Do barbs actually need help from 1.11?

wirlwind needs at least one synergy - one of the warcries - maybe battle cry since i don't believe it currently synergises any of the combat skills. i'm reasonably satisfied with everything else
 
Well something that can make grim ward fun again is to have a rabies affect with terror:

think about it, grim ward sends monsters running, they infect other monsters, and soon everything is running. Now THAT is FEAR. Also, have Battle cry be a synergy to Grim Ward. Monsters infected with Terror will also loose some dmg, some ar, and some def.

Or/and have beserk be a synergy to Grim Ward. All monsters infected with terror take Magic dmg or simply all monsters within the Grim Ward radius receive magic dmg per second.

Grim Ward can be the worst skill in the game or it can be the BADEST skill in the game...like short ranged traps.
 
That was one hell of a WTF post, Superhal. WW got a boost in 1.10, not a nerf.


Personally, I'd appreciate if they would fix the display bugs with Double Throw, and the problem with AR bonuses on all range attacks (Double Throw being the only bugged skill on barbs in that way).
 
Doll Call said:
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.

Pulling o-skills is the most asinine proposal yet. Then CTA is only good for barbs (and then whats' the point of having any cta with a bo potential of mroe than 3, since 3 would be capped), enigma would only be for sorcs, chaos only for barbs (which can't happen), anything that gives venom only useable by sins, etc, etc. Beast/bearform only for druids? Utterly ridiculous idea, so you're right not to believe it. It's absurd, unless blizz decided they wanted to negate the entire purpose of 90% of the runewords, which was to add dimension and complexity to the game. How much sense would that make?

I think nerfing will happen. I'd (because I'm a barb) would love nothing more than to see cold sorcs go from -resist on cold mastery to +damage like the other trees. Having to stack for both cold AND light for foh's and v/t's is a pain--and ravens doesn't beat the 1337.



calibansfury
uswest ladder
 
some ideas for giving the barb a boost:

1. adding attack speed to masteries a la werewolf might be a good idea.

2. replace increase stamina with some kind of leech mastery or very high regeneration mastery (like +10 regen per level. 200 regen could be interesting for pvm). regeneration would be like warmth, but for life

3. INCREASE FRENZY DURATION TIME!!! why is it STILL only 6 seconds when every other sttack like it has a really long duration?

4. as someone else said, change the max frames on frenzy and also one hand swing skills. especially change 2 handed swing speed. its absurd that frenzy hits at a max of 5 frames when a zealot or druid can hit at 4 frames AND have a shield. as for two handed weapons, if blizz has any interest left in 'broadening' the kind of builds which dominate, they ought to clean up 2 handed weapon swing speeds.

5. allow swing skills like bash, stun, concentrate and berserk to be double swing-style attacks if two weapons are equipped. this would allows people to work 2 weapons worth of special mods into a setup that isnt a 2 handed WW or frenzy setup.

6. i said this a long time ago, and people though it was silly, but ill bring it up again. give the barb an ability, perhaps added to bash or berserk, whereupon the monster dies it is hit so hard it has a chance to break apart, sending bones and debris into other monsters (ie corpse explosion), but in a shockwave pattern (cone). perhaps give bash 1% per level chance of annihilating corpse on killing hit, thereby injuring surrounding monsters and actually leveling the playing field against 6 other classes which can deal AOE damage extremely easily.

7. change warcry damage OR allow weapon mods to factor into the damage, like blade fury. crushing blow, chance to cast amp, elemental damage, etc, in a radial attack.

8. give melee classes in general more options for dealing with physical resistance. add 'physical facets,' or mods which lower physical resist.

9. change battle orders so that the skill starts at +5% and adds 5% per level. this reduces the effectiveness of the complete raping of the class runeword, call to arms, while keeping the overall bonus pretty much the same at higher levels.

10. make leap and leap attack work faster so that they become quasi-teleportation skills. a faster leap attack would also make it worth using as a 2ndary attack.

11. make berserk an ITD attack and make it unblockable like smite. add stun duration with points in stun. considering you have 0 defense, you ought to have better than just a higher than average magic attack.

12. allow a 2 frame WW attack from a fully maxed and fully charged frenzy.

13. make WW an AOE attack.

14. allow the barb to dual weild great poleaxes :clap:

15. change grim ward to "find high rune" :lol:
 
acceleration turkey said:
11. make berserk an ITD attack and make it unblockable like smite. add stun duration with points in stun. considering you have 0 defense, you ought to have better than just a higher than average magic attack.
I`d like to see that happening. I`d also like to see those 10% zerk synergies going to 20-30%; also that white swirl above ya head should act like a curse - overriding other curses.
However, i fear i`ll see something like:
Wihirlwind Receives Bonuses From:
Grim Ward: +1% Damage per Level
Increased Stamina: +1% Damage per Level
Find Potion: +1% Damage per Level​

And...14. Also alow barb to double throw Great Poleaxes.
 
acceleration turkey - i loved these ideas - i can't believe you came up with them all - you should be working on diablo 3 :)

acceleration turkey said:
some ideas for giving the barb a boost:

6. i said this a long time ago, and people though it was silly, but ill bring it up again. give the barb an ability, perhaps added to bash or berserk, whereupon the monster dies it is hit so hard it has a chance to break apart, sending bones and debris into other monsters (ie corpse explosion), but in a shockwave pattern (cone). perhaps give bash 1% per level chance of annihilating corpse on killing hit, thereby injuring surrounding monsters and actually leveling the playing field against 6 other classes which can deal AOE damage extremely easily.

great idea - add it to bash only, as an incentive for people to use the skill. berserk is powerful enough.


acceleration turkey said:
7. change warcry damage OR allow weapon mods to factor into the damage, like blade fury. crushing blow, chance to cast amp, elemental damage, etc, in a radial attack.

i say just increase the damage from synergies. 10%? 12%? 15%? I say weapon damage mods having an affect somewhat takes away from it being a caster spell.... i mean, it is almost a chance to build a barb like a sorc, which is kinda unique

acceleration turkey said:
8. give melee classes in general more options for dealing with physical resistance. add 'physical facets,' or mods which lower physical resist.

how about critical strike and deadly strike can stack as an alternative solution - that would add another element to equipment considerations

acceleration turkey said:
9. change battle orders so that the skill starts at +5% and adds 5% per level. this reduces the effectiveness of the complete raping of the class runeword, call to arms, while keeping the overall bonus pretty much the same at higher levels.

i say take away the ability of character to have skills from another class. it takes away the uniqueness of that character.

acceleration turkey said:
11. make berserk an ITD attack and make it unblockable like smite. add stun duration with points in stun. considering you have 0 defense, you ought to have better than just a higher than average magic attack.

why does everyone act like berserk is underpowered? it is a barb's best skill in my opinion :)

one of your two options would be enough - both would make the skill too godly i think (but we do need faster attack rates like you mentioned!).

acceleration turkey said:
13. make WW an AOE attack.
how would this work?

acceleration turkey said:
14. allow the barb to dual weild great poleaxes :clap:
what a retard :P

acceleration turkey said:
15. change grim ward to "find high rune" :lol:
this is actually a good idea.... except that it would upset the balance of the characters i fear. everyone would be barbs hehe. would it be passive, or would it work on corpses? like find item/find potion.
 
WW barbs are so powerful now because, the barb can use his left over skills into other skills, like shout and grim ward.
 
I agree with most of what Turkey said. Especially about the extra speed for Leap/Leap attack, the Frenzy speed counting for Whirlwind, and the dual polearms thing.

I think they should make Whirlwind barbs able to attack with downward swords. Like daggers. (I'm picturing Blade)

I also think they should make a Fist Mastery. Sort of like monks. Give damage to gloves like they do for boots and assassins. Maybe allowing Frenzy with dual fists. Maybe add Barbarian-only gloves with special mods for the extra mods Barbs are missing from regular weapons.
 
newerest said:
WW barbs are so powerful now because, the barb can use his left over skills into other skills, like shout and grim ward.

not everyone has godly runewords to make ww incredibly powerful. that's why i make berserkers
 
afaik, all skills that do the 3/4 penalty don't have synergies (strafe, multishot.) this makes sense in that being penalized like that indicates a strong desire to penalize it.

i can understand that. but, no other skill starts out at -25 damage ON TOP of the 3/4 wep damage. the only other skill that i know of that starts out negative is jab.

that's just stupid. they should just take it away.
 
@ slam: the barb is the only character who must individually swing and hit monsters. every other class has skills which can hit an unlimted number of monsters. warcry doesnt do any damage and doesnt carry any weapon mods. so, make WW an AOE attack, meaning whatever monsters are in range have a chance to be hit, even if there are 10 monsters in range. considering WW damage is well below meteor damage, i dont see why the skill should cost the same amount of mana and only hit one target at a time. any monster within range should be subject to a target check. you can still limit the frames to 4, but have a limitless cap on targets.
 
I would love to be able to dual wield shield on my barbs.

To have some sort or shield mastery.

Imagine WW with 2 shield stunning opponents on the way and hitting them with the edge cutting a way threw creatures.

Now that could make a great tank. People that plays as team would love a singing WW dual shield barb.
 
Wow, i was just thinking the same thing a couple of days ago.

Dual shields with shield mastery that adds to Max block, dmg from shields, and is itd. ww with dual shields, sweet.
 
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