Do barbs actually need help from 1.11?

newerest

Member
Do barbs actually need help from 1.11?

I basically think that barbs are the one class that can really not get any better, except maybe singers.

Anyone else agree? : )
 
I agree with Ash - 4fpa with WW and 9fpa with every other combat skill (cept frenzy) doesn't make sense! Also hopefully Bliz will fix the leap attack bug and make warcries like taunt, howl and battlecry not work like curses and could be stacked. Make barb mercs be able to use any weapon like real barbs and +skill/+barb/+barb tree ect work for them :P Maybe add something really special about the big bad barb like higher %critical strike or %crushing blow/lvl for certain skills? Perhaps this is a long shot but instead of having axe,sword, polearm,etc what about just having close quarters combat mastery (melee) and ranged combat mastery (throw, bow,etc) :P Lastly allow a crafting recipe for barb helms and other class specific items for that matter as i am personally dissapointed that no new crafting recipes were introduced in this patch :(
 
All I have to say is, if Life Leech comes back, Wolfbarbs would be the ultimate due to its Feral Rage bonus's.

Dr@kE~
 
My predictions:

1) WW will be nerfed again. It will start at -200% damage and increase by 2% every 5 slevels. There will be a 250 frame pause between WW animations.

2) BO will be reduced to increasing life by 1% per slvl. BO granted as an oskill will remain at 3% however.

3) A new synergy will be added. For every level in Grim Ward, Increased Stamina will give another +1 light radius.
 
as it stands there is a widespread belief that off class skills will be pulled (although i dont believe it). so BVCs will be out pretty much. but heh... other classes wont have bo, or tele so thats not so bad. i'd like to see frenzy get souped up, for a skill that grants decent damage, its utterly useless in a pvp situation. also high maximum attack speeds for conc, and zerk wouldnt be bad. bash could also stand to become a useable skill.
 
mcm said:
My predictions:

1) WW will be nerfed again. It will start at -200% damage and increase by 2% every 5 slevels. There will be a 250 frame pause between WW animations.

2) BO will be reduced to increasing life by 1% per slvl. BO granted as an oskill will remain at 3% however.

3) A new synergy will be added. For every level in Grim Ward, Increased Stamina will give another +1 light radius.

Heh, that's probably the most realistic speculation I've read all night.

What I would like to see though is Frenzy give a defence bonus when used similar to conc. That would help make up for Frenzy barbs being shieldless.
 
Every melee class needs a buff. Likewise bow-zons. Frankly - I don't see anyone playing succesful barb untwinked. Maybe, just maybe conc barb or defiant pally stand a chance... Sadly sheld now is not an option, its a necessity :/

Really - when was the last time you saw a party made up mostly of melee chars?

Anyhow - I hope they will make immunities random ^^ that would teach those 1 tree sorcs a lesson :P
 
uzurpator said:
Every melee class needs a buff. Likewise bow-zons. Frankly - I don't see anyone playing succesful barb untwinked. Maybe, just maybe conc barb or defiant pally stand a chance... Sadly sheld now is not an option, its a necessity :/

Really - when was the last time you saw a party made up mostly of melee chars?

Anyhow - I hope they will make immunities random ^^ that would teach those 1 tree sorcs a lesson :P

I mock you and I mock your shields!

dual wield or die!
 
uzurpator said:
Every melee class needs a buff. Likewise bow-zons. Frankly - I don't see anyone playing succesful barb untwinked. Maybe, just maybe conc barb or defiant pally stand a chance... Sadly sheld now is not an option, its a necessity :/

Really - when was the last time you saw a party made up mostly of melee chars?

Anyhow - I hope they will make immunities random ^^ that would teach those 1 tree sorcs a lesson :P
I played many untwinked barbs - some quite sucessfull - wwer and frenzyer namely. They are the easiest to play untwinked. Of cource, wwer was easier than frenzy. Unlike conc barbs, etc which were a pain.
 
Oh give me a break Ash. I played solely dual wielders since 1.00. I have about 50 or so dual wielders under my belt in every concievable configuration (frieziers, throwers, dual swingers, ww, singers - make your pick) using every weapon you can wield single handed (yes, including wands and javelins).

The point is - that in 1.10 i was unable to comfortably play much above act 2 hell. Yes - with some finesse and constant merc resurrection I could do it - but the game became a chore, not pleasure.

I got as far as hacking the game and trying the "uber lewt itamz" on sp and despite trying every item/skill setup I could imagine I was getting my ass handed over to me on regular basis. Sorry - when a character on lvl 90, with circa 3500 life, 50% dr, max resists, about 3k each hand and 5 fpa dies because of some random boss then something is terribly wrong.
 
A very good frenzy barb can easily get 5k life at least :teeth:
Anyway, I'd like to see warcry get lowered mana costs. Oh, and frenzy shouldnt get defense bonusses, thats against the whole idea of the skill :-/

HoD
 
uzurpator said:
Herald.

Gee - then you're gonna die in 3 hits, not two...
I've made about... 6 frenzybarbs in 1.10 I think. Not one of them dissapointed me, not in killing speed or survivability. I've used lowend (dual nords) to highend (dual botd) to novelty weapons (daggerbarb with fleshrippers), and even though my first untwinked frenzybarb (my second char on Ladder1, a vengeance pally being the first :)) had some surviving issues in late nightmare, he did fine in hell once I switched out his Earthshaker and his Sureshill Frost for two Nords (making him twinked, but meh). Seriously, the only skill that needs improvement for a barb is warcry if you ask me. OK, if you want to use frenzy in pvp it would need a boost too >.<

HoD
 
I'm pretty happy with their warcry fix already in removing the duration penalty by difficulty

I had frenzy barbs cruising through hell with less than 2500 life, less than 15%DR and less than 1500 damage
 
Ash Housewares said:
I mock you and I mock your shields!

dual wield or die!
Spoken from a TRUE frenzy barb! (Im levling one now! lvl 51, I have delirium and it RULEZ! I have 2 azurewraths on the char and Im gonna dual wield them! Azurefrenzy =P)
 
newerest said:
I basically think that barbs are the one class that can really not get any better, except maybe singers.

Anyone else agree? : )

When the only chance a barb has of killing solo well in multiplayer (more than one) hell games is to get some insane botd/grief/whatever or stack insane crushing blow, YES something must be wrong. 1.10 resulted in melee builds requiring extreme gear offensively AND defensively (unlike 1.09 where monster damage was a joke) to kill well.
 
I have a fairly awesome teleport ammy anyway so even if they do take away teleport from enigma, i'd still teleporting only now i actually have to use the gold i get from killing tg'ers.
 
i don't play barbs anymore. i usually don't post here either. i'm quitting the current ladder because i played a barb. the reasons why:

1. barbs continue to get nerfed. the recent nerfs: universal leech factor, no leech on meph, minimal leech on bosses, increased emphasis on AR, itd does not work on bosses. leech nerf is getting insane. if baal was a pvp char, in hell, you could only get like 1/64 of your leech off him.

2. to add insult to injury, barbs are lowered to pally status: mechanics of ww reduced to that of zeal, leap attack/charge uses nearly the same code (as evidenced by the same bug affecting both,) zerk works almost identically in appearance and effect to vengeance. probably more, but these are just the ones i noticed.

3. "useless" skills: if barbs are to be lowered to pally level, why are they required to take all these crappy skills that are essentially useless? for a pally, 1 pt wonder as prereqs include vengeance, charge, smite, etc. For a barb, when has a barb ever, in their lives, used find potion or increased stamina? also, other than concentrate, there is no real group of skill + synergy that can be used concurrently, unlike paladins with say charge + might.

4. ww: the ww-prejudice continues. this is a syndrome i call "double nerfing": if a skill (in any game) is considered "too strong", the skill is nerfed. if the first nerf doesn't solve the problem, additional nerfs are applied until the skill appears appropriate. even if only the last nerf is necessary, all previous nerfs will not be removed. therefore, on top of no synergies and less hits per ww (as compared to .09), ww gets a damage penalty on top of 3/4 wep damage.

5. refusal to admit to a bad idea: weapon masteries and bo, imho, are terrible ideas. because of weapon masteries, barbs are not given substantial ar from any other source. usually, the skill ar + mastery ar is required for minimal results. also, because of BO, all barb builds have -23 skill points to start out with. on top of this, BO doesn't even do that much. at lvl 20, you get a 100% increase. no other skill in the game (for non barbs) only gives a 100% increase per 20 skill points. for barbs, however, 100% per 20 skill points is the norm. so, with masteries + bo, barb builds actually can only use 72 total skill points at lvl 99, 61 at 88, where most people stop.

to have me play barbs again, they would have to do a major overhaul of barbs. they would have to replace or recode the entire masteries tree and half of the warcries tree (cya grim ward) and add a ton of damage to ww, stun, and bash. also, they have to separate barbs from pallys. atm, you can match about 80% of the skills from either to each other, which is just bogus, not to mention the fact that the skills pallys are missing they can get from eq.

[edit] and while i'm ranting, you know what really really irks me? "i LOVE my singer."
 
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