Ax2Grind
05-09-2006, 11:54
Alright, I've found a Barbarian on my ladder accounts which doesn't have any of its skill points spent at all, so I'm thinking of making one of those combination builds I talked about (the ones using half synergies for full-powered skills and full synergies for half-powered). These are the bulk of the points in the builds I can see:
Dual-wield: 16 points left
----Bash: 10
----Double Swing: 20
----Double Throw: 10
----Frenzy: 20
----Stun: 1
----Concentrate: 1
----Berserk: 10
----Leap: 1
----Leap Attack: 1
----Whirlwind: 20
Since finding out the changes to WW, I've thought about this ultimate two-fisted build. It has the versatility needed to survive hell and enough spare points not to strip main skills of much to get Masteries or Warcries.
Single-wield: 9 points left
----Bash: 20
----Stun: 10
----Concentrate: 10
----Berserk: 20
----Howl: 1
----Shout: 19
----Battle Orders: 20
----Battle Command: 1
This is probably the favorite, and not just because of BO. The ability to use base defense with Bash and knock back enemies, raise defense with Conc and not be interrupted, or drop it entirely with Zerk and bypass physical immunes/Iron Maiden makes it extremely versatile. Good as a PvM starter, since a lot of players rarely get to use Bash or Zerk.
Single- or dual-wield: 3 points left (no Berserk)
----Bash: 20
----Stun: 10
----Concentrate: 20
----Howl: 10
----Taunt: 10
----Battle Cry: 10
----Warcry: 20
----Shout: 1
----Battle Orders: 5
----Battle Command: 1
If this build had ten points into Berserk it could be considered a tank in the true sense, using Warcry, Stun and Concentrate. As is it can go either way with regard to killing style: stunner or cryer.
Single-wield: 56 points left (unfinished)
----Leap: 10
----Leap Attack: 20
----Whirlwind: 20
----Bash: 1
----Stun: 1
----Concentrate: 1
----Howl: 1
----Shout: ?
----Battle Orders: ?
----Battle Command: ?
I originally meant this to be a PKK or PvP starter, but haven't really finished it. It's probably better against monsters than other players, but could still knock some sense into a surprised hammerdin or boneslinger.
To re-iterate, these are the main setups. Variants can alter 20% (22) of their points, putting them elsewhere (like weapon masteries). On the whole, they're item independent, requiring the player to choose which skills they like best and which to scavenge for weapon mastery points once they fix themselves on end gear.
Please list the strengths and weaknesses of each, which you'd like to see made first, and how they can be made better - within the variant rules, if possible. Thanks.
Dual-wield: 16 points left
----Bash: 10
----Double Swing: 20
----Double Throw: 10
----Frenzy: 20
----Stun: 1
----Concentrate: 1
----Berserk: 10
----Leap: 1
----Leap Attack: 1
----Whirlwind: 20
Since finding out the changes to WW, I've thought about this ultimate two-fisted build. It has the versatility needed to survive hell and enough spare points not to strip main skills of much to get Masteries or Warcries.
Single-wield: 9 points left
----Bash: 20
----Stun: 10
----Concentrate: 10
----Berserk: 20
----Howl: 1
----Shout: 19
----Battle Orders: 20
----Battle Command: 1
This is probably the favorite, and not just because of BO. The ability to use base defense with Bash and knock back enemies, raise defense with Conc and not be interrupted, or drop it entirely with Zerk and bypass physical immunes/Iron Maiden makes it extremely versatile. Good as a PvM starter, since a lot of players rarely get to use Bash or Zerk.
Single- or dual-wield: 3 points left (no Berserk)
----Bash: 20
----Stun: 10
----Concentrate: 20
----Howl: 10
----Taunt: 10
----Battle Cry: 10
----Warcry: 20
----Shout: 1
----Battle Orders: 5
----Battle Command: 1
If this build had ten points into Berserk it could be considered a tank in the true sense, using Warcry, Stun and Concentrate. As is it can go either way with regard to killing style: stunner or cryer.
Single-wield: 56 points left (unfinished)
----Leap: 10
----Leap Attack: 20
----Whirlwind: 20
----Bash: 1
----Stun: 1
----Concentrate: 1
----Howl: 1
----Shout: ?
----Battle Orders: ?
----Battle Command: ?
I originally meant this to be a PKK or PvP starter, but haven't really finished it. It's probably better against monsters than other players, but could still knock some sense into a surprised hammerdin or boneslinger.
To re-iterate, these are the main setups. Variants can alter 20% (22) of their points, putting them elsewhere (like weapon masteries). On the whole, they're item independent, requiring the player to choose which skills they like best and which to scavenge for weapon mastery points once they fix themselves on end gear.
Please list the strengths and weaknesses of each, which you'd like to see made first, and how they can be made better - within the variant rules, if possible. Thanks.