zeiris
28-08-2007, 13:49
I -think- it's a way to make a throwbarb very, very viable in HLD.
IDEA:
Build based on easily reaching desynch speeds using a combination of intrinsic barb skills, item frw, and vigor from harmony. The minimal gear investment needed for this should allow a pretty powerful ranged offense with double throw.
THEORYCRAFT:
http://www.diabloii.net/items/modifiers/fastrw.shtml (kinda stupid how you're not allowed to link the guy's original site, but you can link to the diabloii copy of it)
Enigma, 40FRW boots, 1 point in inc. speed and +9 skills = 9.6 yards/s, slightly faster than charge. More FRW + higher level in IS will get you another yard or so. Harmony on weapon switch will add another 1.44 yards/s.
Final speed will be around 11-10 yards/second. For comparison, normal charge is 9 yards/second, vigor charge on a hammerdin around 13. Difference is, you don't need mana so you are ALWAYS moving, and you have precise control whereas charge is more limited.
SKILLS:
max BO, 1 BC
max double throw, double swing, throw mastery
one point in nat. res, one point in WW
dump rest of points into increase speed
PROS:
Mobile, can run all over blood moor picking fights and avoiding ganks. Has enigma and sorc FCR breakpoints for extra mobility/prison immunity. (Feral druids suck.)
Loads of life, so is -nearly- as uninterruptable as charge.
If you run from cold plains to town entrance, you've got a second or two of free beats on unsuspecting chumps.
CONS:
Smiters: will 1 point WW with no melee weapon mastery kill them? How much AR do you need to hit one? (I don't know melee well.)
WW barbs - no clue what would happen there. You should be hard to hit if you never stop moving, but so will they... Get max block and stormshield + walk?
Anything else I'm missing? How would this do in an average pub PK game?
IDEA:
Build based on easily reaching desynch speeds using a combination of intrinsic barb skills, item frw, and vigor from harmony. The minimal gear investment needed for this should allow a pretty powerful ranged offense with double throw.
THEORYCRAFT:
http://www.diabloii.net/items/modifiers/fastrw.shtml (kinda stupid how you're not allowed to link the guy's original site, but you can link to the diabloii copy of it)
Enigma, 40FRW boots, 1 point in inc. speed and +9 skills = 9.6 yards/s, slightly faster than charge. More FRW + higher level in IS will get you another yard or so. Harmony on weapon switch will add another 1.44 yards/s.
Final speed will be around 11-10 yards/second. For comparison, normal charge is 9 yards/second, vigor charge on a hammerdin around 13. Difference is, you don't need mana so you are ALWAYS moving, and you have precise control whereas charge is more limited.
SKILLS:
max BO, 1 BC
max double throw, double swing, throw mastery
one point in nat. res, one point in WW
dump rest of points into increase speed
PROS:
Mobile, can run all over blood moor picking fights and avoiding ganks. Has enigma and sorc FCR breakpoints for extra mobility/prison immunity. (Feral druids suck.)
Loads of life, so is -nearly- as uninterruptable as charge.
If you run from cold plains to town entrance, you've got a second or two of free beats on unsuspecting chumps.
CONS:
Smiters: will 1 point WW with no melee weapon mastery kill them? How much AR do you need to hit one? (I don't know melee well.)
WW barbs - no clue what would happen there. You should be hard to hit if you never stop moving, but so will they... Get max block and stormshield + walk?
Anything else I'm missing? How would this do in an average pub PK game?