I did as much research as I could into barbs and here is the template I'm gonna do:
creation:
mino
drop int/dex/spi by 5 each. drop str by 1
get blacksmith's apprentice, precise, tireless as starting runes
stats:
raise int to 40
raise str to max (180)
bring con up to 139
Order I brought them up was int to 40, then max str, then bring con to 139. Did int first just to get it outta the way.
skills:
axe, great axe mastery, toughness, athletics, parry, medium armor (only up to 85%), rage, vengeance (intend to max all of these).
Mino pros and cons:
-Higher str and con maxes, so more hp and higher damage.
-looses 2 armor slots (foot and head)
-5% faster run speed
-cannot use commander rune
-20% exp penalty
-very good without special runes or equipment
-stun immunity *huge bonus
HG pros and cons:
-can use commander rune
-no exp penalty
-can fill all armor locations
-can use winlord boots (add 15-25% run speed) *very hard to get your hands on
-doesn't really match up to a mino till you get commanders disc then it's a tossup IMHO
the Mino/HG debate is a very close tie in my opinion. I'm looking at it from a min/max perspective but either is extremely viable and you shouldn't feel compeled to go one way or another.
I had an alternate plan, with a lot less int but it didn't work out. You can't use int buffs or items to raise your skill cap for training purposes. My guess is that I will have 40-50 int by the time I get to 60, depending on exactly what my skill maxes end up as. One thing I really like is the starting runes I took. They are all very usefull the entire lifetime of the char.
creation:
mino
drop int/dex/spi by 5 each. drop str by 1
get blacksmith's apprentice, precise, tireless as starting runes
stats:
raise int to 40
raise str to max (180)
bring con up to 139
Order I brought them up was int to 40, then max str, then bring con to 139. Did int first just to get it outta the way.
skills:
axe, great axe mastery, toughness, athletics, parry, medium armor (only up to 85%), rage, vengeance (intend to max all of these).
Mino pros and cons:
-Higher str and con maxes, so more hp and higher damage.
-looses 2 armor slots (foot and head)
-5% faster run speed
-cannot use commander rune
-20% exp penalty
-very good without special runes or equipment
-stun immunity *huge bonus
HG pros and cons:
-can use commander rune
-no exp penalty
-can fill all armor locations
-can use winlord boots (add 15-25% run speed) *very hard to get your hands on
-doesn't really match up to a mino till you get commanders disc then it's a tossup IMHO
the Mino/HG debate is a very close tie in my opinion. I'm looking at it from a min/max perspective but either is extremely viable and you shouldn't feel compeled to go one way or another.
I had an alternate plan, with a lot less int but it didn't work out. You can't use int buffs or items to raise your skill cap for training purposes. My guess is that I will have 40-50 int by the time I get to 60, depending on exactly what my skill maxes end up as. One thing I really like is the starting runes I took. They are all very usefull the entire lifetime of the char.
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