AlexanderM
22-08-2008, 09:35
EDIT: I took the plunge and invested 3 points to get to double throw and love it. I can kill a lot faster, however I lack a shield and have to repair 2 stacks of weapons (half as often though, so not too bad).
I'm starting on Act III with my barbarian, Setzer (of FF3 fame) and planned to make him a goldfinder/horker/gambler (as the name suggests). Going hardcore, untwinked, single player (So no eth BotD or the like, lol).
As a thrower he should be fairly safe, especially compared to a melee build that can get maiden'd. I know that I want to get my defense pretty high via iron skin and the like, and maxing battle orders and shout should help a lot. The idea is to rarely get into melee range, and when I do, not get hit, and when I get hit, have a TON of health/resists. Won't hurt that I have to pump dex a bit to use better throwing weapons, as it also gives me block % and more defense.
I've got a set of echoing weapons that he'll be able to keep on switch for +6 warcries, but it'll be quite some time before he can use them.
As it stands, I'm planning to build him like this:
Throwing Mastery: 20
Natural Resistance: 5
Iron Skin: 10
Howl: 1
Shout: 20
Battle Orders: 20
Battle Command: 1
Find Potion: 1
Find Item: 5
Bash: 1
Double Swing: 20
Double Throw: 1
Total = 105
Any advice or suggestions from people who've played horkers / throwers or possible holes in the build (how do throwers normally hand phys. immunes?)
I'm starting on Act III with my barbarian, Setzer (of FF3 fame) and planned to make him a goldfinder/horker/gambler (as the name suggests). Going hardcore, untwinked, single player (So no eth BotD or the like, lol).
As a thrower he should be fairly safe, especially compared to a melee build that can get maiden'd. I know that I want to get my defense pretty high via iron skin and the like, and maxing battle orders and shout should help a lot. The idea is to rarely get into melee range, and when I do, not get hit, and when I get hit, have a TON of health/resists. Won't hurt that I have to pump dex a bit to use better throwing weapons, as it also gives me block % and more defense.
I've got a set of echoing weapons that he'll be able to keep on switch for +6 warcries, but it'll be quite some time before he can use them.
As it stands, I'm planning to build him like this:
Throwing Mastery: 20
Natural Resistance: 5
Iron Skin: 10
Howl: 1
Shout: 20
Battle Orders: 20
Battle Command: 1
Find Potion: 1
Find Item: 5
Bash: 1
Double Swing: 20
Double Throw: 1
Total = 105
Any advice or suggestions from people who've played horkers / throwers or possible holes in the build (how do throwers normally hand phys. immunes?)