CCCenturion
14-07-2009, 06:31
HOW TO BUILD A BARBARIAN IN DIABLO 3
(according to the skills as currently described in the Wiki - 7/13/09)
This discussion started in a thread (http://diablo.incgamers.com/forums/showthread.php?p=7187305#post7187305) I posted in the Characters and Skills forum. I had beeen picking apart the various types of skills for the Barbarian and Wizard classes, to see how they interact and fit together, and I noticed a couple of patterns. All of the examples I discussed in my other thread related to Barbarian skills, and so I suppose I inevitably came up with some basic guidelines for how D3 players are going to come up with the successful builds. I can't possibly overemphasize the fact that we still don't know a lot of things, like what the skill point limits are, how the skills improve at higher levels, and what skills will be added or taken away before the game is released. But from what we know now, I'm pretty confident that all Barbs are going to be based on the following principles.
First off, some definitions I'll be using, regarding categories of skills:
ATTACKS: active skills that are used to directly damage and kill enemies. A character will in general want to only specialize heavily in one attack, to be able to kill as efficiently as possible.
BUFFS / De-buffs: active skills that temporarily strengthen the character or weaken enemies. Any character will benefit from being able to use all of the Buffs in his class's tree.
SYNERGIES: passive skills that directly affect one or two active skills. The only characters who will want to focus on a particular synergy will be those who specialize in the corresponding skill.
MASTERIES: passive skills that affect a particular tree or style of fighting. These are broader than Synergies, but not as universally applicable as Mods. Every character will want to max out a couple of Masteries, although lots of them are mutually exclusive. Barbarians have two types of masteries: Tree masteries that improve all the attacks in a skill tree, and Specializations that improve a barbarian's ability with a particular weapon type.
MODS: passive skills that are universally beneficial, providing a bonus that does not apply to a particular attack or build. Every character will want at least one point in each Mod his class offers. I use the name "Mod" for this category since these skills provide the types of benefits that we normally look for in mods from our gear.
(according to the skills as currently described in the Wiki - 7/13/09)
This discussion started in a thread (http://diablo.incgamers.com/forums/showthread.php?p=7187305#post7187305) I posted in the Characters and Skills forum. I had beeen picking apart the various types of skills for the Barbarian and Wizard classes, to see how they interact and fit together, and I noticed a couple of patterns. All of the examples I discussed in my other thread related to Barbarian skills, and so I suppose I inevitably came up with some basic guidelines for how D3 players are going to come up with the successful builds. I can't possibly overemphasize the fact that we still don't know a lot of things, like what the skill point limits are, how the skills improve at higher levels, and what skills will be added or taken away before the game is released. But from what we know now, I'm pretty confident that all Barbs are going to be based on the following principles.
First off, some definitions I'll be using, regarding categories of skills:
ATTACKS: active skills that are used to directly damage and kill enemies. A character will in general want to only specialize heavily in one attack, to be able to kill as efficiently as possible.
BUFFS / De-buffs: active skills that temporarily strengthen the character or weaken enemies. Any character will benefit from being able to use all of the Buffs in his class's tree.
SYNERGIES: passive skills that directly affect one or two active skills. The only characters who will want to focus on a particular synergy will be those who specialize in the corresponding skill.
MASTERIES: passive skills that affect a particular tree or style of fighting. These are broader than Synergies, but not as universally applicable as Mods. Every character will want to max out a couple of Masteries, although lots of them are mutually exclusive. Barbarians have two types of masteries: Tree masteries that improve all the attacks in a skill tree, and Specializations that improve a barbarian's ability with a particular weapon type.
MODS: passive skills that are universally beneficial, providing a bonus that does not apply to a particular attack or build. Every character will want at least one point in each Mod his class offers. I use the name "Mod" for this category since these skills provide the types of benefits that we normally look for in mods from our gear.