Is that character a variant? (I just love getting asked that in channel.) - Charis

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Questions on Barbarian (BAR) Variant

Hey--

Last I checked, this one was not updated for D2X. There are now class specific helms (i.e., jawbone caps) that are white (normal) or grey (socketed), but may have +BAR skills on them, similar to staffs, scepters, and wands in D2.

My gut tells me that a true BAR would not wear any cap that pluses up his skills via some juju, but I'd like to hear from some of the folks who started and have played the variant.

Second question--another one that is more significant with D2X. What is the rule on mercs? Do Barbarians have a weakness for rogues?

Thanks for the help

BamBam(BAR), Slayer of Griswold
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My vote would be, +skills on a hat are ok, if you could wear the item normally. Since it's a barbarian-specific effect, I don't think that's really considered juju -- it falls more along the lines of a sacred tribal headdress. But I'm no expert on BARs. smile
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Two links to the making of D2 BAR rules are at the bottom of the BARbarian variant page. A couple of good threads there to read thru not only to give you a better understanding of the variant (to make your own judgement calls), it will also give you some insight on how variants work.

Also note the creation of this undocumented "BAR" class (quoted from Charis' battle report) to supplement what we think is lacking smile

/Quote/
- The Bars are delighted to have the shaman and wiccan around for their literacy if nothing else The lack of tp use if they're not around was HIGHLY noticeable.
(How do they stack up? The shaman is mimicing a fetish shaman with Inferno breath, a great combo for a Tank bar. She's also planning for long term the Thunderstorm, about as non-juju and non-laggy spell as you get. Hernea has been using Frost Nova and Fireball so far - no SF whatsoever as that would be about the cheesiest thing you could do with Bar teammates. She's also had a semi-melee style so far, getting up and whacking things like we are :P The KEY factor for coop partners is that they not be significantly stronger than the Bar, and that in fact they benefit from our being there. I can't picture ever hanging out with a Tweaker FO jujulady)
/End Quote/

I think you know why I pointed this out ;-)

KoP


KoP
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Quote:My gut tells me that a true BAR would not wear any cap that pluses up his skills via some juju, but I'd like to hear from some of the folks who started and have played the variant.

Hrmm. The only D2X BAR I played was an Assassin. She never got high enough to encounter class-specific equipment with +Skills. I'm not sure what she would've done -- probably sold them for coin. Who wants gear that costs that much to repair, anyway?

I don't think +Skills from class-specific items is bad for the BAR. If it seems too magical, consider only using such an item if (1) you already have points in the skill (2) the skill is a legal BAR skill. That way, you're not gaining a brand-new skill entirely from some item. Rather, your current skill is being enhanced by high morale from your tribal headdress.

Quote:Second question--another one that is more significant with D2X. What is the rule on mercs? Do Barbarians have a weakness for rogues?

Well, I don't know about anyone else's BARs, but my Assassin BAR couldn't wait to reach Act 5 and party up with her Mt. Arreat Barbarian cousins. And that's just what she did! BAR war party!

I guess I'd consider mercs thusly: Which ones fit into the BAR's concept of combat?
  • Rogues : Inner Sight seems rather juju-y to me.
  • Legionnaires : Mercs are allowed if a Pally BAR could use the aura.
  • Iron Wolves : If any of these fit the concept of BAR Shaman, permitted. The BAR should be protective of his Shaman, too.
  • Barbarians : These guys I'd consider the ideal BAR companion, especially if they play just like you (i.e. no juju items).

But that's just what Lemmy thinks.

-Lemmy
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