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Wrath

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  1. Thanks
    Wrath got a reaction from Ahmed Didar in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I   
    Eagle Eye
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14)
    How about also removing restriction caps on Facilitation on this skill? With introductions to new equipments with Facilitation stats I don’t see any other class get restrictions like chief. 
     
    Even now with 25% Facilitation (which is the cap) is duration increased from 8s to 10s and therefore one additional tick. With 50% Facilitation we would have 12s and 2 more ticks. Besides there is still limit on bleed stacks we can inflict in PvP, which is 3.
     
    I mean if we follow this logic, there could be caps on many other skills that works well with Facilitation or even Subjugation stats. Heals and buff skills could be affected or controls, debuffs etc. 
     

     Thrashing
    Monster target limit added: 5 / 5 / 6 / 8 / 10. Could we get silence on this skill instead of the current debuff to pdmg/mdmg? Its synergy with Frenzy skill to even get a chance at stunning enemy is already low. 
     
    An option would be to completely remove the mechanic and just add “Stun” effect to Frenzy skill.

    But since I saw no news for “Magic chief builds” which unless its meant to be purely AoE scenario build and not an optional arena build focused on being more of a backline support than frontline dmg like its physical counterpart, I would like to see some support options in terms of adding “silence” effect to the skill. 
     

     Survivor (Assassin's Guild of Almahad)
    Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health.  
    A little higher chances of activation wouldn’t hurt. 
     
    Also the damage reduction is only affecting 1 hit, or could they be affected by damage from dot dmg skills too? Because that would be a major flaw in the talent. 
     
    Or will it be a 4s buff that instantly heals me for 6% max hp and reduces incoming dmg by 10% for 4s? 
  2. Like
    Wrath got a reaction from aFatOldManx in [2025.12.12] Warspear Online Update 13.2. Announcement. Part I   
    Eagle Eye
    Monster target limit changed to 5 / 5 / 6 / 8 / 10 (was 6 / 8 / 10 / 12 / 14)
    How about also removing restriction caps on Facilitation on this skill? With introductions to new equipments with Facilitation stats I don’t see any other class get restrictions like chief. 
     
    Even now with 25% Facilitation (which is the cap) is duration increased from 8s to 10s and therefore one additional tick. With 50% Facilitation we would have 12s and 2 more ticks. Besides there is still limit on bleed stacks we can inflict in PvP, which is 3.
     
    I mean if we follow this logic, there could be caps on many other skills that works well with Facilitation or even Subjugation stats. Heals and buff skills could be affected or controls, debuffs etc. 
     

     Thrashing
    Monster target limit added: 5 / 5 / 6 / 8 / 10. Could we get silence on this skill instead of the current debuff to pdmg/mdmg? Its synergy with Frenzy skill to even get a chance at stunning enemy is already low. 
     
    An option would be to completely remove the mechanic and just add “Stun” effect to Frenzy skill.

    But since I saw no news for “Magic chief builds” which unless its meant to be purely AoE scenario build and not an optional arena build focused on being more of a backline support than frontline dmg like its physical counterpart, I would like to see some support options in terms of adding “silence” effect to the skill. 
     

     Survivor (Assassin's Guild of Almahad)
    Mechanics reworked: Now, grants a 15% chance to reduce damage taken by 10% and heal the character for 6% of maximum health, but this can only occur once per 4 sec. The chance increases by 1% for every 5% of missing health.  
    A little higher chances of activation wouldn’t hurt. 
     
    Also the damage reduction is only affecting 1 hit, or could they be affected by damage from dot dmg skills too? Because that would be a major flaw in the talent. 
     
    Or will it be a 4s buff that instantly heals me for 6% max hp and reduces incoming dmg by 10% for 4s? 
  3. Like
    The blade dancer's shield should also get a nerf and the chief should not be nerfed so much to the ground since rugged is now passive could reduce 25% damage because 14% is way too low by today's standards especially where every class has practically increased percentages on attacking skills.
    I'm also puzzled by seeker buff where it already has a very high dmg, so what's the point?
  4. Like
    Wrath got a reaction from TheCaster in BARBARIANS NEED NERF !!!   
    What do you mean by die instantly? Isnt the point of being tank actually be able to tank some dmg?
     
    Barbarians have skill called Warcry which reduces Last Wish cooldown. So more enemies = faster the Wish activates. Another thing. Stoneskin on barb was reworked due to the fact it was so easily removed by bleed making barbs like paper. So in combination of Stoneskin and Last Wish with cooldown deduction from Warcry, Wish activates fast. It well balanced now as it is. I havent seen barb doing anything else than using warcry and healing in those videos.
    Wardens could do the same before with their block heals. Elves werent too concerned about nerfing it then, am I right?
     
    Either way, maybe try test it in arena, when barb cant use hp pots. 
     
    Maybe instead of constantly spamming this post with the your “Barb needs nerf”. Try to add your solution that wont entirely destroy the class as it is. Which you could provide if you had actually took time to understand how this class works. Whats the point of this post otherwise?
  5. Like
    Wrath reacted to Chaos demon in BARBARIANS NEED NERF !!!   
    He's probably new, but will never admit it.
     
    Last wish was always like that, ofc there was ppl like him complaining but thats a old discussion.
    Similar  to some ppl  that was complaining to remove stealth from rogues bcz was unfair and blah blah, they were also asking a stealth for bladedancers.
     
    About "shark chief" i guess he is refering pre-balance chief.
    Curiously, that is another example of a nerf Because of external  factors, they almost killed the rugged hide because certain sea book, made the class too tanky.
     
     
     
  6. Like
    Wrath reacted to Chaos demon in BARBARIANS NEED NERF !!!   
    Lmao
    "only need 4 heavy mm"
    Yea, so easy.. Specially when the server is flooded by elves
     
    Man... That skill existed since ever..
    Whats the difference?
    With the  old last wish, barbs received full damage but wasnt able to die.
    With the new one they just made the barbarian ignore almost 100% of dmg instead of granting the old inmortality.
     
    It is simply more noticeable, because they receive 0 dmg now.
    If they had never touched that skill, it wouldn't change anything at all.
     
    I'm just saying
  7. Like
    Wrath reacted to Chaos demon in BARBARIANS NEED NERF !!!   
    80% of servers...
    The issue is purely for external factors, those tons of buffs/books/potions doesnt come included on the character creation, barbarian cant magically survive after last wish ends and go 100% health again
  8. Like
    Wrath got a reaction from Higgings in BARBARIANS NEED NERF !!!   
    It´s easy on paper. Merman gears dont drop much on US Legion side, I am not talking about it being expensive, just not so easily obtainable if it wont even drop. And as for arena accesories… That depends if they go for greatness/contender. Then if they dont get any rank, then it might as well take a whole year to make one 4 MM barb on underpopulated server, which an issue in most servers. 
     
    Barbarians you see in the screenshot are mainly old barbs who collected their 4 pcs ober longer time period. I do agree with your statement when something is unbalanced people tend to make more of it. Classic example is druid and BM on Sentinel side. 
     
    If 8s Last Wish granting “immortality” for non-barb class mains, then barbarian needs to be reworked in the way that won’t affect its ability to still be able to tank.
  9. Like
    Wrath got a reaction from Higgings in BARBARIANS NEED NERF !!!   
    90% of this post is YOU speaking. If so many people complain, they have the right to write it here. Until they do it’s just you. 
     
    And no, if GMs think the class or skills needs to be fixed, I am happy to see it get balanced. 
     
    I said what I said. Before making a post please read the rules, what should your post contain. Before referring to RU forum. This is English forum. What happens there is related to RU servers as English servers are related to the remaining ones.
     
    Go complain in RU forum in Russian, until then don’t mention it here. 
     
    But you’re off topic again. 
     
    Where is the solution I asked you to provide? 
  10. Like
    Wrath got a reaction from Mateusz in BARBARIANS NEED NERF !!!   
    Isn’t that the point of monster mode? Plus I doubt every barb in server have 4 mm gears and can reach max speed to make it efficient. 
     
    This is a whole different matter though. Besides monster mode only lasts 15s with a high cd too. 
     
    What does testing this prove? You could do the same test with wd, pala, dk, bd, reaper, charmer, templar. Barbs have had Last Wish since it was created, granting 8s of immortality before dying. Nobody complained before, now with new contents there are also new limits to reach. How about you try to think of a way to counter it instead? This is not a 1vs1 game. 
  11. Like
    Wrath got a reaction from Mateusz in BARBARIANS NEED NERF !!!   
    Sounding good especially coming from you. 
     
    Mind your language. If you can’t speak and provide adequate reasons or arguments to this topic and can only badmouth people please don’t speak at all. 
     
    I haven’t heard a single suggestion from you how GMs should fix the problem. Or is that too hard for you to think of? I mean if you can’t provide one, that means you don’t understand the class at all, therefore your complains are invalid. 
  12. Like
    Wrath got a reaction from Chaos demon in BARBARIANS NEED NERF !!!   
    What do you mean by die instantly? Isnt the point of being tank actually be able to tank some dmg?
     
    Barbarians have skill called Warcry which reduces Last Wish cooldown. So more enemies = faster the Wish activates. Another thing. Stoneskin on barb was reworked due to the fact it was so easily removed by bleed making barbs like paper. So in combination of Stoneskin and Last Wish with cooldown deduction from Warcry, Wish activates fast. It well balanced now as it is. I havent seen barb doing anything else than using warcry and healing in those videos.
    Wardens could do the same before with their block heals. Elves werent too concerned about nerfing it then, am I right?
     
    Either way, maybe try test it in arena, when barb cant use hp pots. 
     
    Maybe instead of constantly spamming this post with the your “Barb needs nerf”. Try to add your solution that wont entirely destroy the class as it is. Which you could provide if you had actually took time to understand how this class works. Whats the point of this post otherwise?
  13. Like
    Wrath reacted to Mateusz in BARBARIANS NEED NERF !!!   
    Also the only problem about barb in wars is that u can abuse last wish now. In rebalance year ago devs reworked last wish so u can reduce cd of that skill with warcry. It has limit vs players but has no limit vs monsters, so in wars u can use warcry and it works with minions/summons which elfs spam alot in war. So bcs elfs dont use brain we can get insta cd of last wish in wars. Im pretty sure devs will change that in next rebalance bcs in fact thats kinda broken, but still can counter it if elfs use brain. Also if elfs wasnt bots they could skip last wish making barbs useless in wars, but for that u need to use brain. And thats how u explain a problem with some skill. Also u should add a solution to that. But its easier to say "bArB iS bUgGeD" and cry 100 comments that devs wont ever read cus its just 1 guy yelling XDDD. 
    The videos u showed has nothing to do with real problem. So im pretty sure things  u showed here wont be changed. 
  14. Like
    Wrath got a reaction from Mateusz in BARBARIANS NEED NERF !!!   
    90% of this post is YOU speaking. If so many people complain, they have the right to write it here. Until they do it’s just you. 
     
    And no, if GMs think the class or skills needs to be fixed, I am happy to see it get balanced. 
     
    I said what I said. Before making a post please read the rules, what should your post contain. Before referring to RU forum. This is English forum. What happens there is related to RU servers as English servers are related to the remaining ones.
     
    Go complain in RU forum in Russian, until then don’t mention it here. 
     
    But you’re off topic again. 
     
    Where is the solution I asked you to provide? 
  15. Thanks
    Wrath reacted to Higgings in BARBARIANS NEED NERF !!!   
  16. Like
    Wrath got a reaction from Higgings in BARBARIANS NEED NERF !!!   
    What do you mean by die instantly? Isnt the point of being tank actually be able to tank some dmg?
     
    Barbarians have skill called Warcry which reduces Last Wish cooldown. So more enemies = faster the Wish activates. Another thing. Stoneskin on barb was reworked due to the fact it was so easily removed by bleed making barbs like paper. So in combination of Stoneskin and Last Wish with cooldown deduction from Warcry, Wish activates fast. It well balanced now as it is. I havent seen barb doing anything else than using warcry and healing in those videos.
    Wardens could do the same before with their block heals. Elves werent too concerned about nerfing it then, am I right?
     
    Either way, maybe try test it in arena, when barb cant use hp pots. 
     
    Maybe instead of constantly spamming this post with the your “Barb needs nerf”. Try to add your solution that wont entirely destroy the class as it is. Which you could provide if you had actually took time to understand how this class works. Whats the point of this post otherwise?
  17. Like
    Wrath got a reaction from Ruslan Ananchenko in Suggestions to buff/rework some chief skills   
    Hello! 
     
    I want to suggest some changes to these skills: 
     
    Thrashing Rugged Hide  
    First of all, let´s talk about Thrashing. The skill itself sounds really good, the debuff to pdmg and mdmg alongside with debuff to attack speed. 
     
    But the main problem with it when fighting ranged that it still allows the affected enemy the usage of skills. What I was thinking was to change the skill a bit to work like Paladins skill Shackles of Justice or Druids skill Entangling Roots . 
    Yes, I am well aware that one is AoE and other is single target skill  Chiefs skill is also AoE (5 yards range, but you need to target) and Shackles of Justice have only 2 yards range, but you dont need to target anyone (practically saves time when  when you’re casting it) Main difference from chief skill = from lv 4 and more it also silences affected targets   
    So my final suggestion would be to rework thrashing skill to either: 
    Silence affected targets from certain level (whilst keeping the targetting feature, but removing the debuffs in its entirety)  Instead of debuff in Attack Speed replace it with Skill Cooldown debuff  
    Second of all, the main survivability skill of chiefs, Rugged Hide. 
     
    Main problem with the nerf of this skill was the drastic decrease in damage reduction (from 40% to 20%). I can understand the reason behind the nerf of this skill, but I would say it was mainly based on examples of chieftains with Orcinus book, which there are really few in each server.
    Skill description: Applies the Rugged Hide to the character or party member for X seconds, reducing damage taken by Y% for every Z% of missing health. 
    Question: Reading this I understood is as upon casting it reduces 0% dmg if the character is at full health and initially gets stronger as health goes down. Correct me on this if it’s wrong.  Therefore it makes it 40-44% damage reduction at 30% health. (Counted with talent = additional 2%)  
    So my suggestion to the buff for this skill would be to either: 
    Buff the amount of dmg reduction from 20% to 30% (60-64% with talent at 30% health) + also slightly increasing duration of the skill from 13s to 16s Change the skill itself to: Applies the Rugged Hide to the character or party member for 16 seconds, reducing damage taken by 35%. Additionally reduces dmg by 1,5% for every 3,5% of missing health. (65-67% with talent at 30% health) – Rugged Hide on 4/4  
     
     
    So these would be my ideas about the skills. Feel free to let me your thoughts on this. 
     
    Thank you and looking forward to your replies!
     
  18. Like
    Greetings my fellow citizens of Arinar!
    I welcome here my fellow brothers and sisters in arms, but so do I welcome our enemies, who came to seek the enlightenment. 
     

     
    Introduction to the class
    Barbarian class is very misunderstood at first. It have huge possibilities in terms of offense and defense. At first it might not seem very strong, you could argue that their fellow tank brothers from Forsaken island Death Knights do better and at first you might be right. But as you delve deeper into this class, you'll realize that there are some aspects that not even Death Knights can reach. And I am about to show them to you in this guide. 
     
    Faction ability: +4% maximum HP
     
    I'd love to share with you my knowledge about skills of the mighty warriors of Mountain Clans, the Barbarians. 
    I will be sharing our skills, skill builds for PvE and for PvP, also for hybrid builds and GvG builds. Also we have to keep on mind our weaknesses, but acknowledge our strengths. 
     
    First of all, let's talk skills. 
     
    Skills 
    Formula datas (base information about how skills are working)
     
    A = character's level
    B = increase in damage from physical strength
    C = fixed dmg
    D = character's physical strength
    E = damage from skill level
     
    Basic skills
     
    Strong blow
    A blow that inflicts increased damage to the enemy. The amount of damage increases with the development of the skill. Physical damage.
    Type: active Type of attack: melee Fixed skill damage: 10 units Damage increase from character level: 2 units x level Increase damage from skill level: 15 | 30 | 45 | 60 | 75 units Increase in damage from physical strength: 103% | 105% | 107% | 109% | 111% Energy cost: 12 | 13 | 14 | 15 | 16 units Cooldown time: 9 seconds Skill formula: 10 + E + (2 x A) + (D x B) = skill damage  
     Roar =>  Furious Cry
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
      Taunt  
    Attracts the attention of the target, causing a hostile monster to attack you. With the level, the duration time of the effect increases.
    Type: active Range of application: 5 yards Effect duration time: 4 | 5 | 6 | 7 | 8 seconds Amount of the aggression added (on effect): 7 500 | 15 000 | 25 000 | 45 000 | 75 000 Aggression coefficient: 3  Energy cost: 7 | 8 | 9 | 10 | 11 units Cooldown time: 8 seconds  
     Chop
    A blow causes the enemy to bleed, causing physical damage for some time.It can be used several times on one opponent.
    Type: active Type of attack: melee Fixed skill damage: 2 units/tick Action time: 12 seconds (1 tick every three seconds, 4 in total) Damage increase from character level (initial value): 1 unit each 2 levels Increase damage from skill level (initial value): 3 | 6 | 9 |12 | 15 units Increase in damage from physical strength (initial value): 7.5% The increase in damage from the initial value of the skill level (Y): - | 140% | 212% | 251% | 288% Energy cost: 11 | 12 | 13 | 14 | 15 units Cooldown time: 8 seconds Skill formula: (D x B) + E + 2 + [1 x (A/2)] = damage from 1 tick (X) Above the first level of devolopment: X x Y = dmg from 1 tick Talent upgrade: Increases the power of the skill from the physical strength of the character by 5%.  
    Charge
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Expert skills
     
    Warcry =>  Bloodshed
    Forces all opponents within the radius of the skill to attack the barbarian. For the duration of the aggression, the character increases physical and magical protection.
    Type: active Radius: 7x7 Aggression duration: 6 | 7 | 8 | 9 seconds Defense increase duration: 6 | 7 | 8 | 9 seconds Increase in defense: 15% | 20% | 25% | 30% Amount of aggression: 15 000 | 35 000 | 80 000 | 140 000 Aggression coefficient: 3 (same as Taunt) Energy cost: 14 | 16 | 18 | 20 units Cooldown time: 14 seconds  Upgrade:  Bloodshed (The "Warcry" skill additionally applies the "Bleeding" debuff to all enemies for 9 seconds. The effect deals periodic damage equal to 33% of the character's physical strength every 3 seconds.)  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
     Shield Strike
    This skill has a chance to stun the enemy. Damage to a skill depends on its level of development. To use the skill, you must wear a shield.
    Type: active Type of attack: melee Fixed skill damage: 25 units Damage increase from character level: 2 units*level Damage increase from skill level: 15 | 30 | 45 | 60 units Damage increase from physical strength: 101% | 107% | 113% | 119% Duration of "stun" debuff: 2 | 3 | 4 | 5 seconds Energy cost: 20 | 22 | 24 | 26 units Stun chance: 45% | 57% | 65% | 80% Cooldown time: 14 seconds Skill formula: 25 + E + (2 x A) + (D x B) = skill damage  
    Last wish
    Reduces incoming damage to the character by certain % for 8 seconds upon dropping down to certain % health.
    The effect triggers no more often than once every 90 seconds.
    Type: passive Amount of maximum health when skill activates: 25% | 30% | 35% | 40% Amount of reduced damage: 50% | 65%| 80% | 95% Buff duration: 8 seconds Cooldown: 90 seconds  
     Defeat
    A blow that inflicts huge physical damage. If the enemy is under influence of “bleeding” the enemy will receive additional damage, and all opponents within a radius of one yard will receive physical damage equal to the strength of the character. Damage increases with the development of skill and character level.
    Type: active Type of attack: melee Fixed skill damage: 10 units Damage increase from character level: 2 units (per 1 level) Damage increase from skill level: 10 | 20 | 30 | 40 units Damage increase from physical strength: 80% | 100% | 115% | 130% Energy cost: 20 | 22 | 24 | 26 units Cooldown time: 22 seconds There is also a combination of "CHOP" + "DEFEAT" (works now with any bleeding) The number of targets in PvP: 3 | 4 | 5 | 6 Number of targets in PvE: unlimited Damage increase while "BLEED" is active (Y):  120% | 130% | 145% | 160% Skill formula: 10 + E + (2 x A) + (D x B) = skill dmg (X) => X x Y = skill dmg with bleed Talent upgrade: Increases the skill power from the character's physical strength by 5% and the skill power from the character's physical strength on the target with the “Bleeding” debuff by 5%.  
    Stone skin =>  Persistence Resistance
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80% Upgrade:  Persistence Resistance (The character additionally accumulates one effect of the ability of the "Stone Skin" skill when parrying enemy damage. The ability effect from blocked or parried damage is accumulated no more than once every 2 seconds.)  
    Barbarian's nature
    Removes all debuffs from the character, including control effects and ignores them next time they are received for some time. As the skill develops, its duration increases.
    Type: active Duration: 4 | 5 | 6 | 8 seconds Mana cost: 26 | 28 | 30 | 32 units Cooldown: 35 seconds  
    Scream of fury
    Reduces the % of penetration of all opponents that are within the radius of the skill and increases the character's "BLOCK" parameter.
    Type: active Radius: 3x3 Buff and debuff duration: 6 | 8 | 10 | 12 seconds Blocking parameter increase by: 2% | 4% | 6% | 9% Reducing the parameter "PENETRATION" of opponents: 5% | 7% | 10% | 15% Number of targets in PvE: unlimited The number of targets in PvP: 3 | 4 | 5 | 6 Energy cost: 20 | 22 | 24 | 26 units Cooldown: 16 seconds  
    Berserker power =>  Rage
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds (+4 seconds when upgraded to  Rage) Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10% Upgrade:   Rage (If a character has a two-handed weapon equipped while the "Berserker Power" skill is active, then they will additionally receive a bonus from one-handed weapons. Increases the duration of the skill's buff effect by 4 seconds.)  
    General idea of builds
     
    Tanking builds
    In terms of tanking builds, I am going to focus on aspects of this class that are defense and agression based.
     
    PvE
     
    Parry / Block / Resist build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" that is implying a certain amount of "RESIST"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Resist (allows character to dodge negative effects, including control effects)  
    Parry / Block / HP build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" and maintaining high amount of "Health Points"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Health Increase (Increases your maximum health)  
    Parry / Block / Dodge build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" and maintaining decent amount of "DODGE". While this builds works the best when "ROGUE" class is around and have maxed "Kick in the back" skill. 
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Dodge (increases ability to dodge enemy "MELEE" and "RANGED" attack)  
    Mixed (PvE and PvP)
     
    GvG "dummy" build 
    General idea of this build is to provide target to enemy, let's say even to become a distraction to enemies. Idea of this build is wrapped around stats such as "PARRY" with "BLOCK" and certain amount of "RESIST" along with maintaining high amount of "Health Points"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Resist (allows character to dodge negative effects, including control effects) Health Increase (Increases your maximum health) In terms of skill build, there are certain skills that are essential for the right function of this build. 
     
    Stone skin =>  Persistence Resistance
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80% Upgrade:  Persistence Resistance (The character additionally accumulates one effect of the ability of the "Stone Skin" skill when parrying enemy damage. The ability effect from blocked or parried damage is accumulated no more than once every 2 seconds.)  
    Last wish
    Reduces incoming damage to the character by certain % for 8 seconds upon dropping down to certain % health.
    The effect triggers no more often than once every 90 seconds.
    Type: passive Amount of maximum health when skill activates: 25% | 30% | 35% | 40% Amount of reduced damage: 50% | 65%| 80% | 95% Buff duration: 8 seconds Cooldown: 90 seconds  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
    Barbarian's nature
    Removes all debuffs from the character, including control effects and ignores them next time they are received for some time. As the skill develops, its duration increases.
    Type: active Duration: 4 | 5 | 6 | 8 seconds Mana cost: 26 | 28 | 30 | 32 units Cooldown: 35 seconds  
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Damage dealing builds
    In terms damage dealing builds, I am going to aspects of this class that helps Barbarians do highest damage output. 
     
    PvE 
     
    Attack speed / Penetration / Critical Hit / Auto Attack / Accuracy build
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and "AUTO ATTACK" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Attack speed (reduce attack delays) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Auto Attack (increases damage dealt by your character's auto attack by the specified percentage)  
    Penetration / Critical Hit / Accuracy / Rage / Skills Cooldown build
    General idea of this build is wrapped around stats such as "RAGE" with "PENETRATION" and "SKILLS COOLDOWN" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Rage (increases physical and magical power of the character by 10% for 10 seconds with the specified probability and when an enemy of an equal or higher level to your character is killed while your character is under the effect of this bonus, 15% of your character's maximum health is restored) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Skills Cooldown (increases skill cooldown speed)  
    Attack speed / Penetration / Critical Hit / Auto Attack / Accuracy / Rage build
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and sacrificing small amount of "AUTO ATTACK" with addition of "RAGE" stat with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Attack speed (reduce attack delays) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Auto Attack (increases damage dealt by your character's auto attack by the specified percentage) Rage (increases physical and magical power of the character by 10% for 10 seconds with the specified probability and when an enemy of an equal or higher level to your character is killed while your character is under the effect of this bonus, 15% of your character's maximum health is restored)  
    Mixed (PvE and PvP)
     
    GvG "AoE Bleed" build
    General idea of this build is to provide help in group fights with damage dealing alongside with damage reducing. Idea of this build is wrapped around stats such as "PARRY" with and certain amount of "RESIST" along with maintaining high amount of "Health Points". But twist of this build is that it works the best higher the amount of physical damage character have. Therefore sacrificing reducing character's durability for damage dealing abilities. 
    Parry (increases chance to parry enemy "MELEE" attack) Resist (allows character to dodge negative effects, including control effects) Health Increase (Increases your maximum health) In terms of skill build, there are certain skills that are essential for the right function of this build. 
     
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
     
    Berserker power 
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10%  
    Warcry =>  Bloodshed
    Forces all opponents within the radius of the skill to attack the barbarian. For the duration of the aggression, the character increases physical and magical protection.
    Type: active Radius: 7x7 Aggression duration: 6 | 7 | 8 | 9 seconds Defense increase duration: 6 | 7 | 8 | 9 seconds Increase in defense: 15% | 20% | 25% | 30% Amount of aggression: 15 000 | 35 000 | 80 000 | 140 000 Aggression coefficient: 3 (same as Taunt) Energy cost: 14 | 16 | 18 | 20 units Cooldown time: 14 seconds  Upgrade:  Bloodshed (The "Warcry" skill additionally applies the "Bleeding" debuff to all enemies for 9 seconds. The effect deals periodic damage equal to 33% of the character's physical strength every 3 seconds.)  
    Stone skin 
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80%  
     Chop
    A blow causes the enemy to bleed, causing physical damage for some time.It can be used several times on one opponent.
    Type: active Type of attack: melee Fixed skill damage: 2 units/tick Action time: 12 seconds (1 tick every three seconds, 4 in total) Damage increase from character level (initial value): 1 unit each 2 levels Increase damage from skill level (initial value): 3 | 6 | 9 |12 | 15 units Increase in damage from physical strength (initial value): 7.5% The increase in damage from the initial value of the skill level (Y): - | 140% | 212% | 251% | 288% Energy cost: 11 | 12 | 13 | 14 | 15 units Cooldown time: 8 seconds Skill formula: (D x B) + E + 2 + [1 x (A/2)] = damage from 1 tick (X) Above the first level of devolopment: X x Y = dmg from 1 tick Talent upgrade: Increases the power of the skill from the physical strength of the character by 5%.  
     
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    GvG "speed single target" build
    General idea of this build is to provide help in group fights with huge single target damage dealing output alongside with damage reducing aspects. Idea of this build is wrapped around stats such as "PENETRATION" and "ATTACK SPEED" with and certain amount of "ACCURACY" along with maintaining high amount of "Health Points".
     
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Stone skin 
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80%  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
    Berserker power =>  Rage
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds (+4 seconds when upgraded to  Rage) Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10% Upgrade:   Rage (If a character has a two-handed weapon equipped while the "Berserker Power" skill is active, then they will additionally receive a bonus from one-handed weapons. Increases the duration of the skill's buff effect by 4 seconds.)  
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Hybrid builds 
    In terms of hybrid builds, I am going to focus on aspects of the class, which provide high damage output alongside with the same defense output. You should keep in mind that, these builds are mixing bits and pieces from both of previous builds resulting in sacrificing defense stats to gain offense stats and the other way around. 
     
    PvE 
     
    Block / Parry / Attack speed / Penetration / Accuracy build 
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and sacrificing amount of "BLOCK" and "PARRY" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT". Speaking of "CRITICAL HIT" stat, this build does not allow the character to reach the high amount of this stat and in this build its around 20% - 35% max.
     
    STAY TUNED! THE GUIDE IS STILL IN PROCESS OF MAKING. 
     
    Wrathodead [US-SAPPHIRE] - former SwiftFate and Sithlords member
     
     
     
     
     
     
  19. Thanks
    This week. I'll add another part, specific skill builds, gear builds and week or two later I'll add comboes and relics. 
  20. Thanks
    Greetings my fellow citizens of Arinar!
    I welcome here my fellow brothers and sisters in arms, but so do I welcome our enemies, who came to seek the enlightenment. 
     

     
    Introduction to the class
    Barbarian class is very misunderstood at first. It have huge possibilities in terms of offense and defense. At first it might not seem very strong, you could argue that their fellow tank brothers from Forsaken island Death Knights do better and at first you might be right. But as you delve deeper into this class, you'll realize that there are some aspects that not even Death Knights can reach. And I am about to show them to you in this guide. 
     
    Faction ability: +4% maximum HP
     
    I'd love to share with you my knowledge about skills of the mighty warriors of Mountain Clans, the Barbarians. 
    I will be sharing our skills, skill builds for PvE and for PvP, also for hybrid builds and GvG builds. Also we have to keep on mind our weaknesses, but acknowledge our strengths. 
     
    First of all, let's talk skills. 
     
    Skills 
    Formula datas (base information about how skills are working)
     
    A = character's level
    B = increase in damage from physical strength
    C = fixed dmg
    D = character's physical strength
    E = damage from skill level
     
    Basic skills
     
    Strong blow
    A blow that inflicts increased damage to the enemy. The amount of damage increases with the development of the skill. Physical damage.
    Type: active Type of attack: melee Fixed skill damage: 10 units Damage increase from character level: 2 units x level Increase damage from skill level: 15 | 30 | 45 | 60 | 75 units Increase in damage from physical strength: 103% | 105% | 107% | 109% | 111% Energy cost: 12 | 13 | 14 | 15 | 16 units Cooldown time: 9 seconds Skill formula: 10 + E + (2 x A) + (D x B) = skill damage  
     Roar =>  Furious Cry
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
      Taunt  
    Attracts the attention of the target, causing a hostile monster to attack you. With the level, the duration time of the effect increases.
    Type: active Range of application: 5 yards Effect duration time: 4 | 5 | 6 | 7 | 8 seconds Amount of the aggression added (on effect): 7 500 | 15 000 | 25 000 | 45 000 | 75 000 Aggression coefficient: 3  Energy cost: 7 | 8 | 9 | 10 | 11 units Cooldown time: 8 seconds  
     Chop
    A blow causes the enemy to bleed, causing physical damage for some time.It can be used several times on one opponent.
    Type: active Type of attack: melee Fixed skill damage: 2 units/tick Action time: 12 seconds (1 tick every three seconds, 4 in total) Damage increase from character level (initial value): 1 unit each 2 levels Increase damage from skill level (initial value): 3 | 6 | 9 |12 | 15 units Increase in damage from physical strength (initial value): 7.5% The increase in damage from the initial value of the skill level (Y): - | 140% | 212% | 251% | 288% Energy cost: 11 | 12 | 13 | 14 | 15 units Cooldown time: 8 seconds Skill formula: (D x B) + E + 2 + [1 x (A/2)] = damage from 1 tick (X) Above the first level of devolopment: X x Y = dmg from 1 tick Talent upgrade: Increases the power of the skill from the physical strength of the character by 5%.  
    Charge
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Expert skills
     
    Warcry =>  Bloodshed
    Forces all opponents within the radius of the skill to attack the barbarian. For the duration of the aggression, the character increases physical and magical protection.
    Type: active Radius: 7x7 Aggression duration: 6 | 7 | 8 | 9 seconds Defense increase duration: 6 | 7 | 8 | 9 seconds Increase in defense: 15% | 20% | 25% | 30% Amount of aggression: 15 000 | 35 000 | 80 000 | 140 000 Aggression coefficient: 3 (same as Taunt) Energy cost: 14 | 16 | 18 | 20 units Cooldown time: 14 seconds  Upgrade:  Bloodshed (The "Warcry" skill additionally applies the "Bleeding" debuff to all enemies for 9 seconds. The effect deals periodic damage equal to 33% of the character's physical strength every 3 seconds.)  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
     Shield Strike
    This skill has a chance to stun the enemy. Damage to a skill depends on its level of development. To use the skill, you must wear a shield.
    Type: active Type of attack: melee Fixed skill damage: 25 units Damage increase from character level: 2 units*level Damage increase from skill level: 15 | 30 | 45 | 60 units Damage increase from physical strength: 101% | 107% | 113% | 119% Duration of "stun" debuff: 2 | 3 | 4 | 5 seconds Energy cost: 20 | 22 | 24 | 26 units Stun chance: 45% | 57% | 65% | 80% Cooldown time: 14 seconds Skill formula: 25 + E + (2 x A) + (D x B) = skill damage  
    Last wish
    Reduces incoming damage to the character by certain % for 8 seconds upon dropping down to certain % health.
    The effect triggers no more often than once every 90 seconds.
    Type: passive Amount of maximum health when skill activates: 25% | 30% | 35% | 40% Amount of reduced damage: 50% | 65%| 80% | 95% Buff duration: 8 seconds Cooldown: 90 seconds  
     Defeat
    A blow that inflicts huge physical damage. If the enemy is under influence of “bleeding” the enemy will receive additional damage, and all opponents within a radius of one yard will receive physical damage equal to the strength of the character. Damage increases with the development of skill and character level.
    Type: active Type of attack: melee Fixed skill damage: 10 units Damage increase from character level: 2 units (per 1 level) Damage increase from skill level: 10 | 20 | 30 | 40 units Damage increase from physical strength: 80% | 100% | 115% | 130% Energy cost: 20 | 22 | 24 | 26 units Cooldown time: 22 seconds There is also a combination of "CHOP" + "DEFEAT" (works now with any bleeding) The number of targets in PvP: 3 | 4 | 5 | 6 Number of targets in PvE: unlimited Damage increase while "BLEED" is active (Y):  120% | 130% | 145% | 160% Skill formula: 10 + E + (2 x A) + (D x B) = skill dmg (X) => X x Y = skill dmg with bleed Talent upgrade: Increases the skill power from the character's physical strength by 5% and the skill power from the character's physical strength on the target with the “Bleeding” debuff by 5%.  
    Stone skin =>  Persistence Resistance
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80% Upgrade:  Persistence Resistance (The character additionally accumulates one effect of the ability of the "Stone Skin" skill when parrying enemy damage. The ability effect from blocked or parried damage is accumulated no more than once every 2 seconds.)  
    Barbarian's nature
    Removes all debuffs from the character, including control effects and ignores them next time they are received for some time. As the skill develops, its duration increases.
    Type: active Duration: 4 | 5 | 6 | 8 seconds Mana cost: 26 | 28 | 30 | 32 units Cooldown: 35 seconds  
    Scream of fury
    Reduces the % of penetration of all opponents that are within the radius of the skill and increases the character's "BLOCK" parameter.
    Type: active Radius: 3x3 Buff and debuff duration: 6 | 8 | 10 | 12 seconds Blocking parameter increase by: 2% | 4% | 6% | 9% Reducing the parameter "PENETRATION" of opponents: 5% | 7% | 10% | 15% Number of targets in PvE: unlimited The number of targets in PvP: 3 | 4 | 5 | 6 Energy cost: 20 | 22 | 24 | 26 units Cooldown: 16 seconds  
    Berserker power =>  Rage
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds (+4 seconds when upgraded to  Rage) Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10% Upgrade:   Rage (If a character has a two-handed weapon equipped while the "Berserker Power" skill is active, then they will additionally receive a bonus from one-handed weapons. Increases the duration of the skill's buff effect by 4 seconds.)  
    General idea of builds
     
    Tanking builds
    In terms of tanking builds, I am going to focus on aspects of this class that are defense and agression based.
     
    PvE
     
    Parry / Block / Resist build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" that is implying a certain amount of "RESIST"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Resist (allows character to dodge negative effects, including control effects)  
    Parry / Block / HP build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" and maintaining high amount of "Health Points"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Health Increase (Increases your maximum health)  
    Parry / Block / Dodge build
    General idea of this build is wrapped around stats such as "PARRY" and "BLOCK" and maintaining decent amount of "DODGE". While this builds works the best when "ROGUE" class is around and have maxed "Kick in the back" skill. 
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Dodge (increases ability to dodge enemy "MELEE" and "RANGED" attack)  
    Mixed (PvE and PvP)
     
    GvG "dummy" build 
    General idea of this build is to provide target to enemy, let's say even to become a distraction to enemies. Idea of this build is wrapped around stats such as "PARRY" with "BLOCK" and certain amount of "RESIST" along with maintaining high amount of "Health Points"
    Parry (increases chance to parry enemy "MELEE" attack) Block (increases chance to block enemy "MELEE" and "RANGED" attack) Resist (allows character to dodge negative effects, including control effects) Health Increase (Increases your maximum health) In terms of skill build, there are certain skills that are essential for the right function of this build. 
     
    Stone skin =>  Persistence Resistance
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80% Upgrade:  Persistence Resistance (The character additionally accumulates one effect of the ability of the "Stone Skin" skill when parrying enemy damage. The ability effect from blocked or parried damage is accumulated no more than once every 2 seconds.)  
    Last wish
    Reduces incoming damage to the character by certain % for 8 seconds upon dropping down to certain % health.
    The effect triggers no more often than once every 90 seconds.
    Type: passive Amount of maximum health when skill activates: 25% | 30% | 35% | 40% Amount of reduced damage: 50% | 65%| 80% | 95% Buff duration: 8 seconds Cooldown: 90 seconds  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
    Barbarian's nature
    Removes all debuffs from the character, including control effects and ignores them next time they are received for some time. As the skill develops, its duration increases.
    Type: active Duration: 4 | 5 | 6 | 8 seconds Mana cost: 26 | 28 | 30 | 32 units Cooldown: 35 seconds  
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Damage dealing builds
    In terms damage dealing builds, I am going to aspects of this class that helps Barbarians do highest damage output. 
     
    PvE 
     
    Attack speed / Penetration / Critical Hit / Auto Attack / Accuracy build
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and "AUTO ATTACK" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Attack speed (reduce attack delays) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Auto Attack (increases damage dealt by your character's auto attack by the specified percentage)  
    Penetration / Critical Hit / Accuracy / Rage / Skills Cooldown build
    General idea of this build is wrapped around stats such as "RAGE" with "PENETRATION" and "SKILLS COOLDOWN" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Rage (increases physical and magical power of the character by 10% for 10 seconds with the specified probability and when an enemy of an equal or higher level to your character is killed while your character is under the effect of this bonus, 15% of your character's maximum health is restored) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Skills Cooldown (increases skill cooldown speed)  
    Attack speed / Penetration / Critical Hit / Auto Attack / Accuracy / Rage build
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and sacrificing small amount of "AUTO ATTACK" with addition of "RAGE" stat with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT".
    Attack speed (reduce attack delays) Penetration (reduces effectiveness of enemy's armor) Critical Hit (increases chance to deal double damage) Accuracy (increases chance to hit enemies) Auto Attack (increases damage dealt by your character's auto attack by the specified percentage) Rage (increases physical and magical power of the character by 10% for 10 seconds with the specified probability and when an enemy of an equal or higher level to your character is killed while your character is under the effect of this bonus, 15% of your character's maximum health is restored)  
    Mixed (PvE and PvP)
     
    GvG "AoE Bleed" build
    General idea of this build is to provide help in group fights with damage dealing alongside with damage reducing. Idea of this build is wrapped around stats such as "PARRY" with and certain amount of "RESIST" along with maintaining high amount of "Health Points". But twist of this build is that it works the best higher the amount of physical damage character have. Therefore sacrificing reducing character's durability for damage dealing abilities. 
    Parry (increases chance to parry enemy "MELEE" attack) Resist (allows character to dodge negative effects, including control effects) Health Increase (Increases your maximum health) In terms of skill build, there are certain skills that are essential for the right function of this build. 
     
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
     
    Berserker power 
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10%  
    Warcry =>  Bloodshed
    Forces all opponents within the radius of the skill to attack the barbarian. For the duration of the aggression, the character increases physical and magical protection.
    Type: active Radius: 7x7 Aggression duration: 6 | 7 | 8 | 9 seconds Defense increase duration: 6 | 7 | 8 | 9 seconds Increase in defense: 15% | 20% | 25% | 30% Amount of aggression: 15 000 | 35 000 | 80 000 | 140 000 Aggression coefficient: 3 (same as Taunt) Energy cost: 14 | 16 | 18 | 20 units Cooldown time: 14 seconds  Upgrade:  Bloodshed (The "Warcry" skill additionally applies the "Bleeding" debuff to all enemies for 9 seconds. The effect deals periodic damage equal to 33% of the character's physical strength every 3 seconds.)  
    Stone skin 
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80%  
     Chop
    A blow causes the enemy to bleed, causing physical damage for some time.It can be used several times on one opponent.
    Type: active Type of attack: melee Fixed skill damage: 2 units/tick Action time: 12 seconds (1 tick every three seconds, 4 in total) Damage increase from character level (initial value): 1 unit each 2 levels Increase damage from skill level (initial value): 3 | 6 | 9 |12 | 15 units Increase in damage from physical strength (initial value): 7.5% The increase in damage from the initial value of the skill level (Y): - | 140% | 212% | 251% | 288% Energy cost: 11 | 12 | 13 | 14 | 15 units Cooldown time: 8 seconds Skill formula: (D x B) + E + 2 + [1 x (A/2)] = damage from 1 tick (X) Above the first level of devolopment: X x Y = dmg from 1 tick Talent upgrade: Increases the power of the skill from the physical strength of the character by 5%.  
     
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    GvG "speed single target" build
    General idea of this build is to provide help in group fights with huge single target damage dealing output alongside with damage reducing aspects. Idea of this build is wrapped around stats such as "PENETRATION" and "ATTACK SPEED" with and certain amount of "ACCURACY" along with maintaining high amount of "Health Points".
     
    Charge with Great relic Inaccessibility
    The character instantly moves to the enemy from a distance of two or more yards, deals damage and can stun the target.
    Type: active Range of the skill: 2-5 yards (with relic 7 yards) Increase damage from skill level: 10 | 20 | 30 | 40 | 50 Damage increase from character level: 3 units x level The increase in damage from the character’s physical strength: 0% | 12.5% | 25% | 37.5% | 50% Duration of effect "stun": 3 | 3.5 | 4 | 4.5 | 5 seconds Stun chance: 60% | 65% | 70% | 75% | 80% Mana cost: 20 | 22 | 24 | 26 | 28 units Cooldown time: 18 seconds Skill formula: E + (3 x A) + (D x B) = skill damage Talent upgrade: Increases the chance of applying the skill effect by 3 \ 6 \ 9 %.  
    Stone skin 
    Every few seconds, the barbarian ignores certain % part of incoming dmg. With the levelling of the skill, the accumulation time of the ability decreases and the percentage of absorbed damage increases. Also, any blocked strike instantly applies an effect on the barbarian.
    Type: passive Accumulation time of each buff: per 14 | per 12 | per 8 | per 6 seconds Accumulation of buff triggered by "BLOCK" parameter: max. once every 2 seconds Damage reduction: 25% | 45% | 60% | 80%  
    Combat fury
    A skill that increases the character’s physical strength and restores part of his health.
    Type: active The increase in physical strength: 5% | 7% | 10% | 15% Restoring health from the maximum health of the character: 10% | 15% | 20% | 25% Buff duration: 10 | 12 | 14 | 16 seconds Energy cost: 20 | 22 | 24 | 26 units Cooldown: 30 seconds Talent upgrade: Increases the healing power of the skill by 1 \ 2 \ 3%.  
    Berserker power =>  Rage
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
    Type: active Duration: 8 |10 | 12 | 14 seconds (+4 seconds when upgraded to  Rage) Increase parameters "PENETRATION" and "ATTACK SPEED" when using 1-handed weapon: 7% | 10% | 15% | 20% Increase parameters "PENETRATION" and "PHYSICAL STRENGTH" when using 2-handed weapon: 7% | 10% | 15% | 20% HP taken from activation of the skill: 35% |  30% |  20% |  10% of maximum HP Increase in damage from mobs by: 30% | 25% | 20% | 10% Upgrade:   Rage (If a character has a two-handed weapon equipped while the "Berserker Power" skill is active, then they will additionally receive a bonus from one-handed weapons. Increases the duration of the skill's buff effect by 4 seconds.)  
     Roar =>  Furious Cry with Great Relic of Multiple Spells and Relic of Wild Thrill
    A frightening roar that reduce incoming dmg, applies an attack reduction effect to all enemies in the area of effect of the skill. Duration, power and range of the skill increase with the level. 
    Type: active Size of the area: 2x2 | 2x2 | 3x3 | 3x3 | 4x4 Decrease in physical damage of the enemy: 15% | 20% | 25% | 30% | 35% Decrease in magical damage of the enemy: 10% | 13% | 16% | 19% | 22% Effect duration time: 6 | 7 | 8 | 9 | 10 seconds Number of targets in PvE: unlimited Number of targets in PvP: 3 | 4 | 5 | 6 | 7 (with relic + 3 targets) Energy cost: 16 | 17 | 18 | 19 | 20 units Cooldown time: 15 seconds Ugrade:  Furious Cry (In 3 sec. after the use of the Roar skill it is activating again.)  
    Hybrid builds 
    In terms of hybrid builds, I am going to focus on aspects of the class, which provide high damage output alongside with the same defense output. You should keep in mind that, these builds are mixing bits and pieces from both of previous builds resulting in sacrificing defense stats to gain offense stats and the other way around. 
     
    PvE 
     
    Block / Parry / Attack speed / Penetration / Accuracy build 
    General idea of this build is wrapped around stats such as "ATTACK SPEED" with "PENETRATION" and sacrificing amount of "BLOCK" and "PARRY" with support of essential stats for any damage dealing build such as "ACCURACY" and "CRITICAL HIT". Speaking of "CRITICAL HIT" stat, this build does not allow the character to reach the high amount of this stat and in this build its around 20% - 35% max.
     
    STAY TUNED! THE GUIDE IS STILL IN PROCESS OF MAKING. 
     
    Wrathodead [US-SAPPHIRE] - former SwiftFate and Sithlords member
     
     
     
     
     
     
  21. Thanks
    Wrath got a reaction from Khrone in Warspear 10.0 Update: The Era of Knowledge. Announcement   
    Nah. Minion = Dog from "Call" is based on physical dmg, so it wouldn't made sense to add magic dmg to its death effect. But I do get the fact that skill looks little broken. But we won't know until test. 
     
  22. Like
    Wrath reacted to lore in Healing Totem: opinions and suggestions.   
    for now u can try to organize in order to have an huge group of templars of your guild to cast thier storms in the middle of the enemy in order to make em separate and get away from the point they're holding, another option is to use the guildglobe
  23. Thanks
    Wrath got a reaction from Khrone in Stone Skin   
    I agree with you, it is kind of unfair of stoneskin being countered so easily. Althought now when it get recovered by every succesful block, it is sorta balanced. I would be glad though if devs would make retribution stat not to counter stoneskin.
  24. Thanks
    Wrath got a reaction from nilozero in berserk power stay active   
    Like I kind of agree with making berserk power passives or with constant consumption. For one single reason. Bds have similar skill that increases their auto attacks insanely. Only difference is that bds skill is passive. Since Barbs are supposed to be a mc equivalent of bds. It would be kinda fair.  
  25. Like
    Wrath reacted to Ogull in Barbarian's "Defeat" expert skill bugged?   
    - let's talk about the obvious answer, the target effected by defeat needs to be under the effect of bleed for the "splash" effect to take place, so try using bleed on a target then defeat
    - if you have been doing that then you might have been mistaken how the damage work, the damage hurt target around the initial target(or the enemy that received the defeat) rather than around you
    - last thing and most unlikely, is that enemies are not around the target by 1 yard although they appear so, this could happen due to lag or other problems
    hopes this help

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