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Memory of the early game with my barb is hazy, but I'll try, first though the end result:
My standard set up was
......Pallegina.......................Eder
.......................My Barb
......Sagani.......Durance........Aloth
.......................Itumaak
In this formation my barb would normally open with a yell, after when it became clear what the ememy were going to do could move forward between Eder and Pallegina to engage a central group, move to left or right flanks either to engage a tight group for carnage purposes or to head off a flanking manouvre, or remain mid-party to deal with infiltrations, such as shadows etc. Itumaak was positioned wityh simnlar flexibiliity in mind.
My barb was 2H for max carnage damage output - I tried dual wielding but found the carnage output was far less than 2H, particularly with the Forgemaster's glove equipped. I used heavy armour for survivability initally, but IIRC I used a very good piece of medium armour later on.
In short, mobility and flexibility was key so i could either defend the back line or hunt packs for carnage application. I found this very enjoyable and exiting to play. Very, very effective too. I would say this was my most lethal party largely due to the collosal carnage damage output of my barb.
Now at the beginning I was obviously just up alongside Eder and I am struggling to recall exactly how I kept my barb alive. I beleive it went roughly like so:
Eder led on his own and engaged as many as possible initially. I was stationed one rank behind him next to Kana IIRC with Durance and Aloth behind us. Kana would play off tank and move to block enemies that eluded Eder and I would manouvre to attack a suitably tight group engaging either Eder or Kana from the flank whilst Aloth concentrated on blinding them and if possible knocking them prone with Slicken. I think I generally preferred Kana's group since he wasn't as surviviable as Eder obviously so it needed to die faster..
So IIRC the secret was to avoid initial engagement with the barb, rather to wait until a suitable target group presented itelf and then attack it from as safe angle as possible in concert with Aloth's bebuffs and disables.
I've started from scratch with an Orlan Barbarian 14,14,10,10,10,20 wielding a single Sabre. Barely enough to survive the early camp fight - because of the 10 points investment into RES. Afterwards it gets much better. Flanked by two warrior companions, the barbarian yell hits many attackers early, and RES 20 gives enough Deflection to not be slaughtered too easily as a frontliner. It's still -5 Deflection compared with a RES 10 Fighter afterall. I justify the CON 14 because that's the primary strength of the Barbarian for the "Very High" base Health/Endurance. PER 10 is good enough for a single 1H weapon.
Indeed. One of the beauties of this game IMO.
I play with that on my first playthrough. It was strongest DD if compare with any companion. Lot of damage. Lot of criticals. But it 2nd line fighter.
I dont know about low levels though since there's no point in doing this build unless you have TG so I only recruited him in dyrford., about LVL6 or so.
So, two more players with a second line barbarian. See subject of this topic and first post. Barbarians not flexible enough?
Could you make your Steam profile public, so one could see how much you've played PoE to make such a claim?
I've had a test with 12,8,15,18,18,10 for a 2H barbarian and also tested that one with lower RES to make it even more fragile. Some of the comments in the first post are about that one. Lots of micro management. More than a Rogue. Highly vulnerable even with the first heavy armor suites one can get. Could be better later in the game, but isn't fun.
Done. Currently its 242 hours.
One of my issues with a second line barb is also the low range of Carnage. It's just 1.5m, which is the barb itself plus one neighbor. If standing behind a companion, you strictly need INT higher than 10 to benefit from Carnage. With INT 10, you don't hit anyone else than your single target, which you can only reach with long 2H weapons if you are behind a companion.
MIG - 7 (YES Carl, only 7)
CON - 10
DEX - 18
PER - 21 (VERY IMPORTANT!!!)
INT - 18
RES - 4 (YES Carl, only 4)
Weapon — Tail Grass. Path of Damned with that build will be easy joke.
You 2nd line Bard looking at params is absolutte crap. Look at stats above.
WAT? LOL. Barb SHOULD NOT use ANY armor! Man, really please learn math part of game. Seems you did not understand it at all. Look Nerd videos about speed and game basics please. You'll get lot of answers.
MIG 7 defeats the purpose of a 2H weapon's higher damage. You need high damage or a lot of DR bypass to hurt some types of enemies.
PER 21 may sound like a fine idea because Fighter is +5 Accuracy ahead of a Barb, but the cost for PER 21 is very high.
INT 18 basically is a requirement for increased Carnage range and attacking from second line. I agree, but that doesn't make the barb flexible. See subject of this topic. If Barb only hides in second line, that is low flexibility.
And yet you've not even completed Act II according to your Steam achievements.
Would you adjust your attitude, please? My Steam achievements for this game at least show how much I've played the game.