Showing posts with label Barbarian. Show all posts
Showing posts with label Barbarian. Show all posts

Thursday, November 18, 2010

Groo: That Other Barbarian

October 5th, 2008 hexsane Posted in Other Comics |

While digging through my older comics I came across Sergio Aragone’s Groo The Wanderer #1. Not having read it in many years I decided to add it to my reading list. Still hilarious and highly recommended for a good laugh, however, not easy to find. Luckily Dark Horse Comics released “Groo: Hell On Earth” last month with 112 pages of Groo idiocy and many of the older Marvel issues have been bound together in collections that can be found on Amazon and eBay. If you prefer the original issues and can’t find them on eBay go to your local comic shop you might get lucky and find a few issues.

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Thursday, November 12, 2009

Barbarian Class Guides

The barbarian is one of the most dangerous and feared sights on the battlefield. Their combat style focuses on strength, aggression, and relentless assault.

Whether wielding two-handed weapons that sweep through enemy lines or fighting with a weapon in each hand, when the opportunity to deliver that devastating killing blow Comes, they are ready.

Wounding barbarians enrages them, making them stronger and more deadly in battle and their varied array of powerful attacks can knock an enemy senseless, immobilize them, or make the very ground shake around them. Like other rogues, they excel at sneaking and the arts of ambushing.

Archetype: Rogue
Permitted Races: Cimmerian, Aquilonian
Weapons: One-handed edged, one-handed blunts, twohanded
edged, two-handed blunts, bows, thrown weapons, and
dual wielding.
Armor: Cloth armor and light armor

Feat Guide:

Great Weapons master build:




Butcher build:




Cheat the Reaper build:




Leveling/Straight DPS build:


I didn't take any of the aggro reducing talents, add them if you want a more group oriented build.

Now I am going to explain my reasoning for picking the feats that I did, and explain why I skipped some things.

Berserker Tree.
Blood rage: Grants the barbarian the Blood Rage Stance which increased damage inflicted and enemy attacks have a chance of increasing the barbarian's rate of Health regeneration and evasion chance. The ealth effect can be applied three times.

Required to advance.
Atrocity: Increases the damage done by barbarians Butcher combos.

Great Weapons Master: Increased the damage done by two-handed edged and two-handed blunt weapons.

Atrocity vs Great Weapons Master: For leveling, get Great Weapons Master until you get Butcher IV. Butcher IV is when the butcher line really starts to shine, and becomes a strong, cheap combo. Great eapons Master is supposed to scale with levels, but unless Butcher isn't that great at level 80 I am going to lean towards picking Atrocity.

Shock and Awe: Reduces the reuse time for Stunning Punch and Clobber combos.

Bread and butter PvP talent. Stuns and knockbacks are our only form of CC and this lowers the recast time on them. At max level it lowers Stunning punch by 13 seconds and clobber by 11 with 3 feat points invested. Staggering punch: Improves the Stunning Punch combos by adding an effect that also reduces the victims movement speed.

I've included this talent in both builds but that is subject to change based on the how well the talent actually works. Ive tried testing this feat out a few times and right now it currently doesn't seem to be snaring the target after the stun wears off. Theres a possibilty I didnt test it thoroughly enough, but as far as I can tell right now this feat isn't working properly. I imagine it will be fixed soon, which is why I left it in the builds. IF FIXED, this will be an amazing talent depending on the snare duration.

Reverse swing: Augments the Staggering Blow combo by increasing the damage the barbarian inflicts.

After spending some time using this feats after getting Staggering blow II my mind has been completely changed. This is another one of those feats that start to shine the higher you go up in level. After getting Staggering Blow II at level 34 the damage of Staggering Blow goes up a LOT.

Something every barbarian will learn is that when fighting elite mobs you will run out of stamina VERY quickly. At level 38 with 1500 stamina all my stuns/knockbacks are above 200 stamina with stunning punch costing a whopping 271 at the moment. The nice thing about Butcher and Staggering blow is they are both relatively cheap on stamina and they both do great damage after their level 30 upgrades. I highly recommend picking up this talent after receiving Staggering blow II as its damage is amazing. I've had a couple 1200 HITS with staggering blow on nonshielded sides, which is really high. Another thing to note about this feat is that its pretty much a 1 point or 5 point feat. I'm not sure it's bugged but at one point its 5% three points it was 6% four was 7% and 5 was 10%. If you use Staggering blow every time it's up you can basically keep the 10% damage buff up almost 50% of the time. It lasts 6 seconds and the cooldown on Staggering blow is 15 Seconds. I'm not sure if the cooldown will increase with higher ranks, so keep that in mind. I may make room for this in my level 80 pvp build depending on if Staggering blow is still a strong combo at 80.

Paralysis: Adds a brief root effect, preventing the target from moving, to the barbarian's Clobber combo.

Awesome one point talent. Adds a root to Clobber, which can be used as a CC. potentially even more awesome with Finishing blow thrown in the mix. Clobbering a group of enemies and than finishing blowing one enemy while the others are knocked down and rooted after the knockdown.

Eyes of madness: Grants the barbarian an ability that makes all foes in the vicinity less likely to focus their attacks on them.

PvE talent, skipped. Pick this feat up if you are running a pve build or just want the extra reduced threat.

Insanity: Permanently increased the barbarian's resistance to fear effects.

Passive fear resist; prereq for unstable mind.

Grisly wounds: The barbarian augments the Butcher combos with their own inborn brutality, adding more damage over time.

I no longer think this ability is worth it, even for the butcher build. The DoT damage is still fairly weak evenwith the upgrade, it's the good base damage that makes butcher strong. If you want to run a Butcher build I would recommend grabbing Reverse swing instead of picking up this talent. I've removed this from the butcher build.

No escape:
Grants an ability that enables the barbarian to throw their weapon, impaling their enemy, cause massive damage that lingers for a short time and also stuns the victim. This ability disarms the barbarian for a short time.

The damage from the frontload attack + dot damage is VERY strong, plus the fact that it stuns. If you are having trouble getting your weapon back, keep smashing your active block button until you get it back. This is probably considered our strongest ability at the moment. I was apprenticed to 75 earlier and my no escape actually one shotted a level 80 regular mob. It's awesome, pick it up. It seems they've fixed the bug with this ability as well, so no complaints here.

Combo - Earth Shatter: This mighty combo stuns all foes in close vicinity.

Another AoE stun. What more needs to be said? You want this feat. Although the stamina cost is pretty high, so use cautiously.

Finishing blow: Grants the barbarian a charge ability available after they knock back an enemy. Their charge caused severe damage but a high stamina cost and long reuse time.

Funcom recently fixed the bug that allowed us to do insane amounts of damage with that extra second attack, but in the process they broke this ability. It still takes no stamina, but it's only doing maybe 50 damage more then a white attack currently. Completely useless now, if you really want to put one point in it for being able to close in on a knockdowned target okay, but i think its better to start a combo and run up. This is going to be skipped until they fix it.

Arcane Marauder:
When hit by spell damage the barbarian gains natural health regeneration and drains mana from enemies around them.

After getting this ability I'm still not sure exactly how it works. It seems that it's currently bugged and procs from EVERYTHING. This includes running, sprinting, attacking, I mean ANYTHING. I haven't been able to test how much mana it regens but with 1 point in it it adds 9 natural health regen which isn't very noticeable. We will see where this feat goes, it may become useful at 80 in siege pvp but for leveling I would skip it, or add one point in it.

Unstable Mind: Grants the barbarian an ability which immunity for a short period of time.

Beastial Wrath anyone? The duration on this is around 9 seconds with 3 points, and has a two minute cooldown. From my experience with it only one point is necessary, atleast at the moment. You still get the snare break, and until end game PvP is around, thats about all you need. Even then it could be arguable that only one point is needed with a second snare break feat easily accessible by picking up Escape Artist in the general tree. Unless you need points to move further down the Berserker tree and don't want to put points into an earlier feat I would only put one point into this FOR NOW. This ability will start to really shine if there are snares that are easily reapplied continually with little to no cooldown, or in siege warfare.

Swarm Fighter: Grants the barbarian an ability that taunts all minions in the area for a short period of time. Every attack from a minion will trigger a heal effect when this ability is active.

Another pve talent, could be possibly useful against pet classes in PvP but doesn't seem worth the five feat points.

Hammer and Anvil: Enhances Stunning Punch combo by increasing the damage it inflicts.

You will be using stunning punch a lot, and this increased the damage and is also a prereq for Comatose.

Fearsome agility: When hit in combat there is a chance to gain a short evade buff. This can stack up to 5 times.

More survivability. There isnt really enough points for it with the butcher build but if you arent planning on using butcher it seems useful enough.

Rampage: When hit in combat you will occasionally damage every enemy around you for a small amount.

The usefulness of this talent depends on how much it procs and how much damage it deals which is information we don't really have access too at this point. Either way it's required for Thirst for Blood, so it's a must have.

Comatose: Enhances Stunning Punch combo by increasing the amount of time the victim is stunned for.

A longer stunning punch? Yes please.

Rampaging horde:
Grants an ability that increases the damage inflicted upon foes based on the number of friendly barbarians within range. Maximum number counted is 10.

Unless you and all 48 of your friends are barbarians, not worth it.

Combo - Scatter Foes: Grants the barbarian a combo that will knock back all foes in a wide cone in front of them.

Another AoE knockback. This is a very useful feat and anyone this far down the Berserker line will definitely want to get this.

Combo - Decapitation: Grants the barbarian a swift combo that inflicts massive damage and increased the chance of a fatality. This combo has a long reuse time.

Do I really need to explain why to get this feat? Huge damage and possible forced decapitation plus it's a prereq for Thirst for blood.

Welcoming death: Grants an ability that increases the damage inflicted by the barbarian's attacks based on the number of dead foes nearby, up to a maximum number of 10.

Doesn't seem very useful for PvP; if all your teammates are dead this feat isn't going to save you anyway. This feat doesn't really sound that great at all honestly, even for PvE. chances are if you are in a raid or instance you will be continually moving after each pull so this will never really take effect unless you are killing in a confined area.

Thirst For Blood: Grants an ability that drives the fellowship into a wild bloodlust. Attacking or being attacked can trigger a damage bonus effect and multiple applications of this effect eventually boosts health and stamina regeneration.

Extra damage, more health, and stamina regen. This is the end all feat of the Berserker tree.

General Tree:
Excellent balance: Grants the rogue an ability which makes them immune to being knocked back in combat. Additional feat points increase the duration of the immunity and shortens the refresh time.

Required. A nice feat to have anyway, especially if you are fighting another barb or a knockdown heavy class.

Natural protection vs Toughness:

Natural protection: Increases the rogue's elemental resistance ratings.

Toughness: Increases the rogue's physical resistance rating.

Physical or Magical resistance? I personally will be going for Toughness. So far with my experience as a barbarian, our toughest fights are going to be against other melee classes. I usually rip up the cloth classes, of course this subject to change at end game. For now i'll be sticking with Toughness.

Subtlety: The rogue's strikes are less likely to attract a foes attention in battle, making them less likely to break off from their current target to attack the rogue.

PvE talent, stake it if you want to PvE. Otherwise skip it.

Second Wind:
Grants a new special ability that gives a short duration but substantial stamina boost. Takes a moderate amount of time to refresh.

Just what barbarians need. I don't know about you guys but I burn through stamina like nobodies business, and a barbarian without any stamina is a worthless autoattacker.

Keen senses: Substabtially reduces the reuse time of the Search ability.

Not sure what it actually lowers the search timer too, although a very fast search would be useful in PvP situations, atleast more useful than an extra .5% physical damage reduction.

Quick recovery: The rogue instantly recovers stamina after being knocked back in smelee.

Stamina= good. Plus a LOT of classes have knockdowns, this way you can hopefully avoid knockdowns with Excellent Balance, but if you do get knocked down you will atleast get some stamina back from it.

Alright, I am going to break form here because I am going to be comparing a couple of the 2nd and 3rd tier General abilities together. The choice of what to pick
becomes a lot tougher choice at this point. Acrobat gives you more survivability. Endurance means a shorter cooldown on second wind, which means more stamina overall. Escape artist and Agile mind both sound extremely useful, but it's hard to tell how much of an effect fear and charm will have on people in PvP. At this point I am probably going to stick with Endurance and Acrobat. Depending on the cooldown of Unstable mind and how often I find myself snared I will be picking up Escape artist accordingly.

I hope this helps out some of you who are having a hard time deciding what feats to get.
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Monday, June 9, 2008

AOC Cheats - Barbarian Perma Stun bug



For this little trick to work, you just need timing. With a barbarian with the 'No Escape' ability.

Start a normal attack combo, such as Staggering blow. Once the combo has started (The small bar timing up as the combo is executed) press the No Escape button. The mob will get the 6 second stun from the ability. (but it wont take any damage, nor will it disarm the barbarian, and the ability wont go on cooldown.) This does not trigger the Stun invulnerability, so it can be done over and over as you execute combos. No escape costs no endurance so wont even drain you more then usual. It is possible to stun kill your way through entire instances solo.


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Tuesday, May 6, 2008

Age of Conan beta guide: An early game audio/video tour

It's the start of your career, and you're still figuring out what combat is like. Why not go all the way in and see what Age of Conan sunique combat looks like from up close?


After making your way through the jungle, killing off some pict raiders, you come face to face with your old slavemaster. He's greasy and unpleasant: only one thing to do.


After the slaver has passed on suddenly (with some help) you'll need to take on the pict villagers barring the way to your next goal. Taking out the chief makes the whole thing easier.


This ancient ruin holds the key you need. Unfortunately that ruin is less empty than it first appears.


Just like Futurama, it's time for some Ape fights. One of your final challenges before you enter Tortage is to take out the Ape King.


Conan's man in Tortage is on the run, hunted almost to death on an island. Luckily you're there to bail him out.


Our final video is one of the amazing-looking cinematics, setting the scene for the last questline in the tutorial.



What happens to the captain? The little boy? You'll have to play to find out!
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Tuesday, April 22, 2008

AoC Beta Questions: Classes and Races



I have heard healers are useless, how useful are they?
I couldn't disagree more about healers in the group. Team up bear shaman and barbarian and you got one mean machine. On top of that, taking group mobs (equivalent to WoW's elite mobs - actually tougher than elites) is practically impossible w/out healers. A healer and a canqueror can take on group mob, while 3 conquerors would probably die trying. Besides, healers do pretty good dmg.

Truth be told, I couldn't disagree more about healers being useless/uncompetative in PVP. Even 1vs1 battles.

What class would you recommend for the solo player?
Solo, it doesn't get much better than Guardian (sword + shield at least) and Bear Shaman, I love both of these classes and they do super well solo and are excellent additions to team. If I have to pick one, I would say Bear Shaman was overly more fun to play solo, but Guardian is still my #1 choice as I find it more durable and reliable. Another class that does very well in pve solo is ranger, HoX is not bad as well from what I hear.

What are the run speeds are there any way of modifying them?
All classes/races move equally fast. There are different modes which determine how fast you move: Walk, Jog, Sprint, in-combat, on mount. As far as I know nobody has any movement adventages over anybody else.

Wich is the best ranged class for pvp? Why?
I read that rangers are the best ranged dmg dealers, prob the best ranged pvp class.

What is the most common class?
As for right now, General Beta.
Assassins and Rangers are the most common, i would say.


Are there any differences between races regarding stats?
No difference at all, stats vary by the class/archetype not race.

Which class has the highest run speed?
All classes run equally fast (rogues sneak faster however)

3.1 BEAR SHAMAN

I want to play a Bear Shaman is it a good choice?
Yup, I love Bear Shamans, very fun to play...unlike *cough* Barbarians.

Since you like Bear Shaman so much, what appeals to you the most out of it? PVP, PVE solo, PVE grp, etc?
Survivability. I simply love Bear Shamans, and this comes from a person that never plays healers and always play tanks. I guess because I play tanks mostly, that's why I like Bear Shamans, they can take the beating too, thanks to their heals of course. But there is so much more to BS. They do pretty good dmg too, not to mention wear med armor. They play real well on teams. I can't even put my finger on what exactly it is, but I've had a blast playing Bear Shaman. It's easy to solo with the class and everybody welcomes you to groups, tho don't expect that you can tank for a group.

3.2 RANGER

From what you have seen/played/read on the forums, how is the Ranger in both PVP/PVE?
Overpowered in PVP at the moment, and I think they will always be an issue when it comes to PVP because of the world design. They will either nerf them too much to the point of useless or they will be overpowered. I would honestly be surprised if they get Rangers balanced enough for PVP few months into launch. In PVE they do just fine it seems and they work really well with a tank. Tank stands slightly in front of the ranger and waits for the mob to come at ranger so the tanker can finish him off (if the mob makes it that far lol).

3.3 HoX

From what you have seen/played/read on the forums, how is the HoX in both PVP/PVE?
Not too informed about this class, but I haven't noticed/heard/read anything unusual about them.

How do HoX play?
I can tell you that HoX is pretty popular and they should be pretty worth it. Demon form lasts for about 20 secs now, and I think recharge timer is 2 minutes. Can't tell you much more, expect that they are pretty damn fun to play, at least at lower lvls.

How well does HoX compare to melee classes?
I don't know how to compare this, but I'll say HOX is capable class.

3.4 DARK TEMPLAR

How well do Dark Templars perform pvp / pve wise?
They need some work in PVE, some of their buffs and debuffs are pretty lame and useless, from what I read on the forums. Can't really comment on about when it comes to DT specifically.

3.5 GUARDIAN

Is the guardian a good class choice?
Guardian is my bread and butter class. I LOVE IT. My favorite. It's so good that......errr, I'll stop. But yeah, really guardian is really well rounded class, and probably the most complete class in the game at the moment. Keep in mind that I tend to favor tank-type of classes, I've always played one, and Guardian absolutely delivers.

Are guardians viable in pvp?
Yeah I think we will be very viable in PVP, especially against high DPS melee classes, and especially the ones that hit fast (because of our counterstrike combo that deal dmg to enemy that hits you).


3.6 BARBARIAN

How does the Barbarian play?
In all honesty, I hate the class, it's by far the most annoying class that I've played. Once I got so frustrated with the class that I uninstalled the game for a while. Now, don't get me wrong, there might nothing be wrong with the class, it simply didn't fit my gameplay style. It's the worst solo class that I've played, and I'll go as far as saying that it's probably in top 3 "worst solo class list" in the game. Generally, if you are trying to progress like a normal person, doing your lvl quests and your lvl mobs, you'll probably spend more than 50% of your time doing the following:
1 - running from rez shrine back to the camp/quest area
2 - running from the mobs so you don't have to run from the rez shrine
3 - waiting around to get lucky so you can pull/kite-away single mob
4 - resting after each fight

THIS is NOT bullshit, trust me. Barb simply can't handle multiple mobs, 2 vs 1 is 50/50 chance, 3 vs 1 is guaranteed tombstone for Barbarian. Now, with that in mind, most of the camps are set up in a way that AT LEAST 2 mobs are standing together, usually more, not to mention patrols, so you get my point, Barb is not very solo friendly class.

Of course, you team Barb up with the priest and off you go, you are playing entirely different game. Once me, as a Barb lvl 26, and Bear Shaman, lvl 32, took upon lvl 30 "group" mobs. Now, group mobs are REALLY REALLY tough, think WOW elites x3 or x4 (it is probably impossible for ANY ONE class to take out group mob of their level on their own).

Barbarians good solo?
Yes I've played a Barb to 30+, and I've posted about this few times before in detail. In short, Barbarians suck at soloing, they are one of the worst solo classes in the game.

3.7 ASSASSINS

How do assassins play?
Sorry I don't know, I never reached "Assassin" stage (20+), I played assassin but under level 20, where all rogues are pretty much the same, and from the looks of it, it seemed even more fragile than barb when it comes to multiple mobs, given the class was very very unfinished when I played it. That said, in 1vs1 encounters, assassins will be kings.

Can Assassins solo well?
The answer is BIG NO, Assassins can't solo well, at least in PVE. As the matter of fact they suck at soloing in PVE. Perhaps they can do well in PVP because of their stealth, picking on clothed classes and killing them fast 1on1.

3.8 CONQUEROR

How is the conqueror class?
An OK all around class, I don't like their abilities though, there is nothing special about them. It's something between Barb and Guardian in many aspects.


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Barbarian Review and Guide



General
First I like to praise the changes in the landscapes and layouts of most areas I have been in. Level 37.5 so far. The redesign of most areas is a great improvment. SoBS so far seems to be the best. I only scouted the outside so far, which is quite extensive, but very nice. Cant wait to check inside.

My first time leveling a Barb was in Nov 2007. This is my second go around and will compare differences I have noticed.

Tortage
My first time through Tortage on a Barbarian seemed quite easy. I had little trouble at any point through 20 on any daytime or night time quests. This time around I found it very difficult between level 8 and 14. I died quite often if I had more than a single mob to engage. Specificaly on the quest for the nobel woman whos salves escaped and became pirates. I could take only one at a time and survive, 2 = death. Probably died 4-5 times on that one trying to get it done. I felt as if the Barbarians got nerfed.

Later on in my teens it became easier for the simple fact of the stun attacks with 2H. And seems that like before this is still a requirement for the Barb to survive in most combat situations. DW might do slightly more damage but you cant take on more than a single enemy without the stuns. So, i got out of Tortage and began re-exploring the new world.

Levels 20 - 37
I decided to stick with 2H this time around again. At least for now, due to the lack of early level DW combos. I also decided this because it seems to me this time around the Barbarians seem to be taking more damage now than before. One plus is now the AE effects of 2H with stuns and knock downs are working much better and hit most mobs in your cone range. This made 20s much easier this time around. I considered this the trouble levels for the Barbarian last time and had a hard time getting through the lower 20s. This time around it was much easier.

However I do seem to think we take more damage now than before.

2H Stuns and Knockdowns
Barbarian is too depenedent on these attacks to win a fight. It is absolutely required, imop, if you have to take on more than a single mob. It is possible to survive a 2 on 1 with 2H if your stuns are in cooldown but it is hard and definetly requires potions. But in most cases, more than a single mob on you and you are out of stuns and knock downs usually means death. Which I see as a flaw in the character. Since at level 80 you get a single stun attack. Earlier level stuns stop working around level 72.

But being able to stund 3-4 mobs at a time is nice and if you can time it right with knock downs and damage combos you can take them all out. Run out of stuns though and you are dead.

Duel Wield
I did not spec with this for the reasons mentioned above. But I am going to switch out my butcher combos with some DW combos since Butcher always hits their shield sides and does little damage at the point.

2H Combos
I have noticed that most every mob and NPC I engage shields their left side (my right). I cant think of a single combo the Barb uses atm that attacks from any other angle. This greatly hampers the Barbarian's ability to do damage, forcing us to hit the shielded sides.

Butcher
The Butcher combo seems terribly weak. And for the most part the reason because this combo and nearly all others attack mobs from the (my) right side.

Feats
So far most of the feats seem to be working. However Blood Rage does not seem to do much of anything. I see it making no difference in combat what so ever. I thought this would be a sort of a "frenzy stance" at least to some degree for the Barbarian but I do not see any increase in damage as the feat states.

Bleed Effects
The feats that add bleed effects are a bit useless right now. Lasting probably 2-3 seconds. I dont have time to click the icon to even find out what the effect is actualy doing.

Concusion and Roots
Like the bleed effects they last such a short time I cant tell if they do anything at all. Can not see any real use with them.

HP Bug or Graphic Glitch?
I have been in many fights where I would appear to have 1/3 to half my HPs and then drop dead suddenly. Checking the combat logs I would only see hits in the range of 40-70. Not nearly enough to kill you. I would assume some kind of HP bar graphic bug.

Zero Health Mobs
Seems this problem is becoming more of an issue. I would say every 2-3 fights I am in, one or more mobs gets that zero health bug. It caused me quite a few deaths. Seems you nearly have to do enough damage to them to kill them again before they die.

Stamina
I would like to see Barbarians have their staminia greatly increased and their combos use less staminia.

Items and Loot
Still, the game is heavily itemized for soldiers and mages. Very little to the point of being almost nonexistant are items usable by Barbarians. Nearly every quest rewards is heavy/medium armor, daggers, polearms, cloth, or 2h blunts that can not be used with Barb combos. At 37 I am still getting drops usable to me that are level 20. Nothing in my level range drops. I did get a bow drop in conalls at 26, but I was unable to equip it till 36.

If it was like before, I can expect to get a half way decent chest item in FotD and then have to wait till im 75 to get my next chest piece from the Scorpion Caves in Kheshatta.

Conclusion for far
Going to 80 once and currently 37, there needs to be some kind of change that allows the Barb to bring something different to grouping. At high levels a Barb will fold in 1-2 hits from raid mobs. Barbs should not have to be so dependent on stunning a mob to win a fight. If not for those, I would consider the Barb an unplayable class. But hey, we can sneak pretty good.


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