Nomad Barbarian

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Ntf1015
Pit Knight
112 | 0
Just out of curiosity.... What runes to put in invictus? Also, do you recommend using a merc? I assume its not needed, since theres no merc section, but if we do decide to use one, which one would benefit this build the most? Thanks for your time!
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Aero
Lion Skull the Bent
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Ntf1015 wrote:Just out of curiosity.... What runes to put in invictus? Also, do you recommend using a merc? I assume its not needed, since theres no merc section, but if we do decide to use one, which one would benefit this build the most? Thanks for your time!


I just used Io runes in Invictus, but you can go with Jah if you feel like you still need more defense for some reason. I'll get around to a merc later on, but haven't found one to be necessary yet.
Ntf1015
Pit Knight
112 | 0
Another question. What should my EQ and AH damage be in mid game gear(featherclaw instead of set gloves)? Using the TU6 Glaive. My survivability seems to be ok, but my damage feels like its lacking. Does that change when I make a crafted glaive? Thanks again.
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Aero
Lion Skull the Bent
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I've gotten ~240 sigs and 24 charms now (all listed + the ones I crossed off at the bottom) with all the early game gear + the midgame crafted helm and only 20 fire pierce. I don't know the damage numbers off the top of my head, but currently, I'm sitting at ~800-1625 Fortress dmg on the sheet, with a later game spec I haven't written yet. Keep in mind, that Fortress damage is per arrow, and the AH dmg is per hit (and it hits a ton)
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Muilpeer
Heretic
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Managed to roll a T6 Java with ITD and I've found the set gloves a couple of days ago. Also managed to find two rings with added fire dmg and fire pierce, +1 skills and supernova proc (maybe not the best, I prefer other procs, but hey, not complaining).

I'm very curious about the endgame gear. Right now still looking for a Sacred Java and a bunch of Weird shrine so I can start rolling some nice craft.
MUS01
Bone Archer
71 | -3
aerial wrote:With fortress one thing that seems to increase its effectiveness at clearing trash is when you can stop them from moving, so mixing in thunderslam. That ensures for that stun period all arrows hit something. Other sources of stun like freeze from glacial nova procs has same effect but obviously worse since high % of enemies is immune to freeze effect, plus cold immunes.
Thats what I noticed while playing fortress.
Probably getting lot of slow would have similar results, at certain point of movement slow they always get hit by arrows, because of their hitbox size.

Generally the whole package of bear stance + runemaster on barb plus adding switch fortress as ranged damage/ow tool vs certain situations is extremely solid, and basically thats on what my guide is based on. You get very chunky stats for very little gear and stat investment.


Yes. Any fortress barb I do, I go for Snake Stance... I'm a coward.... So I Dodge almost any chance to going to melee (except in blast waves of TU balanced axe, and I apply a TS, XD ) Once you get 50% slow, you can play VERY SAFE. Still, you get short of skill points, so only 10 in wolves implies mediocre range...

Also, Snake Stance implies maxing Eagle stance and Using Runemaster with KS helm... you don't depend of any weapon damage... and any inmunity... Still, losing TS is a great loss for my playstyle (You can play SS with axes still, but I would prefer the TU glaive . Also, now is really hard get 100% CB with only TU...) AND get -100% Enemy resistances is really hard...

Lastly... I miss the Greater luck oil récipe (gives Double MO effect to uniques... low chance) That was key to get insane AR...
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Aero
Lion Skull the Bent
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Muilpeer wrote:Managed to roll a T6 Java with ITD and I've found the set gloves a couple of days ago. Also managed to find two rings with added fire dmg and fire pierce, +1 skills and supernova proc (maybe not the best, I prefer other procs, but hey, not complaining).

I'm very curious about the endgame gear. Right now still looking for a Sacred Java and a bunch of Weird shrine so I can start rolling some nice craft.


Well. Here's the thing. You're using your endgame weapon already in
Sudis Murale
Sudis Murale
Glaive (6)

Throw Damage: (9-11) to (30-38)
One-Hand Damage: (9-11) to (24-31)
Required Dexterity: 65
Required Level: 7
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
5% Chance to cast level 4 Fortress on Kill
+(24 to 40)% Enhanced Damage
+(8 to 13) to Maximum Damage
(2 to 3)% Chance of Crushing Blow
+(21 to 25) to Strength
+(11 to 15) to Dexterity
Total Character Defense plus (11 to 15)%
Socketed (2)

Throw Damage: (18-20) to (49-58)
One-Hand Damage: (14-15) to (36-44)
Required Dexterity: 98
Required Level: 16
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
6% Chance to cast level 7 Fortress on Kill
+(41 to 57)% Enhanced Damage
+(13 to 18) to Maximum Damage
(3 to 4)% Chance of Crushing Blow
+(26 to 30) to Strength
+(16 to 20) to Dexterity
Total Character Defense plus (16 to 20)%
Socketed (2)

Throw Damage: (31-35) to (76-87)
One-Hand Damage: (20-22) to (52-61)
Required Dexterity: 142
Required Level: 25
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
7% Chance to cast level 10 Fortress on Kill
+(58 to 75)% Enhanced Damage
+(18 to 23) to Maximum Damage
(5 to 6)% Chance of Crushing Blow
+(31 to 35) to Strength
+(21 to 25) to Dexterity
Total Character Defense plus (21 to 25)%
Socketed (3)

Throw Damage: (47-51) to (105-118)
One-Hand Damage: (29-32) to (68-77)
Required Dexterity: 202
Required Level: 34
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
8% Chance to cast level 13 Fortress on Kill
+(75 to 92)% Enhanced Damage
+(23 to 28) to Maximum Damage
(6 to 7)% Chance of Crushing Blow
+(36 to 40) to Strength
+(26 to 30) to Dexterity
Total Character Defense plus (26 to 30)%
Socketed (3)

Throw Damage: (67-73) to (141-156)
One-Hand Damage: (38-41) to (89-99)
Required Dexterity: 282
Required Level: 44
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
9% Chance to cast level 16 Fortress on Kill
+(92 to 109)% Enhanced Damage
+(28 to 33) to Maximum Damage
(8 to 9)% Chance of Crushing Blow
+(41 to 45) to Strength
+(31 to 35) to Dexterity
Total Character Defense plus (31 to 35)%
Socketed (4)

Throw Damage: (87-94) to (181-198)
One-Hand Damage: (50-54) to (112-123)
Required Dexterity: 391
Required Level: 53
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
10% Chance to cast level 19 Fortress on Kill
+(109 to 126)% Enhanced Damage
+(33 to 38) to Maximum Damage
(9 to 10)% Chance of Crushing Blow
+(46 to 50) to Strength
+(36 to 40) to Dexterity
Total Character Defense plus (36 to 40)%
Socketed (4)

. That will be your main mob farming/clearing weapon, and then we will have two swaps for bosses: a heroic killer, and a high phys dealer. I'm still in early game gear myself with the addition of the duncraig ring and crafted helmet (not even a good one) and got yshari set done just now as well. I'll try to add a chucknoris-type gear set of stuff I haven't tested but theoried to be very effective.
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Muilpeer
Heretic
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Aero wrote:
Muilpeer wrote:Managed to roll a T6 Java with ITD and I've found the set gloves a couple of days ago. Also managed to find two rings with added fire dmg and fire pierce, +1 skills and supernova proc (maybe not the best, I prefer other procs, but hey, not complaining).

I'm very curious about the endgame gear. Right now still looking for a Sacred Java and a bunch of Weird shrine so I can start rolling some nice craft.


Well. Here's the thing. You're using your endgame weapon already in
Sudis Murale
Sudis Murale
Glaive (6)

Throw Damage: (9-11) to (30-38)
One-Hand Damage: (9-11) to (24-31)
Required Dexterity: 65
Required Level: 7
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
5% Chance to cast level 4 Fortress on Kill
+(24 to 40)% Enhanced Damage
+(8 to 13) to Maximum Damage
(2 to 3)% Chance of Crushing Blow
+(21 to 25) to Strength
+(11 to 15) to Dexterity
Total Character Defense plus (11 to 15)%
Socketed (2)

Throw Damage: (18-20) to (49-58)
One-Hand Damage: (14-15) to (36-44)
Required Dexterity: 98
Required Level: 16
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
6% Chance to cast level 7 Fortress on Kill
+(41 to 57)% Enhanced Damage
+(13 to 18) to Maximum Damage
(3 to 4)% Chance of Crushing Blow
+(26 to 30) to Strength
+(16 to 20) to Dexterity
Total Character Defense plus (16 to 20)%
Socketed (2)

Throw Damage: (31-35) to (76-87)
One-Hand Damage: (20-22) to (52-61)
Required Dexterity: 142
Required Level: 25
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
7% Chance to cast level 10 Fortress on Kill
+(58 to 75)% Enhanced Damage
+(18 to 23) to Maximum Damage
(5 to 6)% Chance of Crushing Blow
+(31 to 35) to Strength
+(21 to 25) to Dexterity
Total Character Defense plus (21 to 25)%
Socketed (3)

Throw Damage: (47-51) to (105-118)
One-Hand Damage: (29-32) to (68-77)
Required Dexterity: 202
Required Level: 34
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
8% Chance to cast level 13 Fortress on Kill
+(75 to 92)% Enhanced Damage
+(23 to 28) to Maximum Damage
(6 to 7)% Chance of Crushing Blow
+(36 to 40) to Strength
+(26 to 30) to Dexterity
Total Character Defense plus (26 to 30)%
Socketed (3)

Throw Damage: (67-73) to (141-156)
One-Hand Damage: (38-41) to (89-99)
Required Dexterity: 282
Required Level: 44
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
9% Chance to cast level 16 Fortress on Kill
+(92 to 109)% Enhanced Damage
+(28 to 33) to Maximum Damage
(8 to 9)% Chance of Crushing Blow
+(41 to 45) to Strength
+(31 to 35) to Dexterity
Total Character Defense plus (31 to 35)%
Socketed (4)

Throw Damage: (87-94) to (181-198)
One-Hand Damage: (50-54) to (112-123)
Required Dexterity: 391
Required Level: 53
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
10% Chance to cast level 19 Fortress on Kill
+(109 to 126)% Enhanced Damage
+(33 to 38) to Maximum Damage
(9 to 10)% Chance of Crushing Blow
+(46 to 50) to Strength
+(36 to 40) to Dexterity
Total Character Defense plus (36 to 40)%
Socketed (4)

. That will be your main mob farming/clearing weapon, and then we will have two swaps for bosses: a heroic killer, and a high phys dealer. I'm still in early game gear myself with the addition of the duncraig ring and crafted helmet (not even a good one) and got yshari set done just now as well. I'll try to add a chucknoris-type gear set of stuff I haven't tested but theoried to be very effective.


Good, I understand. Meanwhile I've been farming some shrines in TA and K3KBA and crafted a very nice alternative weapon (sorry, can't make screenshots somehow):

Bramble Stake
Glaive (Sacred)
'JahJahJahJah'
Throw Damage: 269 to 320
One-Hand Damage: 175 to 205
Required Dexterity: 496
Required Level: 90
Javelin Class - Slow Attack Speed
Current Dexterity Damage Bonus: 143%
Orb Effects Applied to this Item are Doubled
18% Chance to cast level 1 Javelin on Striking
+260% Enhanced Damage
Adds 10-11 Damage
Slows Target by 22%
Target Takes Additional Damage of 38
Socketed (4)

And a quick try for a helm, but this one isn't the best right?
Dire Horn
Avenger Guard (Sacred)
Defense: 3534
Durability: 40 of 59
(Barbarian Only)
Required Strength: 461
Required Level: 90
Orb Effects Applied to this Item are Doubled
+3 to Barbarian Skill Levels
7% Life stolen per Hit
+7% to Fire Spell Damage
-14% to Enemy Fire Resistance
+10 to Ancients' Hand
+155% Enhanced Defense
Socketed (4)


Btw, beat Kabraxis deathless with T6 Glaive, very easy. It's only the last part that lasts a bit longer because of CB. The FRW speed really helps in this one.

Would you think Flying Saucer could be viable endgame shield? Low def, but DR and on striking proc..
Caleb
Vampiress
35 | 1
I'l trying this build with a good roll of
Dear Esther
Dear Esther
Hunter's Bow (Sacred)

Two-Hand Damage: (120-136) to (127-393)
Required Dexterity: 425
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
50% Chance to cast level 50 Arrow on Striking
50% Increased Attack Speed
+(115 to 143)% Enhanced Damage
+(1 to 250) to Maximum Damage
(1 to 25)% Chance of Crushing Blow
Slows Target by (1 to 50)%
+(1 to 100) to Dexterity
All Resists +(1 to 50)%
Damage Reduced by (1 to 10)%
+(1 to 100) Life after each Kill
Socketed (6)

and it work very good , the proc is OP slow and cb are really good too , the cons is the very bad def but with shapeshifter merc and some reanimate it's ok.
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ixvid_
Rust Claw
81 | -2
How aboute
Forge Fire
Forge Fire
War Hammer (Sacred)

One-Hand Damage: (102-113) to (114-127)
Required Strength: 470
Required Level: 100
Current Dexterity Damage Bonus: (76/256 Per Dexterity)%
5% Chance to cast level 13 Shower of Rocks on Kill
5% Chance to cast level 13 Spike Nova on Kill
5% Chance to cast level 13 Tremor on Kill
5% Chance to cast level 13 Fortress on Kill
50% Increased Attack Speed
50% Faster Cast Rate
+(144 to 171)% Enhanced Damage
+50% Damage to Undead
+(101 to 200) to Life
All Resists +(20 to 30)%
+(25 to 75) Life after each Kill
Socketed (6)

for alternative main weapon?