I still don't know that I would concur with the Natural Resistance investment. Sure, you get 67 resistance for 20 points, but that's not saying a lot when you get the first 44 points of that with only 6 points into the skill, thus going from a ratio of 7.33 resist per point for 6 points, to 1.6 resist/point for the next 14 (averaging at 3.35 resist/point). I see your argument in support of it; it's just a hard sell!
I understand the primary mechanic of the build is to just have the merc kill things, to which this guide is specifically tailored. However, you could also try designing a build that would be more flexible for other modes of play/mf while still letting the merc get kill shots on bosses, which are all that matter.
For example, once upon a time I had a MF barb. I built him as a general conc barb, with the leftover split into resists and find item:
20 BO
20 Shout
20 Conc
20 Weapon Mastery
11 FI
1-5 NR (I can't quite recall, but I believe I stayed at 1, with +4 skills from gear)
Pre-reqs, leftovers in iron skin or increased speed.
For gear, I ran around in:
Shako (ptopaz)
Skulder (ptopaz)/Enigma for Tele
Goldwrap
Chanceguards
War Travs
Rare +2 skill/mf ammy
2x rare leech/MF rings
BotD axe with Rhyme Troll's Nest main (resist all, MF, and blocking)
IstIst Ali Baba pair on switch
Boatload of 6%/7% small MF charms, annihilus
Shako + Skullders on the merc, with something like an Amn/Amn/Nef ethereal hone sundan, if I recall correctly.
In general, I'd teleport down to Meph or such, assist the merc by wearing Meph down a good deal, then switch to Ali let him get the killing shot. Fast runs all-around, with high-powered horking to boot. When I felt like doing something else, I could just switch out gear, and still have a pretty useful barb.
Not that that build/gear set-up was entirely optimal, and it could easily be adapted to other play styles (whirlwind in place of concentrate, for example). I was just going for the most MF I could get at the time. We had been doing a lot of Cow runs as well, wherein my Sorc partner would clear and I would hork.
Anyhoo, just something to consider.
-Hal
I understand the primary mechanic of the build is to just have the merc kill things, to which this guide is specifically tailored. However, you could also try designing a build that would be more flexible for other modes of play/mf while still letting the merc get kill shots on bosses, which are all that matter.
For example, once upon a time I had a MF barb. I built him as a general conc barb, with the leftover split into resists and find item:
20 BO
20 Shout
20 Conc
20 Weapon Mastery
11 FI
1-5 NR (I can't quite recall, but I believe I stayed at 1, with +4 skills from gear)
Pre-reqs, leftovers in iron skin or increased speed.
For gear, I ran around in:
Shako (ptopaz)
Skulder (ptopaz)/Enigma for Tele
Goldwrap
Chanceguards
War Travs
Rare +2 skill/mf ammy
2x rare leech/MF rings
BotD axe with Rhyme Troll's Nest main (resist all, MF, and blocking)
IstIst Ali Baba pair on switch
Boatload of 6%/7% small MF charms, annihilus
Shako + Skullders on the merc, with something like an Amn/Amn/Nef ethereal hone sundan, if I recall correctly.
In general, I'd teleport down to Meph or such, assist the merc by wearing Meph down a good deal, then switch to Ali let him get the killing shot. Fast runs all-around, with high-powered horking to boot. When I felt like doing something else, I could just switch out gear, and still have a pretty useful barb.
Not that that build/gear set-up was entirely optimal, and it could easily be adapted to other play styles (whirlwind in place of concentrate, for example). I was just going for the most MF I could get at the time. We had been doing a lot of Cow runs as well, wherein my Sorc partner would clear and I would hork.
Anyhoo, just something to consider.
-Hal