage clicky due to your other rages; however, you are able to drink a rage potion to extend the rage time. Or ask your friendly party wizard to cast an extended rage on you.

    Discussion:

    This build makes heavy use of the Dwarven CON to damage enhancement. When you're rocking a CON between 84-92, that's quite a bonus to damage (37-41 points). As all 3 Barbarian capstones add +4 to constitution, and dwarven enhancements and racial bonuses add another +4, it seemed natural to try to capitalize on the synergy. Putting 18 points into the Dwarf racial tree is quite expensive just to get CON to damage, but you also get +4 to hit, +6 to damage, +2 to Con, and +3 to saves vs spells. Well, and 20 HP, but barbarians aren't exactly HP starved. The hefty constitution also helps with the Ravager Capstone - Visage of Terror. Up to 6 mobs have to make a DC 57-61 will save. Even in end game EE content, not many mobs are able to make the save, and they drop like flies. The 6 extra rages provided in Tier 1 Frenzied Berserker give you 12 rages total, and each rage lasts nearly 3 1/2 minutes, so generally in quests I rage 2-3 times between shrines giving me 9 or 10 Visages per quest. Apart from the instant deaths from Visage, the build does excellent DPS with Frenzy, Pain Touch, and Tunnel Vision. Single target DPS is enhanced with Slaughter and Cruel Cut (both of which also increase melee power), and large mobs are enhanced 4 AOE cleave style attacks.

    The biggest weakness of this build is the low will save. At level 28, my will save actually works out to a 44 which isn't too shabby, but during leveling I would constantly be held, commanded, and danced. This weakness can be somewhat mitigated with Freedom of Movement and Protection from Evil. The easiest place to get Protection from Evil is by the Silver Flame Talisman. You'll likely be running the necropolis quests to get Silver Flame favor and Silver Flame pots, so it's just a quick click on each of the three altars. There is a level 9 favored soul hireling, Lani Vesta, who carries Freedom of Movement. As a bonus, she can keep your HP topped off until Blood Strength kicks in at lvl 12. At level 24, Orcish Privateer Boots provide a reliable Freedom of Movement through endgame. Spell absorption items will also provide some protection. I find that in heroics, I only need 1 spell absorption item, but once into EEs, unless you are fortunate enough to pick up the Pale Lavender Ioun Stone, you'll need to carry multiple spell absorption items as the charges get depleted quickly.

    Why no heavy armor proficiency? Barbarians get +10 to their PRR while raging and wearing medium armor. The difference between Heavy and Medium armor PRR at lvl 28 is 10 points - with other PRR sources sacrificing a feat to gain 10 PRR didn't seem like a good trade off.

    While this build doesn't require any past lifes, it can definitely be enhanced by some. 3 Bard past lives, giving a +6 to saves vs illusion and enchantments, will help shore up the weakest part of the build. 3 Pally past lives will help with healing amplification - a barb can never have enough healing amp! And finally, 3 monk past lives will provide a +3 damage, like having a built in deadly III item. Desirable epic past life feats are standard fare, Fast Healing from the Primal Sphere and Brace from the Divine Sphere will enhance survivability, Enchant Weapon from the Arcane Sphere, and Doublestrike from the Martial Sphere will enhance damage output. PRR Passive bonuses are also of course nice. This build is strong enough that you should be able to run off destiny without too much difficulty for farming other Epic Destinies.
    Last edited by Mystickal; 06-16-2015 at 01:19 AM.

  3. #3
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    Reserved
    Last edited by Mystickal; 06-16-2015 at 12:30 AM.

  4. #4
    Community Member adrian69's Avatar
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    Quote Originally Posted by Mystickal View Post
    Summary

    A first life barbarian build that is capable of running EE content. This build is able to run some EE content solo, but some EE content will require a party to help take some of the heat off. No tomes required, no rare, hard to find or grind gear necessary.

    Thorix Lvl 20 Barbarian

    Code:
                     28    32    34    36   LEVEL
                   ----  ----  ----  ----  -----
     Strength        16    16    16    16   4:CON
     Dexterity        8    10    10    10   8:STR
     Constitution    20    20    20    20  12:CON
     Intelligence    10    10    10    10  16:CON
     Wisdom           8     8     8    10  20:CON
     Charisma         8     8    10    10  24:CON
                                           28:CON
    If you manage to get your hands on a +1 STR tome before hitting level 8, then spend that level up point in CON. While Tomes are not required for this build, the build is easier to play if you get all of your stats to an 11 or higher by the time you are level 14-15.

    Feats
    1: Power Attack
    3: Cleave
    6: Two Handed Fighting
    9: Improved Two Handed Fighting (requires 17 STR)
    12: Greater Two Weapon Fighting
    15: Improved Critical: Slashing or Bludgeoning (depending on what weapons you've managed to loot)
    18: Weapon Focus: Slashing or Bludgeoning (depending on what you took at lvl 15)
    21: Overwhelming Critical
    24: Weapon Focus: Slashing or Bludgeoning (whichever you didn't take at lvl 15)
    26: Epic Destiny: Perfect Two Handed Fighting
    27: Epic Damage Reduction
    28: Perfect Two Weapon Fighting

    Skills:
    Max points in Heal to help maximize the HP you recover from shrines and other healing. Max points in Listen so you can detect enemies that are hiding.. I also like to max Jump, because I like to jump around a lot. If you have spare points, put them in UMD so you can bypass some racial restrictions on gear, Balance, so you can stand up if you get knocked flat, and intimidate so you don't have to chase down enemies quite so much.

    Enhancements:
    Dwarf (18 points)
    Cores 1-4
    Tier 1 Dwarven Weapon Training (choose whether you want to use GreatAxes or Mauls)
    Tier 2 Dwarven Weapon Training
    Tier 3 Dwarven Runes (3), Dwarven Weapon Training
    Tier 4 Dwarven Weapon Training, Throw Your Weight Around
    Ravager (41 points)
    Cores 1-6
    Tier 1 Ritual Scarring (2), Do You Like Pain (3), Barbarian Power Attack (3), Hardy Rage (3)
    Tier 2 I Like Pain (3), Cruel Cut (1), Action Boost Melee Power (1)
    Tier 3 Slaughter (3), Festering Wound (1), Constitution (1)
    Tier 4 Laughter (1), Cruel Cut (1), Constitution (1)
    Tier 5 Blood Strength (1), Uncanny Balance (1), Critical Rage (2)
    Frenzied Berserker (21 points)
    Cores 1-3
    Tier 1 Extra Rage (3), Die Hard (1)
    Tier 2 Blood Tribute (3), Spring Boost (3)
    Tier 3 Blood Train (3), Supreme Cleave (3), Constitution (1)

    As you level, work your enchancements towards Blood Strength primarily. That will become your primary healing method, so you want to get it as soon as you hit level 12. Don't worry about working towards the the Dwarven enhancement CON to Damage until level 16 or so - at levels 1-16 your strength and constitution will be not be dramatically different, so you won't see as much of a benefit as you will at later levels.

    Epic Destinies

    Once you hit epic levels, you can choose to fill the Fury of the Wild destiny or work towards Legendary Dreadnought. If you are trying to completely maximize DPS, You'll want to end up in the Legendary Dreadnought destiny using a nice maul. The only problem is that as a pure barb, you can't hop into the Legendary Dreadnought destiny. You have to jump into Shiradi Champion, which has very little to offer an angry dwarven barbarian. And not only do you have to jump into that destiny first, you have to completely cap it with 1.9 million XP in order to be able to choose Perfect Two Handed and Perfect Two Weapon fighting at level 26 and 28. If you want to see bigger damage numbers and be able to knock down most of the enemies in the game, go with Fury of the Wild. Fury of the Wild will also boost your Constitution by 4 points with Primal Scream.

    Fury of the Wild
    Tier 1 Tunnel Vision (1) Primal Scream (3), Fast Healing (3), Constitution (1)
    Tier 2 Constitution (1)
    Tier 3 Malicious Weapons (3)
    Tier 4 Wild Weapons (3), Overwhelming Force (3)
    Tier 5 Fury Eternal (1)
    Tier 6 Unbridled Fury (1)

    Legendary Dreadnought
    Tier 1 Extra Action Boost (2), Constitution (2)
    Tier 2 Momentum Swing (2), Improved Power Attack (1), Constitution (1)
    Tier 3 Lay Waste (1), Constitution (1)
    Tier 4 Anvil of Thunder (1)
    Tier 5 Advancing Blows (1) Devastating Critical (1)
    Tier 6 Master's Blitz Resistance (1), Pulverizer (if using Maul)(1) or Headman's Chop (if using Greataxe)(1)

    Twists:
    What Twists? This is a first life toon, so no fate points until you've started levelling up your EDs. Once you do, if you move into Legendary Dreadnought you'll want to Twist Primal Scream and Fast Healing, which are only 3 fate points. If you're an overachiever and manage to get 6 fate points, Tunnel Vision is another good twist.

    Gear
    One of the nice things about this build is that it is not very gear intensive. Most of the named items are end rewards or fairly common drops. To give an example, at level 28 I was still running around in a level 8 Cloak of the Night, a level 9 Skull Fetish Mask, and a level 9 Necklace of Rage. These three items were not swaps, I simply didn't bother with better equipment. That said, there are some considerations when choosing equipment. First, you want to have the biggest constitution item you can find at any given level. Look not only for the main Enhancement bonus to CON, but also for Insightful, Exceptional, Alchemical, Profance etc. Your constitution is directly tied to how much damage you do, so the higher your CON, the higher your damage, HP, and Fort saves. Secondly, you want gear that will boost your healing amplification. Third, you want to have gear that boosts all of your stats to at least 11. If you have any ability scores sitting at a 10, a silver flame pot will make you helpless, and a helpless barbarian is a dead barbarian. Finally, Deadly items and Resistance items will help boost your damage output and saving throws. Some things that I would suggest farming:
    Pale Lavender Ioun Stone (level 2)
    Mantle of the Worldshaper (level 5)
    Jeweled Cloak (level 12-14, or epic level 23-25)
    Madstone Boots (level 13)
    Fabricators Bracers (level 18)
    Guardian's Ring (level 19)
    PDK Gauntlets (level 20)
    Iron Mitts (level 24)
    Orcish Privateer Boots (level 24)
    Magestar (level 26)
    Epic Belt of Thoughtful Remembrance (level 27)

    Weapons
    The biggest, baddest GreatAxe or Maul you can find. Carniflex and a Maul of Might or nice low level weapons, Greensteel if you have it available, is good once you start getting to level 11 and can carry you all the way through level 20 (Though if you don't have Greensteel, Carniflex can keep you going well into level 14-15, and you can look at mid level GreatAxes to carry you through once that starts to wane - GreatAxe of the Chained Soldier is a good one). Once into epics, start working towards Thunderforged Items, though there are others you can pick up easier while farming ingredients.

    Silver Flame Pots
    You are also going to want to work towards 400 Silver Flame Favor. Once you get 400 Silver Flame Favor (usually this will happen sometime around level 14-15). The miracles of modern medicine are like cure serious pots on steroids, they will instantly heal you for 250 HP, but with all the barbarian and item healing amplification each one heals me for 725 HP. They do have some negative side effects - they give a -10 to all ability scores (except Constitution, which during combat is the main one we care about), and a -4 to your Fort saving throws, a -9 to your other saving throws (-4 directly, and -5 from the loss of Dex and Wis) and they will hit you with a 30 second slow (that can be negated through Sprint Boost). Unfortunately, if your other stats are not 11 or higher, drinking a Silver Flame pot will bring that ability score to 0 rendering you helpless. And a helpless barbarian is a dead barbarian. So make sure, before using Silver Flame pots, that you have brought all of your stats to an 11 or higher, whether by Tome or by item.
    Interesting concept 1st life build.


    If you're using using uncanny balance in FB, I wouldn't worry to much about balance skills outside a few points to offset armor penalties if you have them. You're not going to be knocked down that much, and it's unavoidable in EE with about no matter how good your balance score is unless you're a dex flavored build. Those two points could be used else where by picking up spiked boots or if you're constantly running with someone who casts FoM.

    Also concerning skill points, you can do market place jump pots, and so newer players know, that jump is the one skill, don't know if swim does as is it's never been important, but Jump caps at 40 points. 15-25 is pretty optimal for normal questing and leaping over trash mobs and this can be achieved usually without spending a single point in the skill.

    I thought Primal Scream negated all other rage abilities except Barbarian rage, so I've got to log on to my barbarian now and check that out.

    You could also suggest that if they can obtain a +2 strength tome by level 6-7 (8) they can start with 15 strength.

    Iron Mitts are superior to PDK gloves, but the content is rough and the drop rate isn't that high.

    Interesting build overall.

  5. #5
    Community Member Singular's Avatar
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    Good build!

    I just TR'd into a twf version of this. I'm going to take the 4th core of Frenzied Berserker b/c that gives you Death Frenzy. If you add up all the extra crits, you get a possible, situational, +7:

    +3 axe
    +1 Death Frenzy
    +1 OC
    +1 LD: DC
    +1 LD: HC

  6. #6
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    This is the build I'm using to farm martial epic past lives. It's formidable from 20 and beyond...so, a very good build for running the ED loop.

  7. #7
    Community Member Vincentthegerman001's Avatar
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    Default 12 int

    Hey, I had a 32 point build, and decided to put the leftover 4 points I had into int, for search, and additional skill points. That's not a bad thing, is it?

  8. #8
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    Quote Originally Posted by Mystickal View Post
    ...
    Fury of the Wild
    Tier 1 Tunnel Vision (1) Primal Scream (3), Fast Healing (3), Constitution (1)
    Tier 2 Constitution (1)
    Tier 3 Malicious Weapons (3)
    Tier 4 Wild Weapons (3), Overwhelming Force (3)
    Tier 5 Fury Eternal (1)
    Tier 6 Unbridled Fury (1)
    ...
    Why no Sense Weakness? Is Malicious/Wild Weapons really better than Acute Instincts and Sense Weakness?
    --Krilli--Zohymo--Krilia--Kridos--
    Thelanis

  9. #9
    Community Member FestusHood's Avatar
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    Quote Originally Posted by vraelliott View Post
    Why no Sense Weakness? Is Malicious/Wild Weapons really better than Acute Instincts and Sense Weakness?
    Depends how often stuff you are fighting is helpless. A con build like this isn't using stunning blow, so it might not be that often.

  10. #10
    Community Member Vincentthegerman001's Avatar
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    Default Still viable?

    December 2015

    Is this still viable now?

  11. #11
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    Quote Originally Posted by Vincentthegerman001 View Post
    December 2015

    Is this still viable now?
    Yes, I'm running it right now. Can run epic content above my level no problem. It's a fun build.

  12. #12
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    Quote Originally Posted by vraelliott View Post
    Why no Sense Weakness? Is Malicious/Wild Weapons really better than Acute Instincts and Sense Weakness?
    Sense Weakness is nice, I typically carry it on all my melee toons - it's especially useful in conjunction with Overwhelming Force. The problem is that you also have to take 3 ranks of Acute Instincts, which only really gives you +2 to wisdom (so a +1 to your Will save) - the bonus to skills and saves vs traps (which can largely be avoided in game anyway) IMHO aren't so useful - so you're using 25% of your destiny points in order to get Sense Weakness. If you have fate points and can twist in other abilities, then Sense Weakness may be a better choice, but since this was my first life, I felt it was more important to have the additional damage from Malicious/Wild Weapons. Alternatively, if you're running in L.D. twisting Sense Weakness is highly recommended.

  13. #13
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    Quote Originally Posted by Vincentthegerman001 View Post
    Hey, I had a 32 point build, and decided to put the leftover 4 points I had into int, for search, and additional skill points. That's not a bad thing, is it?
    No, that's not a bad thing - I typically bump my INT up higher than most do in order to grab more skill points. Though my recommendation would be to put those extra points with the goal of getting all of your stats to a minimum of 11 (in support of the use of Silver Flame pots), so depending on tomes and gear you'd bolster different stats.

  14. #14
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    Quote Originally Posted by Singular View Post
    Good build!

    I just TR'd into a twf version of this. I'm going to take the 4th core of Frenzied Berserker b/c that gives you Death Frenzy. If you add up all the extra crits, you get a possible, situational, +7:

    +3 axe
    +1 Death Frenzy
    +1 OC
    +1 LD: DC
    +1 LD: HC
    Death Frenzy is definitely nice; unfortunately it requires pulling 10 action points from somewhere. Since you need 41 points to get the Ravager capstone, and 18 points to get the Con to damage, I didn't see any way to fit that in without dramatically altering the build.

  15. #15
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    Quote Originally Posted by adrian69 View Post
    If you're using using uncanny balance in FB, I wouldn't worry to much about balance skills outside a few points to offset armor penalties if you have them. You're not going to be knocked down that much, and it's unavoidable in EE with about no matter how good your balance score is unless you're a dex flavored build. Those two points could be used else where by picking up spiked boots or if you're constantly running with someone who casts FoM.
    The balance isn't there to prevent those occasional knockdowns, it's there to help you stand up faster once you do get knocked down. With Blood Strength, if you're not fighting, you're not healing, and so the quicker you get up and start swinging again the better off you'll be. You are correct, with Uncanny Balance you are immune to most knockdown effects, but there are still some times that you can get laid out.

    Quote Originally Posted by adrian69 View Post
    Also concerning skill points, you can do market place jump pots, and so newer players know, that jump is the one skill, don't know if swim does as is it's never been important, but Jump caps at 40 points. 15-25 is pretty optimal for normal questing and leaping over trash mobs and this can be achieved usually without spending a single point in the skill.
    These days, I try to get around 10 points in jump, so that jump will be maxed out at some point in epic levels. Since this build isn't STR based though, the jump tends to be lower than a comparable melee toon. I like having jump topped out at 40 in order to assist platforming, getting to those hard to reach areas, and just general utility. You can certainly use pots or clickys to boost the jump skill - personally, I tend to be cheap and not want to carry around 20 different pots for different circumstances, so I find it easier just to make sure my jump is always high enough.

    Quote Originally Posted by adrian69 View Post
    I thought Primal Scream negated all other rage abilities except Barbarian rage, so I've got to log on to my barbarian now and check that out.
    Rages are definitely coded in an odd way. In order to make maximum use, you have to hit them in this order: Primal Scream, Rage Clicky, Madstone Boots, Barbarian Rage

    Quote Originally Posted by adrian69 View Post
    You could also suggest that if they can obtain a +2 strength tome by level 6-7 (8) they can start with 15 strength.
    Definitely, if you can get a +2 STR tome then STR can be lowered to 15. The key thing is that STR must be at 17 by the time you hit level 9 in order to take Improved Two Handed Fighting. I'd put the additional points into the other stats to try to raise them above an 11 minimum to support the Silver Flame pots.

    Quote Originally Posted by adrian69 View Post
    Iron Mitts are superior to PDK gloves, but the content is rough and the drop rate isn't that high.
    The PDK gloves are definitely viable, but on a first life build it can take a while to farm 5 PDK commendations. The Iron Mitts drop both in epic Prove Your Worth (which would be a rough quest for this build without a good rogue) as well as in rare encounters in the Three Barrel Cove (epic) wilderness area. There are only 4 named items that drop in the wilderness area, one of the other ones is the Orcish Privateer's Boots, so you can farm the wilderness area for both items.

    Quote Originally Posted by adrian69 View Post
    Interesting build overall.
    Thanks!

  16. 02-03-2016, 01:50 AM

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    Found the answer

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    Quote Originally Posted by Mystickal View Post

    Feats
    1: Power Attack
    3: Cleave
    6: Two Handed Fighting
    9: Improved Two Handed Fighting (requires 17 STR)
    12: Greater Two Weapon Fighting
    15: Improved Critical: Slashing or Bludgeoning (depending on what weapons you've managed to loot)
    18: Weapon Focus: Slashing or Bludgeoning (depending on what you took at lvl 15)
    21: Overwhelming Critical
    24: Weapon Focus: Slashing or Bludgeoning (whichever you didn't take at lvl 15)
    26: Epic Destiny: Perfect Two Handed Fighting
    27: Epic Damage Reduction
    28: Perfect Two Weapon Fighting
    In each of those places (12, 28) don't you mean Two HANDED fighting, not Two WEAPON fighting?

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    Quote Originally Posted by sty0pa View Post
    In each of those places (12, 28) don't you mean Two HANDED fighting, not Two WEAPON fighting?
    Feat 12 is a reverse feat progression mistake, and is definitely an error. Perfect Two Weapon Fighting gives main hand weapon 5% Double Strike no matter what fighting style a player is using. Consensus is that 5% DS is far better than 10% Glancing Blow Damage/Proc from Perfect Two Handed Fighting.

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    Quote Originally Posted by Mystickal View Post



    Rages are definitely coded in an odd way. In order to make maximum use, you have to hit them in this order: Primal Scream, Rage Clicky, Madstone Boots, Barbarian Rage



    !
    Still never been able to get Primal and Rage Pots to stack as they're both morale bonuses, though many claim they do. However, key word there may be clicky. Are you meaning gear clickies? Oh, I can't think of named gear with Rage off the top of my head, but is that the work around in the coding?

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    Quote Originally Posted by sty0pa View Post
    In each of those places (12, 28) don't you mean Two HANDED fighting, not Two WEAPON fighting?
    Wow, 2 1/2 years old and you're the first one to point out the typo.

    At level 12, yes, it should be Greater Two HANDED Fighting, not Greater Two Weapon Fighting.

    However, at level 28, it correct and should be Perfect Two WEAPON Fighting - this raises your doublestrike by 5%, even with a two handed weapon. Perfect Two Handed Fighting increases the damage of glancing blows by 10%, and the chance for weapon effects to trigger on glancing blows by 10%. So, with Perfect Two Handed Fighting, you're glancing blow damage is 60% (50% without) and the chance to produce a weapon effect is 19% (9% without). Since glancing blow damage can be minimized to 0 after DR, and has no chance to crit or doublestrike, I found better DPS with Perfect Two Weapon Fighting and the additional 5% chance to doublestrike. This may be different now, in the 2 1/2 years since the original post there have been many changes to game mechanics and I am unable to test as Thorix is currently running through racial past lives.

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    Quote Originally Posted by adrian69 View Post
    Still never been able to get Primal and Rage Pots to stack as they're both morale bonuses, though many claim they do. However, key word there may be clicky. Are you meaning gear clickies? Oh, I can't think of named gear with Rage off the top of my head, but is that the work around in the coding?
    It's been a little while, but IIRC it didn't matter if the rage came from a clicky or from a pot - either way would work. I found a screenshot that I took of the build, so you can see the 92 CON that I broke down in the original post:



    Now I'm gonna have to redo a Barbarian Life so I can see how high my CON can get - this was back with an 11 item, 3 insight, and no exceptional, quality, profane, or racial past life bonuses. Should be able to get way up there now!

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