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1.10 Mangudai Guide: First Draft
1.10 Mangudai (Bowbarb) Guide
Table of Contents:
I.) Introduction
II.) Stat Placement
III.) Skill Placement
IV.) Gear
V.) Mercenaries
VI.) Strategy
VII.) Conclusion
VIII.) Credits
I.) Introduction
Welcome back to the guide! If you’re new, I’m AdunaCCDanimoth, but call me Aduna. For those that can recall the older guide, the name has been changed. After many hours of raiding the internet, I found a name to give to this Barb. If you have ever played Age of Empires 2: The Age of Kings, the unique Mongol unit is called a Mangudai, a Barbarian with a bow. Of course, you can still call this a Bowbarb, but then I’ll have to raze your village, pillage your crops, and make your life suck.
If you’re new and haven’t guessed it by now, the Mangudai is a Barb with a bow, capable of being a ranged fighter at one second, and a tank the next. You may wonder why not use an Amazon. The reason why is that the challenge of the Mangudai stands as perhaps the hardest test of a barb-Players skills, with the possible exception of a Boxer. Through smart use of war cries, mobility, and shear endurance, you can become one of the few, the proud, the Mangudai. Now if you still want to go play with your Amazons, stop reading now; you are not welcome here. For everyone else, grab your bows and let’s go!
II.) Stat Placement
Strength: 115 or 118: Chances are, the heaviest thing you’ll be wearing is going to be your Helm and Armor. 115 will give you Guillame’s Face; part of the Orphan’s set. 118 will allow you to use Arreat’s Face and Great Hauberk armor. We’ll discuss these helms later in the guide.
Vitality: 150+: Depending on your style, you’ll want more points in here, although I never had too much issue using 150. You could get away with less, I suppose, but should something nasty in Hell reach you even through your defenses, you might not be happy. One additional thing: Barbs will have 33% more life than a Zon if you compare base Vitalities with a Zon having 450 Life to a Barbs 600. Just remember, you don’t have Dodge, Avoid, or Evade, so you can’t outright avoid damage. Still, having a bigger health pool is nice.
Dexterity: Everything Else: Straight forward, the more Dex you have, the more your Mangudai will dish out. If you are expecting the high damage yields a Zon can get, please ask someone to smack you upside the head. Twice.
Energy: Base: Every time a barbarian puts a point in Energy, God kills a kitten. Please think of the kittens.
III.) Skill Placement
Before we begin, let me get a few things straight. Throwing Mastery does NOT work with bows. For some reason, this rumor has been going around the Barb Forum. This is completely untrue, so do not fall for this. Bash, Stun, Concentrate, Whirlwind, and Berserk do not work with bows. Leap Attack cannot be used with a bow in hand, but Leap can be. Keep this in mind if you wish to jump around.
Shout: Boosts Defense for you and your party. After maxing this and Battle Orders out, you’ll have quite a long duration to work with. Just remember to keep this active at all times. A good signal to refresh is when Battle Command’s Gould “aura†stops showing up as Shout and Battle Orders cycle around. Drop 20 points into this.
Battle Orders: Boosts Maximum Life, Mana, and Stamina. What better way to turn your large life pool into an even larger tub of red goodness? This is also how you will boost your mana pool as well, enabling a good amount of War Crying and Continual refreshment of your auras. The boost to Stamina is almost trivial, but there anyway. Keep this refreshed and you and your party will be happy. Also drop 20 points into this.
War Cry: Causes damage and Stuns your enemies. This is where your better tanking comes in. War Cry when fully maxed has a nice 4.8 second Stun duration. This is not taking into account anything to boost Warcries, such as charms or gear. 4.8 seconds doesn’t sound like a lot of time, but when you have a party of melee players or casters and the fact the monster in question is standing there dazed, or if you have a high-speed bow, 4.8 is all that is needed to keep things in an almost continual state of weakness. 20 points into this is a well-worth investment.
Grim Ward: Creates a 40 Second No-Entry Zone for most monsters: In a party of casters or other range-based players, Grim Ward will provide a buffer zone, a region where no regular monster can cross without turning tail and fleeing. Note that Champions, Bosses, and Act Bosses can still cross through a Grim Ward, but since these are rarely without minions, Grim Ward can turn the fight from a major annoyance into a focused assault. The more points invested, the larger the radius. Just remember than if you max this out, the radius may become so large that it may irritate others. 7 points for a 6-yard radius is more than enough, but its up to you. One last thing, Grim Ward is also good for taking out corpses so they can’t be revived by others, like Fallen and Fetish. In the Worldstone Keep, Horadrim Ancients can, and usually will, revive Doom Knights and Oblivion Knights. Use Grim Ward to make sure this doesn’t happen. Summon Necromancers may get upset with you turning they’re corpses into Wards, so don’t Ward often unless they deserve having nothing to summon. Yes, there are jerks on Battle.Net, and if you can’t beat them….
Natural Resistance: Boosts your Mangudai’s base resists. More resists are a good thing in 1.10. Gloams in the Worldstone Keep are known to rip players apart with they’re relentless Lightning strikes. Many bosses also have an elemental attack to them. This insures that you can take more than a few of these and still keep up with your relentless attacks. While I put 13 points into NR (60%) Resists, one could easily get away with far less. Shoot for at least 5 for 40% Resists as this will cancel out Nightmares Resists penalty and put you at a base of -30% Resists in Hell should you also do the Anya Quests.
Increased Speed: Boosts your Mangudai’s base Run/Walk speed. Mobility is key to this build. As said before, you lack an Amazon’s Dodging abilities, so the ability to quickly move in and out of harms way is essential. Also, with a better running speed, you can go back to your corpses faster if you die. 6 points are all you really need for a 30% Run/Walk Speed boost, but you can add or subtract more to your taste.
Battle Command: Boosts you and your party’s skill levels by 1. What more can be said? A free +1 skill level at your fingertips is always a boon. Just remember to use this first before Shout and Battle Orders to give them an additional boost. 1 point is all that is needed here.
Optional Points: If you want to, you can drop a few points into Leap. With Leap, you can jump into a crowd and knock them back, hop over a river or a slow party member, and above all allow others to see up your loincloth. More points into Find Potion is also an idea, as keeping a constant flow of potions, and in hell, Full Rejuvenation Potions, to you and your party will make you a crowd favorite, even though a Mangudai alone will attract attention. Note that you cannot use Find Potion or something you have turned into a Grim Ward or vice-versa.
In the end, you’re skill placement will end up like this give or take points in other skills:
20 Shout
20 Battle Orders
20 War Cry
7 Grim Ward
13 Natural Resistances
6 Increased Speed
1 Battle Command
1 in Pre-Reqs
1.10 Mangudai (Bowbarb) Guide
Table of Contents:
I.) Introduction
II.) Stat Placement
III.) Skill Placement
IV.) Gear
V.) Mercenaries
VI.) Strategy
VII.) Conclusion
VIII.) Credits
I.) Introduction
Welcome back to the guide! If you’re new, I’m AdunaCCDanimoth, but call me Aduna. For those that can recall the older guide, the name has been changed. After many hours of raiding the internet, I found a name to give to this Barb. If you have ever played Age of Empires 2: The Age of Kings, the unique Mongol unit is called a Mangudai, a Barbarian with a bow. Of course, you can still call this a Bowbarb, but then I’ll have to raze your village, pillage your crops, and make your life suck.
If you’re new and haven’t guessed it by now, the Mangudai is a Barb with a bow, capable of being a ranged fighter at one second, and a tank the next. You may wonder why not use an Amazon. The reason why is that the challenge of the Mangudai stands as perhaps the hardest test of a barb-Players skills, with the possible exception of a Boxer. Through smart use of war cries, mobility, and shear endurance, you can become one of the few, the proud, the Mangudai. Now if you still want to go play with your Amazons, stop reading now; you are not welcome here. For everyone else, grab your bows and let’s go!
II.) Stat Placement
Strength: 115 or 118: Chances are, the heaviest thing you’ll be wearing is going to be your Helm and Armor. 115 will give you Guillame’s Face; part of the Orphan’s set. 118 will allow you to use Arreat’s Face and Great Hauberk armor. We’ll discuss these helms later in the guide.
Vitality: 150+: Depending on your style, you’ll want more points in here, although I never had too much issue using 150. You could get away with less, I suppose, but should something nasty in Hell reach you even through your defenses, you might not be happy. One additional thing: Barbs will have 33% more life than a Zon if you compare base Vitalities with a Zon having 450 Life to a Barbs 600. Just remember, you don’t have Dodge, Avoid, or Evade, so you can’t outright avoid damage. Still, having a bigger health pool is nice.
Dexterity: Everything Else: Straight forward, the more Dex you have, the more your Mangudai will dish out. If you are expecting the high damage yields a Zon can get, please ask someone to smack you upside the head. Twice.
Energy: Base: Every time a barbarian puts a point in Energy, God kills a kitten. Please think of the kittens.
III.) Skill Placement
Before we begin, let me get a few things straight. Throwing Mastery does NOT work with bows. For some reason, this rumor has been going around the Barb Forum. This is completely untrue, so do not fall for this. Bash, Stun, Concentrate, Whirlwind, and Berserk do not work with bows. Leap Attack cannot be used with a bow in hand, but Leap can be. Keep this in mind if you wish to jump around.
Shout: Boosts Defense for you and your party. After maxing this and Battle Orders out, you’ll have quite a long duration to work with. Just remember to keep this active at all times. A good signal to refresh is when Battle Command’s Gould “aura†stops showing up as Shout and Battle Orders cycle around. Drop 20 points into this.
Battle Orders: Boosts Maximum Life, Mana, and Stamina. What better way to turn your large life pool into an even larger tub of red goodness? This is also how you will boost your mana pool as well, enabling a good amount of War Crying and Continual refreshment of your auras. The boost to Stamina is almost trivial, but there anyway. Keep this refreshed and you and your party will be happy. Also drop 20 points into this.
War Cry: Causes damage and Stuns your enemies. This is where your better tanking comes in. War Cry when fully maxed has a nice 4.8 second Stun duration. This is not taking into account anything to boost Warcries, such as charms or gear. 4.8 seconds doesn’t sound like a lot of time, but when you have a party of melee players or casters and the fact the monster in question is standing there dazed, or if you have a high-speed bow, 4.8 is all that is needed to keep things in an almost continual state of weakness. 20 points into this is a well-worth investment.
Grim Ward: Creates a 40 Second No-Entry Zone for most monsters: In a party of casters or other range-based players, Grim Ward will provide a buffer zone, a region where no regular monster can cross without turning tail and fleeing. Note that Champions, Bosses, and Act Bosses can still cross through a Grim Ward, but since these are rarely without minions, Grim Ward can turn the fight from a major annoyance into a focused assault. The more points invested, the larger the radius. Just remember than if you max this out, the radius may become so large that it may irritate others. 7 points for a 6-yard radius is more than enough, but its up to you. One last thing, Grim Ward is also good for taking out corpses so they can’t be revived by others, like Fallen and Fetish. In the Worldstone Keep, Horadrim Ancients can, and usually will, revive Doom Knights and Oblivion Knights. Use Grim Ward to make sure this doesn’t happen. Summon Necromancers may get upset with you turning they’re corpses into Wards, so don’t Ward often unless they deserve having nothing to summon. Yes, there are jerks on Battle.Net, and if you can’t beat them….
Natural Resistance: Boosts your Mangudai’s base resists. More resists are a good thing in 1.10. Gloams in the Worldstone Keep are known to rip players apart with they’re relentless Lightning strikes. Many bosses also have an elemental attack to them. This insures that you can take more than a few of these and still keep up with your relentless attacks. While I put 13 points into NR (60%) Resists, one could easily get away with far less. Shoot for at least 5 for 40% Resists as this will cancel out Nightmares Resists penalty and put you at a base of -30% Resists in Hell should you also do the Anya Quests.
Increased Speed: Boosts your Mangudai’s base Run/Walk speed. Mobility is key to this build. As said before, you lack an Amazon’s Dodging abilities, so the ability to quickly move in and out of harms way is essential. Also, with a better running speed, you can go back to your corpses faster if you die. 6 points are all you really need for a 30% Run/Walk Speed boost, but you can add or subtract more to your taste.
Battle Command: Boosts you and your party’s skill levels by 1. What more can be said? A free +1 skill level at your fingertips is always a boon. Just remember to use this first before Shout and Battle Orders to give them an additional boost. 1 point is all that is needed here.
Optional Points: If you want to, you can drop a few points into Leap. With Leap, you can jump into a crowd and knock them back, hop over a river or a slow party member, and above all allow others to see up your loincloth. More points into Find Potion is also an idea, as keeping a constant flow of potions, and in hell, Full Rejuvenation Potions, to you and your party will make you a crowd favorite, even though a Mangudai alone will attract attention. Note that you cannot use Find Potion or something you have turned into a Grim Ward or vice-versa.
In the end, you’re skill placement will end up like this give or take points in other skills:
20 Shout
20 Battle Orders
20 War Cry
7 Grim Ward
13 Natural Resistances
6 Increased Speed
1 Battle Command
1 in Pre-Reqs