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 The Barbarian Ultimate Information.

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Sheriff
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Sheriff


Posts : 80
Join date : 2010-08-11
Age : 37
Location : FL

The Barbarian Ultimate Information. Empty
PostSubject: The Barbarian Ultimate Information.   The Barbarian Ultimate Information. EmptyWed Aug 11, 2010 11:50 am

Barbarian


The Diablo II Barbarian is a master of melee and physical combat. Crushingly powerful in hand to hand combat, the Barbarian boasts very high damage and hit points, natural abilities that raise his resistance and defense, and the ability to share powerful bonuses to his party members with warcries.

In the game story, the Barbarian tribes are powerful, nomadic, and misunderstood. Previously seen as savages by most peoples, the Barbarians' culture has become known and respected, even as the Barbarians remain a people apart, living on the fringe of civilization and refusing the influence of those they see as soft and weak.

* Information about the Diablo I: Hellfire Barbarian.


Contents


* 1 Background
* 2 Warcries
o 2.1 Echoing Weapons
* 3 Combat Masteries
o 3.1 Critical Strike
* 4 Combat Skills
* 5 History
* 6 Traits and Abilities

Background
Barbarian Skills

* All Skills
o Combat Masteries
o Combat Skills
o Warcries

The Barbarian, a member of any of several tribes on the fringes of civilization, rebuffs the influence of those he sees as soft and weak.

Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are reflected in the Barbarian's sturdy and powerful frame. Though perhaps lacking the sophistication of city-folk, the Barbarian has an acute awareness of his surroundings. Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of lycanthropy. In fact, he believes he can call upon totemic animal spirits to infuse him with supernormal strengths and abilities, but these only work to improve his already superb battle-tactics.

As you'd expect this is the brawn behind the five characters. The sheer variety of fighting and damage-enhancing skills would have the warrior from Diablo fleeing for mummy's apron. But the most exciting improvement made to the fighter is the ability to wield two weapons at the same time. Allotting points to his 'Double Swing' skill in his Combat Actions tree will optimise this ability, enabling him to perform a quick one two with both weapons. Add a point to 'Bash', and 'Axe Mastery' and you can imagine how powerful this guy can be and all this possible on reaching a character level of only six.
Attribute Starts Per additional point Each Level Up
Strength 30 - -
Dexterity 20 - -
Vitality 25 + 4 to Life, 1 Stamina -
Energy 10 1 Mana -
Stamina 91 - +1
Life 55 - +2
Mana 10 - +1

Being a hand-to-hand specialist he's going to need to watch his health and keep a plentiful stock of health potions. Luckily he possesses 'Find Health Potion' {level one skill} and this will aid him in successfully harvesting a superior health potion from the body of a slain monster. And at higher levels, if he does go charging into a situation he's not ready to handle he has a leap skill that will enable him to jump over the pack and into safety. From there he's more than capable of putting some distance between himself and his opponents as he has the highest amount of stamina and can run for a good old distance before needing to rest to replenish.

To enhance his Combat Skills he has near-on an entire tree dedicated to Combat Masteries. All are Clvl six and below and is the only section of any tree that does not have prerequisites. So basically the first skill point you get you can allot it to any of the six masteries to improve whichever weapon he is using at that time. All masteries are passive so do not need activating, as soon as a single point has been added he will begin to enjoy increased proficiency in that area as they become intrinsic to his character. The more points, the more of a master he becomes in that particular weapon. So a bit of a 'Daniel my son' element there.

Whilst it appears he will not be experiencing too many problems in the early stages of the game he is not going to be able to display as much bravado in later levels where he'll come up against the serious magic-casting monsters. He'll need to watch his resistances as he doesn't really specialise in long-ranged attacks as you'd expect so the chances of him being successfully hit by a spell-caster when going toe-to-toe are touching 100%. Also his 'Natural Resistance' skill doesn't become available until he's reached Clvl 30. The long-ranged attacks that have been confirmed are 'Double Throw' in Combat Skills and of course his 'Throwing Mastery'. However points can't be added to the former until he reaches a Clvl of 12. His starting strength is the highest of all the characters so finding some heavy duty armour ASAP will be his own personal quest. Raising his AC with 'Shout' will only be a temporary stop-gap and as he's not exactly mana-man he'll not be able to do that continuously to compensate for inferior armour.
Warcries

A varied bunch of skills the Warcries are. There is a lot of variety in this tree indeed, ranging from attack skills to aura-like bonuses to corpse skills. There are actually 7 "War Cries" here, the other 3 are corpse skills, grouped in here by default.

Warcries are cast with a right click, and are a sort of spell. When casting them the Barbarian throws his arms up and his head back and howls. The warcry is shown as a Nova of brightly-colored light moving out from the Barbarian in an expanding ring. All warcries have a distinctive graphic, but the sound the Barbarian makes is a random one each time. The Warcries all have different ranges, with the beneficial aura-like ones generally going nearly full screen, while the attack Warcries that hurt monsters have much less range, usually just a few yards.

With beneficial Warcries, other characters and minions must be in range of the Warcry (basically anywhere on the screen is close enough) when it is cast. They'll then enjoy the benefit for the duration of the skill, which depends on how many points the Barbarian has in it. Beneficial Warcries should be refreshed before they expire. Battle Orders especially, since it adds to the maximum potential hps and mana, and must be filled up with leech or potions.

The three corpse skills are very useful as well. Find Item is one of the most powerful skills in the game, in terms of finding good equipment, and Find Potion can be very helpful also, for the more patient Barbarian. Grim Ward is one of the neatest skills in the game in concept and appearance, but it's hardly needed or used in the game, since the Barbarian is so powerful in other areas that it's icing on the icing on the triple chocolate chip fudge cake.
Echoing Weapons

A good plan is to find two echoing weapons, and use them on your weapon switch. Echoing is a prefix that gives +3 to all Warcries, and obviously two of these gives +6 to every skill in this tree. You switch weapons, cast Battle Orders and any others, then go back to your normal weapons. Dual Echoing is very useful for Find Item and Potion also, taking them instantly to Slvl 7 (or higher, with other equipment) which is good odds on both.

You can use +2 sounding weapons also, but obviously they are not as good. Any time you are in town, check the NPC for echoing weapons, and since most Barbs spend some time shopping for a big weapon at some point, you should find Echoing stuff at the same time. Buy anything you can dual wield with this bonus, normal weapons if possible, since they have lower Str/Dex/Level requirements.

More Barbarian Warcries stats and details.


Combat Masteries

Masteries increase the Barbarian's efficiency in the use of weapons such as swords, axes, pole-arms and even ranged attacks with his Throwing Mastery. A Barbarian needs to pick one mastery (or possibly two if you go with Throwing) and stick with it, eventually putting the maximum 20 skill points into it. Bonuses from your Masteries add to your damage with every attack skill, so should be maxed out first. If you are using mostly Whirlwind but with some Berserk, some Leap Attack, and some Frenzy, more points in your mastery will make all of those more effective.

Other than the six weapon masteries, there are four other passive skills in this tree, all of which deserve at least one point. Increased Stamina is helpful, though not mandatory. Increased Speed is the same, basically a luxury, but running faster means you get to each battle quicker, move faster in town, can escape trouble more rapidly, and is just generally more fun. It's hard to resist a point there. Iron Skin is helpful for your defense, and Natural Resistance is one of the most useful skills in the entire game. Certainly the other six character classes would trade most any of their skills to for one that gave them free resistance.
Critical Strike

All the Weapon Masteries give a % chance of hitting for double damage, just like the Amazon's Critical Strike skill. This bonus is calculated after all other damage, including bonus from strength and skills, so it doubles the total damage, often a number in the thousands. This has always been the case, but the double damage bonus was not displayed in the skill description before D2X.
Slvl1 Slvl5 Slvl10 Slvl15 Slvl20
3% 13% 17% 19% 20%


More Barbarian Combat Masteries stats and details.


Combat Skills

The true Barbarian skills, all sorts of "hit things hard" abilities with some classic names such as 'Bash', 'Stun', and 'Berserk'. All very savage-sounding and just what you'd expect a Barbarian to possess. In addition to these single hit skills, there are crowd control attacks that hit multiple targets, and ways to increase your attack speed. More variety than you might expect.

There are two ranged attacks here, and the extremely useful Berserk, enabling the Barbarian to do by far the most non-physical damage of any combat character in the game.

All of these skills work well with the Barbarian's Masteries, which add to his weapon damage when using any sort of attack. Warcries are helpful also in many cases.


More Barbarian Combat Skills stats and details.


History

It is said that when the world was very young the tribes of the Northern Steppes were given sacred charge. Somewhere deep within the great mountain Arreat, lies a source of great power, crucial to the well-being of all humanity. The tribes act as guardians of this artifact, and through this sacred duty, have shaped their way of life in observance of this power.

Steeped in mystery and tradition, these people refer to themselves as the Children of Bul-Kathos, the great and ancient king. To better protect their lands from outside forces they adopted a nomadic lifestyle, frequently moving within the confines fo the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magic and complex machinery, as they believe these things can only weaken the resolve developed over so many years.

The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies in nature to enhance their own substantial physical prowess. Because of this, and their freedom from the trappings of the outside world, the Western Kingdoms has historically referred to these tribes as barbarians, an epithet that belies the rich cultural and spiritual history these people possess. Although some trade with these curious folk, they do so only along the outmost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions.

Every attempt at conquest has always been met with fierce and decisive resistance in an account of one skirmish, hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs, the tribesmen descended on the invaders, howling as the charged like the fierce mountain winds. Fully half of the trespassing soldiers immediately dropped their weapons and fled, the remainder were set upon by the Northmen with a fervor that none of the battle-hardened invaders had ever witnessed. No quarter was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either . . . at least none that could be observed.

It is interesting that recently, since news of Diablo's re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.

Traits and Abilities


Renowned for their awesome combat prowess as well as their arrogant demeanour, the Barbarians appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. They derive their power chiefly from intense physical training, but also tap primal energies from the living world around them. They can manifest these or add to their already considerable catalogue of superhuman feats of strength and power.



Barbarian Combat Masteries


The Barbarian's Combat Masteries are essential skills for every Barbarian. Maximizing one of the six types of weapon mastery is standard practice, for the added damage, to/hit, and critical hits. The other four passive bonuses are all quite useful as well, though most players are content with just a few points in them.


Contents


* 1 Sword Mastery
* 2 Axe Mastery
* 3 Mace Mastery
* 4 Polearm Mastery
* 5 Throwing Mastery
* 6 Spear Mastery
* 7 Increased Stamina
* 8 Iron Skin
* 9 Increased Speed
* 10 Natural Resistance

Sword Mastery
Required Level: 1

Prerequisites: None
Notes: This skill's bonuses only apply when a Barbarian has a sword equipped. Be sure you know the difference between swords and daggers! Daggers, whether melee or throwing, receive no bonus from Sword Mastery.

Every type of swords has a fast swing rate for the Barbarian, and they do very big damage when wielded two-handed, almost as much as the biggest items of the other weapon types. Swords have at most a range of 3, less than spears and polearms, but swing much faster, and can be wielded with a shield when you need defense, or two-handed for bigger damage, or dual wielded with a sword.

Using a big sword and a low damage MF one, such as the Blade of Ali Baba or the Gull Dagger, is a very nice way to add good MF without hurting your killing power too badly.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 28% 3% 6 53% 68% 13% 11 78% 108% 17% 16 103% 148% 20%
2 33% 36% 6% 7 58% 76% 14% 12 83% 116% 18% 17 108% 156% 20%
3 38% 44% 9% 8 63% 84% 15% 13 88% 124% 18% 18 113% 164% 20%
4 43% 52% 11% 9 68% 92% 16% 14 93% 132% 19% 19 118% 172% 20%
5 48% 60% 12% 10 73% 100% 17% 15 98% 140% 19% 20 123% 180% 21%




Axe Mastery
Required Level: 1

Prerequisites: None
Notes: Bonuses only apply when a Barbarian has an axe equipped. Both types of throwing axes receive bonuses from Axe Mastery when used for melee combat, but not when thrown. (Throwing Mastery applies then.)

Axes don't have any real advantages over Mauls, Spears, or Polearms. Spears and Mauls do more damage, and Spears and Polearms do as much or more damage, and have better range, which helps with WW. Axes have low or no Dex requirements though, and lower Str reqs than Mauls. HK's edit: for classic: the naga (1 handed) has a range of 3 and no dex req and less str req though less damage than a bh (battle hammer). some prefer a naga to a bh for its range when doing ww bvb. the aa (ancient axe) (2 handed) does less damage than mart/lance/exe but it also has no dex req and less str req and a range of 4. this is nice for pvm if u don't wanna waste much stat pts for weapon req and its range 4.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 28% 3% 6 53% 68% 13% 11 78% 108% 17% 16 103% 148% 20%
2 33% 36% 6% 7 58% 76% 14% 12 83% 116% 18% 17 108% 156% 20%
3 38% 44% 9% 8 63% 84% 15% 13 88% 124% 18% 18 113% 164% 20%
4 43% 52% 11% 9 68% 92% 16% 14 93% 132% 19% 19 118% 172% 20%
5 48% 60% 12% 10 73% 100% 17% 15 98% 140% 19% 20 123% 180% 21%




Mace Mastery
Required Level: 1

Prerequisites: None
Notes: Bonuses only apply when a Barbarian has a mace-type weapon equipped. Maces are viable one-handed or two-handed, though it's extremely difficult to find big damage one-handed maces. Mauls and Great Mauls have a range of 3, same as the biggest swords, but less than Polearms and Spears, so you will get fewer hits per WW. HK's edit: for classic: bh (battle hammer) (1 handed) does highest damage (and 50% to undead) for 1 handers and has no dex req but higher str req than the naga and only range 1. but most people still use this for ww bvb due to it being the highest damage 1 hander though its range 1 can hurt it (you) in a duel. mart (martel de fer) (2 handed) (50% to undead) does 2nd highest damage (lance is highest damage) and no dex req but higher str req than aa and only a range of 3. many use the bs (bonesnap, a unique 2 hander that does good damage and has CB and resists) until they find a godly rare mart and dont need the extra CB (crushing blow). bs is the cookie-cutter (common) weapon for the common (and non-godly geared) mace ww barb.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 28% 3% 6 53% 68% 13% 11 78% 108% 17% 16 103% 148% 20%
2 33% 36% 6% 7 58% 76% 14% 12 83% 116% 18% 17 108% 156% 20%
3 38% 44% 9% 8 63% 84% 15% 13 88% 124% 18% 18 113% 164% 20%
4 43% 52% 11% 9 68% 92% 16% 14 93% 132% 19% 19 118% 172% 20%
5 48% 60% 12% 10 73% 100% 17% 15 98% 140% 19% 20 123% 180% 21%




Polearm Mastery
Required Level: 6

Prerequisites: None
Notes: Bonuses only apply when the Barbarian has a polearm equipped. All polearms are two-handed weapons, and tend to have high damage and long range, but slow attack speed, so an effective build must take these factors into consideration.

Polearms are not very often used, and for good reason. They have a decent attack rate, but are all two-handed weapons, and do less damage than comparable spears, while having very high Str and Dex requirements. They do have longer range than any Swords, Axes, or Mauls, and some players like them.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 30% 3% 6 53% 70% 13% 11 78% 110% 17% 16 103% 150% 20%
2 33% 38% 6% 7 58% 78% 14% 12 83% 118% 18% 17 108% 158% 20%
3 38% 46% 9% 8 63% 86% 15% 13 88% 126% 18% 18 113% 166% 20%
4 43% 54% 11% 9 68% 94% 16% 14 93% 134% 19% 19 118% 174% 20%
5 48% 62% 12% 10 73% 102% 17% 15 98% 142% 19% 20 123% 182% 21%




Throwing Mastery
Required Level: 6

Prerequisites: None
Notes: Damage bonuses apply only to thrown weapons. Not to throwing weapons used for melee.

Throwing Mastery is seldom used, but a throwing barb is a useful character, though they begin to suffer by Hell, since throwing only hits one target per attack. This is a possible secondary skill, used to attack some monsters from a distance, but it's not often done.

Another way is to compliment a War Cry Barbarian with throwing, using the Warcries to send monsters running and to stun them.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 30% 3% 6 53% 70% 13% 11 78% 110% 17% 16 103% 150% 20%
2 33% 38% 6% 7 58% 78% 14% 12 83% 118% 18% 17 108% 158% 20%
3 38% 46% 9% 8 63% 86% 15% 13 88% 126% 18% 18 113% 166% 20%
4 43% 54% 11% 9 68% 94% 16% 14 93% 134% 19% 19 118% 174% 20%
5 48% 62% 12% 10 73% 102% 17% 15 98% 142% 19% 20 123% 182% 21%




Spear Mastery
Required Level: 6

Prerequisites: None
Notes: Bonuses only apply when a Barbarian has a spear equipped. Javelins are a type of spear, and this skill will boost their damage when used for melee, but not when thrown. Throwing Mastery comes into effect then.

Spears are very big damage weapons, and once Lances were finally enabled in D2, they became by far the most popular weapons for WW Barbarians, due to their huge damage and range. They aren't as useful in D2X due to the Attack Speed being so slow, but with some decent IAS on the Spear and more on gloves and other items, and the massive damage of a Cruel War Pike, this is the most effective WW weapon.

It's less useful for other combat though. Berserk is a slow hit with a spear, even with IAS equipment, and spears have relatively high Dex requirements.
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

Slvl Damage +X%

AR +X%

Critical Strike Chance +X%

1 28% 30% 3% 6 53% 70% 13% 11 78% 110% 17% 16 103% 150% 20%
2 33% 38% 6% 7 58% 78% 14% 12 83% 118% 18% 17 108% 158% 20%
3 38% 46% 9% 8 63% 86% 15% 13 88% 126% 18% 18 113% 166% 20%
4 43% 54% 11% 9 68% 94% 16% 14 93% 134% 19% 19 118% 174% 20%
5 48% 62% 12% 10 73% 102% 17% 15 98% 142% 19% 20 123% 182% 21%




Increased Stamina
Required Level: 12

Prerequisites: None
Notes:A prerequisite for the all-but-mandatory Increased Speed, few Barbarians spend more than one point in this skill, since Barbarians tend to add a lot of points to Vitality, and that adds to stamina as well.
Skill Level Progression [e]
Slvl Stamina +X%

Slvl Stamina +X%

Slvl Stamina +X%

Slvl Stamina +X%

1 30% 6 105% 11 180% 16 255%
2 45% 7 120% 12 195% 17 270%
3 60% 8 135% 13 210% 18 285%
4 75% 9 150% 14 225% 19 300%
5 90% 10 165% 15 240% 20 315%




Iron Skin
Required Level: 18

Prerequisites: None
Notes: Iron Skin greatly increases the Barbarian's defense, and is a prerequisite for the extremely-useful Natural Resistance. Most barbarians are fine with just a few points in this skill, but builds that require high defense will want to max it, and pair it with high level Shout for the utmost defensive capacity.
Skill Level Progression [e]
Slvl Defense +X%

Slvl Defense +X%

Slvl Defense +X%

Slvl Defense +X%

1 30% 6 80% 11 130% 16 180%
2 40% 7 90% 12 140% 17 190%
3 50% 8 100% 13 150% 18 200%
4 60% 9 110% 14 160% 19 210%
5 70% 10 120% 15 170% 20 220%




Increased Speed
Required Level: 24

Prerequisites: Increased Stamina
Notes: A very popular skill, simply for the convenience and fun of running much more quickly. Very helpful in PVP combat as well, a high level barbarian with points in this and fast run equipment can move with frightening speed.
Skill Level Progression [e]
Slvl Walk Run Speed +X%

Slvl Walk Run Speed +X%

Slvl Walk Run Speed +X%

Slvl Walk Run Speed +X%

1 13% 6 30% 11 37% 16 41%
2 18% 7 32% 12 38% 17 41%
3 22% 8 33% 13 39% 18 42%
4 25% 9 35% 14 40% 19 42%
5 28% 10 36% 15 40% 20 43%




Natural Resistance
Required Level: 30

Prerequisites: Iron Skin
Notes: One of the most powerful passive skills in the game, Natural Resistance allows Barbarians to go with much more offensive equipment, since this skill can add as much resistance as a good shield. Diminishing returns set heavily on this skill past about level five, but more points still help, and +skill equipment work nicely with this and all the Barbarian's other passive skills.
Skill Level Progression [e]
Slvl Elemental Resistances +X%

Slvl Elemental Resistances +X%

Slvl Elemental Resistances +X%

Slvl Elemental Resistances +X%

1 12% 6 44% 11 56% 16 64%
2 21% 7 47% 12 58% 17 64%
3 28% 8 49% 13 60% 18 65%
4 35% 9 52% 14 61% 19 66%
5 40% 10 54% 15 62% 20 67%


Barbarian Combat Skills


The Barbarian's Combat Skills are his main techniques in battle. Most players specialize in Whirlwind or Frenzy since these skills can strike multiple targets per use, and supplement those with other support skills. However, it is possible to play successfully just using single target attacks like Bash, Concentrate, and Stun, or to try your hand as a throwing barbarian.


Contents


* 1 Bash
* 2 Leap
* 3 Double Swing
* 4 Stun
* 5 Double Throw
* 6 Leap Attack
* 7 Concentrate
* 8 Frenzy
* 9 Whirlwind
* 10 Berserk

Bash
Required Level: 1

Prerequisites: None
Details: Bash adds damage and to/hit, plus a knockback effect that works on most monsters, as well as other players in PVP.

* Monsters can be "Bash-locked" with a quick weapon; effectively stunning them so they never get to fight back.
* Bash will not knock back monsters without clear space behind them; another monster, a wall, or even objects like treasure chests and rocks will stop knockback from taking place.
* None of the Act Bosses may be knocked back.

Early on Bash is a great skill, for the bonus damage and to/hit. The knockback can be a pain at times, as you'll have to hit, take a step, hit, take a step, etc. If you are killing in just two or three hits, it's often better to use normal attack. The very low mana cost makes it useful for low level characters, since just about any sort of mana leech will more than refill the Bash cost each hit.

Bash is useful late game for monsters that hit hard or with enchantments, like Mana Burn, Stun, Cold Enchanted, etc. You can get a "Bash-lock" on such targets if you have a fast attack, knocking them into a wall and hitting them faster than they can get off a single swing at you. This can work on other players as well.

The bonus for more than one point in Bash is small, so unless you are doing some sort of single-attack melee Barbarian and want to max it out, just one point is plenty.

Synergies:

* Receives Bonuses From:
o Stun: +5% Damage Per Level
o Concentrate: +5% Attack Rating Per Level
* Provides Bonuses To: Double Swing

Lore: The immense physical strength of the Barbarian people is widely known, so it should come as no surprise that this is one of the first skills that they develop as a warrior. Summoning up their renowned brute strength a Barbarian can deliver a powerful and painful blow that staggers an enemy from its feet, knocking them back.
Mana Cost: 2
Skill Level Progression [e]
Slvl Damage

Damage +X%

AR +X%

Slvl Damage

Damage +X%

AR +X%

Slvl Damage

Damage +X%

AR +X%

Slvl Damage

Damage +X%

AR +X%

1 +1 50% 20% 6 +6 75% 45% 11 +11 100% 70% 16 +16 125% 95%
2 +2 55% 25% 7 +7 80% 50% 12 +12 105% 75% 17 +17 130% 100%
3 +3 60% 30% 8 +8 85% 55% 13 +13 110% 80% 18 +18 135% 105%
4 +4 65% 35% 9 +9 90% 60% 14 +14 115% 85% 19 +19 140% 110%
5 +5 70% 40% 10 +10 95% 65% 15 +15 120% 90% 20 +20 145% 115%




Leap
Required Level: 6

Prerequisites: None
Details: Leap allows Barbarians to jump over some obstacles, and creates a knockback effect on landing.

* Leap is very handy to get over rivers, up or down ledges, and move past obstacles in narrow corridors, such as the Maggot Lair.
* Leap does no damage, but can clear out a fair swath of the screen at higher levels.
* Leap can be used everywhere, even in levels with a low roof.
* Like Leap, and unlike Teleport, Leap Attack will not take the Barbarian over walls or other obstacles that block his line of sight.

Synergies:

* Receives Bonuses From: None
* Provides Bonuses To: Leap Attack

Lore: Because of his great strength, a trained barbarian warrior is able to perform great leaps. These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.
Mana Cost: 2
Skill Level Progression [e]
Slvl Radius (yards)

Slvl Radius (yards)

Slvl Radius (yards)

Slvl Radius (yards)

1 4.6 6 12 11 14.6 16 16
2 7.3 7 12.6 12 14.6 17 16.6
3 8.6 8 13.3 13 15.3 18 16.6
4 10 9 14 14 16 19 16.6
5 11.3 10 14 15 16 20 16.6




Double Swing
Required Level: 6

Prerequisites: Bash
Details: Double Swing only works when two weapons are equipped. This skill quickly swings each weapon once. Both will hit the same target if only one monster is in range; otherwise the second weapon will semi-randomly target an adjacent foe.

You must dual wield to use this skill, it can't be done with a weapon/shield, or a two-handed weapon. This is a nice skill to use early on if you are going to dual wield, it hits very fast and has an Attack Rating bonus. But it's not of much use later on, Frenzy is far better, and this only adds to/hit, not damage, so one point is plenty.

Synergies:

* Receives Bonuses From:
o Bash grants +10% Damage Per Level
* Provides Bonuses To: Double Throw, Frenzy

Lore: A Barbarian warrior learns to fight with a weapon in each hand, for after all, are not two weapons better than one? A young Barbarian learns to use both hands independently of each other, striking simultaneous blows at separate targets. As his talent grows in this skill, he attacks with increasing control and accuracy.

* Figures listed in game for mana cost are inaccurate; these are the true values.

Skill Level Progression [e]
Slvl Mana Cost

AR +X%

Slvl Mana Cost

AR +X%

Slvl Mana Cost

AR +X%

Slvl Mana Cost

AR +X%

1 1.0 15% 6 0.3 40% 11 -0.2 65% 16 -0.8 90%
2 0.8 20% 7 0.2 45% 12 -0.3 70% 17 -1.0 95%
3 0.7 25% 8 0.1 50% 13 -0.5 75% 18 -1.1 100%
4 0.6 30% 9 0 55% 14 -0.6 80% 19 -1.2 105%
5 0.5 35% 10 -0.1 60% 15 -0.7 85% 20 -1.3 110%




Stun
Required Level: 12

Prerequisites: Bash
Details: Stun leaves a monster standing motionless, a spinning circle over their head, for some time.

* This can be used on multiple targets in rapid succession, or to keep one target stunned for risk-free killing.
* Stun does not add bonus damage, so this is best used when needed for defensive purposes, while other attack skills are utilized to more quickly kill the target.
* Act Bosses can not be stunned.
* Most boss monsters, including SuperUniques, have a high resistance to stun, but will succumb to repeated stunning blows.

Synergies:

* Receives Bonuses From:
o Bash: +8% Damage Per Level
o Concentrate: +5% Attack Rating Per Level
o War Cry: +5% Duration Per Level
* Provides Bonuses To: None

Lore: An experienced Barbarian can learn to strike an opponent in areas that promote the maximum effect. By putting enough strength behind a well-placed blow, he can leave an opponent dazed and unable to strike back or flee.
Mana Cost: 2
Skill Level Progression [e]
Slvl AR +X%

Duration (seconds)

Slvl AR +X%

Duration (seconds)

Slvl AR +X%

Duration (seconds)

Slvl AR +X%

Duration (seconds)

1 15% 1.2 6 40% 2.2 11 65% 3.2 16 90% 4.2
2 20% 1.4 7 45% 2.4 12 70% 3.4 17 95% 4.2
3 25% 1.6 8 50% 2.6 13 75% 3.6 18 100% 4.3
4 30% 1.8 9 55% 2.8 14 80% 3.8 19 105% 4.4
5 35% 2.0 10 60% 3.0 15 85% 4.0 20 110% 4.5




Double Throw
Required Level: 12

Prerequisites: Bash, Double Swing
Details: This skill allows the Barbarian to dual wield throwing weapons, and hurl them with either hand, launching about 50% more projectiles per second than he could throwing from just one stack. The barbarian alternates which hand throws, and damage is calculated depending on which weapon is used.
Synergies:

* Receives Bonuses From:
o Double Swing grants +8% Damage Per Level
* Provides Bonuses To: None

Lore: To a Barbarian, fighting with two weapons is considered a fairly simple feat. Not so simple is mastering the art of throwing two weapons simultaneously and accurately. Many young Barbarians are eager to learn this skill, for they will tell you it is concrete proof that they have risen to greatness as a warrior. In truth, they use this skill in tavern games almost as often as they do in battle, winning wagers from unsuspecting drunkards.

If you are doing a dual-wielding Barb you'll need one point here as a pre-req for Frenzy. Even specializing in this skill you'll not need that many points, since they only add to your to/hit, not your damage. Max Throwing Mastery out first, since it adds damage and AR, then this if you need more accuracy.
Mana Cost: 2
Skill Level Progression [e]
Slvl AR +X%

Slvl AR +X%

Slvl AR +X%

Slvl AR +X%

1 20% 6 70% 11 120% 16 170%
2 30% 7 80% 12 130% 17 180%
3 40% 8 90% 13 140% 18 190%
4 50% 9 100% 14 150% 19 200%
5 60% 10 110% 15 160% 20 210%




Leap Attack
Required Level: 18

Prerequisites: Leap
Details: Leap Attack targets a single monster and jumps at it, striking just that monster for substantial damage.

* Leap Attack is a useful homing skill, and will help the Barbarian finish off fast moving monsters such as Sand Leapers or teleporting bosses.
* Leap can be used everywhere, even in levels with a low roof.

The Barbarian hops a river.

* Leap Attack has very long range with just a single point, and is quite helpful to hop over obstacles.
* Like Leap, and unlike Teleport, Leap Attack will not take the Barbarian over walls or other obstacles that block his line of sight.
* Leap Attack knocks back monsters near the landing zone, much as Leap does.

Synergies:

* Receives Bonuses From:
o Leap grants +10% Damage Per Level.
* Provides Bonuses To: None

Lore: A young treasure hunter once sought his fortune in a raid for Barbarian gold on Mount Arreat. Hearing tales of the Barbarian people's expertise in close combat, he hired a phalanx of mercenary spearmen to accompany him, thinking their long spears would force the Barbarian warriors to fight from a distance. He soon learned his mistake as a single Barbarian warrior was enough to slaughter his entire party. Ambushing the raiding party from a patch of scrub grass, the Barbarian leapt over them, slaying one whilst airborne, and skewering two more as he landed. Before the would-be thief could draw a single breath, all of his hired lancers had been dispatched. It was a long walk home.

One little-known use is to leap over the charging explosive Minions in Act Five. Any of them you pass over in mid air will explode beneath you, but do you zero damage. This can be quite helpful attacking Lasher bosses, or when moving through Worldstone lvl 2.

Most characters are fine with a single point in Leap Attack. Just one is full screen range, you can leap to anywhere you can see. The damage and Attack Rating increase steadily with Leap Attack, and reach very high levels. Slvl 20 is 335% AR and 670% damage, a huge bonus. Leap Attack doesn't work well on targets that move, you tend to land where they were and swing and miss. If you target something that's too close to you to leap at, you just do a normal attack, not the bonus damage/AR Leap Attack.
Mana Cost: 9
Skill Level Progression [e]
Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

1 50% 100% 6 125% 250% 11 200% 400% 16 275% 550%
2 65% 130% 7 140% 280% 12 215% 430% 17 290% 580%
3 80% 160% 8 155% 310% 13 230% 460% 18 305% 610%
4 95% 190% 9 170% 340% 14 245% 490% 19 320% 640%
5 110% 220% 10 185% 370% 15 260% 520% 20 335% 670%




Concentrate
Required Level: 18

Prerequisites: Bash, Stun
Details: Concentrate is most useful for its interruptible nature. Use this to be sure your hits land, even if you are chilled, swarmed by a pack, fighting a monster with a very fast attack, etc.
Synergies:

* Receives Bonuses From:
o Bash: +5% Damage Per Level
o Battle Orders: +10% Damage Per Level
o Berserk: +1% Magic Damage Per Level
* Provides Bonuses To: Bash, Stun

Lore: Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A Barbarian trained in this skill learns how to focus his strength into a single blow that cuts through the guard of an enemy and slices through their armor. This technique also puts the warrior in a superior defensive position.
Mana Cost: 2
Skill Level Progression [e]
Slvl Defense +X%

AR +X%

Damage +X%

Slvl Defense +X%

AR +X%

Damage +X%

Slvl Defense +X%

AR +X%

Damage +X%

Slvl Defense +X%

AR +X%

Damage +X%

1 100% 60% 70% 6 150% 110% 95% 11 200% 160% 120% 16 250% 210% 145%
2 110% 70% 75% 7 160% 120% 100% 12 210% 170% 125% 17 260% 220% 150%
3 120% 80% 80% 8 170% 130% 105% 13 220% 180% 130% 18 270% 230% 155%
4 130% 90% 85% 9 180% 140% 110% 14 230% 190% 135% 19 280% 240% 160%
5 140% 100% 90% 10 190% 150% 115% 15 240% 200% 140% 20 290% 250% 165%




Frenzy
Required Level: 24

Prerequisites: Bash, Double Swing, Double Throw
Details: Frenzy allows the Barbarian to strike and move much faster, with any skill. Use Frenzy to speed up, then switch to other skills for a hyperfast attack.
Frenzy barbarian in action

* Frenzy requires dual weapons to instigate.
* Frenzy powers up, getting faster and faster for several hits.
* There is no visual indicator of Frenzy; no swirling lights or color changes, though swings create a sort of slashing graphic through the air.
* The Barbarian moves at a frenzied pace for 6 seconds after the last successful Frenzy hit. Land another hit with Frenzy before the 6 seconds run out, and refresh the Frenzy for another 6 seconds.
* The bonus damage from Frenzy only applies to hits using the Frenzy skill itself. The speed transfers to other skills, but not the damage bonus.
* Try Leap Attack while Frenzied for laughs.

Synergies:

* Receives Bonuses From:
o Double Swing: +8% Damage Per Level
o Taunt: +8% Damage Per Level
o Berserk: +1% Magic Damage Per Level
* Provides Bonuses To: None

Lore: Although a Barbarian is capable of calculated blows and tactical fighting techniques, it is his fierce passion for battle that distinguishes him in battle. While using this skill, a Barbarian drives more and more force into each successive blow as his anger and bloodlust mounts.
Mana Cost: 5
Skill Level Progression [e]
Slvl Dmg. +X%

AR +X%

Attack Speed +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Attack Speed +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Attack Speed +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Attack Speed +X%

Walk Run Speed +X%

1 90% 100% 7% 47% 6 115% 135% 7-27% 47-119% 11 140% 170% 7-35% 47-147% 16 165% 205% 7-40% 47-164%
2 95% 107% 7-13% 47-68% 7 120% 142% 7-29% 47-126% 12 145% 177% 7-36% 47-151% 17 170% 212% 7-40% 47-165%
3 100% 114% 7-18% 47-84% 8 125% 149% 7-31% 47-131% 13 150% 184% 7-37% 47-155% 18 175% 219% 7-41% 47-167%
4 105% 121% 7-22% 47-99% 9 130% 156% 7-33% 47-138% 14 155% 191% 7-38% 47-158% 19 180% 226% 7-41% 47-169%
5 110% 128% 7-25% 47-110% 10 135% 163% 7-34% 47-142% 15 160% 198% 7-39% 47-160% 20 185% 233% 7-42% 47-171%




Whirlwind
Required Level: 30

Prerequisites: Bash, Leap, Stun, Concentrate, Leap Attack

Details: Whirlwind is the Tasmanian Devil of Barbarian skills, turning the character into a spinning death-dealer, capable of passing through huge mobs and hitting dozens of targets with a single use of the skill. There are dangers as well, and a great many details to grasp in order to use this skill expertly. So complicated is Whirlwind that we've put all the details on a separate page.
Barbarian whirling with dual swords

Synergies: None
Lore: Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling mיlange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.
Skill Level Progression [e]
Slvl Mana Cost

Damage +X%

AR +X%

Slvl Mana Cost

Damage +X%

AR +X%

Slvl Mana Cost

Damage +X%

AR +X%

Slvl Mana Cost

Damage +X%

AR +X%

1 25 -50% 5% 6 27 -10% 30% 11 30 30% 55% 16 32 70% 80%
2 25 -42% 10% 7 28 -2% 35% 12 30 38% 60% 17 33 78% 85%
3 26 -34% 15% 8 28 6% 40% 13 31 46% 65% 18 33 86% 90%
4 26 -26% 20% 9 29 14% 45% 14 31 54% 70% 19 34 94% 95%
5 27 -18% 25% 10 29 22% 50% 15 32 62% 75% 20 34 102% 100%




Berserk
Required Level: 30

Prerequisites: Bash, Stun, Concentrate
Details: Berserk gives the Barbarian a way to deal a huge amount of magical (non-physical) damage with a melee attack, saving him from needing to use elemental damage weapons to kill Stone Skin and Physical Immune monsters.

* Berserk deals no physical damage, so it can not steal life or mana.
* Berserk can be safely used against the Thorns Aura, or while cursed by Iron Maiden.
* The Barbarian's defense drops to zero immediately after using this powerful skill. Since every hit will land with zero defense, using a shield can be a hindrance, inducing block lock.

Synergies: Berserk receives bonuses from:

* Receives Bonuses From:
o Howl: +10% Magic Damage Per Level
o Shout: +10% Magic Damage Per Level
* Provides Bonuses To: Concentrate, Frenzy

Lore: There is a fine line between passion and rage, something the Barbarian warrior knows well. A Barbarian must learn to tread this line while separating one from the other and drawing strength from both. One of the most powerful combat skills a Barbarian can learn is to cross that line into rage, expending the sum of his energy and slaying everything without regard for consequences. When you have slain all of your enemies, what is left to fear?
Mana Cost: 4
Skill Level Progression [e]
Slvl AR +X%

Magic Damage +X%

Duration (seconds)

Slvl AR +X%

Magic Damage +X%

Duration (seconds)

Slvl AR +X%

Magic Damage +X%

Duration (seconds)

Slvl AR +X%

Magic Damage +X%

Duration (seconds)

1 100% 150% 2.7 6 175% 225% 1.9 11 250% 300% 1.6 16 325% 375% 1.4
2 115% 165% 2.4 7 190% 240% 1.8 12 265% 315% 1.5 17 340% 390% 1.4
3 130% 180% 2.2 8 205% 255% 1.7 13 280% 330% 1.5 18 355% 405% 1.3
4 145% 195% 2.1 9 220% 270% 1.6 14 295% 345% 1.4 19 370% 420% 1.3
5 160% 210% 2.0 10 235% 285% 1.6 15 310% 360% 1.4 20 385% 435% 1.3



Barbarian Warcries


The Barbarian's Warcries are among the most powerful support skills in the game. Virtually all Barbarians max out Battle Orders for the huge hit point bonus, and Shout is very useful as well. Warcries can be used as attacks as well, either to damage monsters or to weaken them.


Contents


* 1 Howl
* 2 Find Potion
* 3 Taunt
* 4 Shout
* 5 Find Item
* 6 Battle Cry
* 7 Battle Orders
* 8 Grim Ward
* 9 War Cry
* 10 Battle Command

Howl
Required Level: 1

Prerequisites: None
Details:
Monsters run away due to howl

"Frighten nearby monsters". Howling will cause affected monsters to cease attacking and retreat as a green 'rain' drizzles down on them. The effect of this skill is the same thing as "Hit Causes Monster to Flee" and the Necromancer's Terror curse, though the odds of it working are different.

Howl is most useful with a new character. Put a point into it and if you get swarmed in Act One send most of your attackers running off in terror.

This skill works by comparing your Clvl to the Mlvl of the monsters, factoring in the Slvl or the skill, and usually by late Normal this one becomes non-functional, when no monsters will run away at all. More points in the skill would help, but they are better spent elsewhere.

Monsters hit with this run in the opposite direction, and often very fast, faster than their normal movement rate. Monsters that are blocked from running will fight even with the green squiggles over their heads, so if you want to get away, cast it, run a step, and cast again. One Howl will cover most of the screen.

Howl does not work on other characters, Act Bosses, or most SuperUniques. One point is required as a pre-req for other more useful Warcries, and that's plenty.
Synergies:

* Receives Bonuses From: None
* Provides Bonuses To: War Cry, Berserk

Mana Cost: 4
Skill Level Progression [e]
Slvl Enemy Runs (yards)

Enemy runs (seconds)

Slvl Enemy Runs (yards)

Enemy runs (seconds)

Slvl Enemy Runs (yards)

Enemy runs (seconds)

Slvl Enemy Runs (yards)

Enemy runs (seconds)

1 16 3 6 32.6 8 11 49.3 13 16 66 18
2 19.3 4 7 36 9 12 52.6 14 17 69.3 19
3 22.6 5 8 39.3 10 13 56 15 18 72.6 20
4 26 6 9 42.6 11 14 59.3 16 19 76 21
5 29.3 7 10 46 12 15 62.6 17 20 79.3 22




Find Potion
Required Level: 1

Prerequisites: None
Details: "Find Potion". Formerly "Find Health Potion", this skill now finds health, mana, and rejuvenation potions. A corpse that has had Find Potion used on it can not be raised by a Shaman. Like Find Item, the Barbarian must stand nearly on top of the corpse to use this skill. It can't be targeted at any corpse anywhere, like the Necro's corpse skills. If you target a monster across the screen, the Barbarian will run over and execute the skill standing on top of the targeted corpse.

Find Item is very good to get potions with also, especially when used on bosses and champions, since they'll pop another full drop, usually 4 potions from a Boss, and often full purples from Champions.

Potion odds are 60% Healing, 30% Mana, and 10% Rejuvenation.

* Act One: Minor/Light Healing/Mana, Rejuves
* Act Two: Healing/Mana, Rejuves
* Act Three: Greater Healing/Mana, Full Rejuves
* Act Four: Greater/Super Healing/Mana, Full Rejuves
* Act Five: Super Healing/Mana, Full Rejuves

Potions are dropped based on the Act you are in, and difficulty level is not a factor. So you can get full purples in Normal/Act 5, but only partial purples in Hell/Act 1. No, it's not fair.

This is not a skill a Barbarian needs to use that often, if he has decent equipment and leech, but it can be nice to keep full of purples, and others in your party might appreciate it. One point is generally enough, especially if you have the normal Echoing weapons on your switch.
Synergies: None
Mana Cost: 2
Skill Level Progression [e]
Slvl Chance to Find %

Slvl Chance to Find %

Slvl Chance to Find %

Slvl Chance to Find %

1 15 6 55 11 71 16 80
2 27 7 59 12 73 17 81
3 36 8 62 13 75 18 82
4 44 9 66 14 77 19 83
5 50 10 68 15 78 20 84




Taunt
Required Level: 6

Prerequisites: Howl
Details:
Frenzy barbarian taunts some flayers

Taunt is set up to get those pesky fleeing monsters to come to you. I don't know the details of levels but believe only one skill point is all that's needed. When you have a monster strike and flee, instead of chasing, use taunt and they will walk directly to you for killing. This works even on those monsters that strike and knock you back. An excellent application is to Taunt ranged attackers or shamans. Once taunted, an enemy will march towards you to fight hand to hand, even if it attacks with a bow. Shamans will forget their ressurection duties after being taunted and wade through their own minions to fight at close range.

* Taunt will not work on Berserk, Possessed, Fanatic, or other creatures immune to Terror or Confuse, nor SuperUniques, Champions, or Bosses.

Synergies:

* Receives Bonuses From: None
* Provides Bonuses To: War Cry, Frenzy

Mana Cost: 3
Skill Level Progression [e]
Slvl Target's Damage -X%

Target's AR -X%

Slvl Target's Damage -X%

Target's AR -X%

Slvl Target's Damage -X%

Target's AR -X%

Slvl Target's Damage -X%

Target's AR -X%

1 5% 5% 6 15% 15% 11 25% 25% 16 35% 35%
2 7% 7% 7 17% 17% 12 27% 27% 17 37% 37%
3 9% 9% 8 19% 19% 13 29% 29% 18 39% 39%
4 11% 11% 9 21% 21% 14 31% 31% 19 41% 41%
5 13% 13% 10 23% 23% 15 33% 33% 20 43% 43%




Shout
Required Level: 6

Prerequisites: Howl
Details:
Frenzy barbarian casts shout

"Alert your party of impending danger, raising your and their defense ratings". This war cry provides an Aura-like defense bonus to any friendly character or minion in range. The bonus is to a character's total Defense, so if you had 1200 Defense and Slvl 14 Shout adding 230%, you'd go to 2760 Defense.

This works well with Iron Skin, and has 70% more defense per Slvl. However Iron Skin is passive and works all the time, so whether you should max that, or this, or which first depends on how good you are at remembering to always keep this Warcry active. If you can remember, then Shout provides a bigger bonus, and with points in it this lasts quite a while.
Synergies:

* Receives Bonuses From:
o Battle Orders: +5 Seconds Per Level
o Battle Command: +5 Seconds Per Level
* Provides Bonuses To: Berserk

Mana Cost: 6
Skill Level Progression [e]
Slvl Defense +X%

Duration (seconds)

Slvl Defense +X%

Duration (seconds)

Slvl Defense +X%

Duration (seconds)

Slvl Defense +X%

Duration (seconds)

1 100% 20 6 150% 70 11 200% 120 16 250% 170
2 110% 30 7 160% 80 12 210% 130 17 260% 180
3 120% 40 8 170% 90 13 220% 140 18 270% 190
4 130% 50 9 180% 100 14 230% 150 19 280% 200
5 140% 60 10 190% 110 15 240% 160 20 290% 210




Find Item
Required Level: 12

Prerequisites: Find Potion
Details: "Target corpses to find hidden treasures". Operates like Find Potion but will harvest an item of some sort from a corpse. An extremely powerful skill, especially with good Magic Find on the Barbarian, and half a dozen or more points in this skill. Due to the sound it makes, this skill is often referred to as "Hork". Plus it's fun to say, "Pindleskin just horked up an Eaglehorn!"

Find Item works just like killing the monster again. They re-roll what they can drop, and if you are successful, they'll cough up a full item drop. This is especially good on Bosses and Champions, who have a much higher chance of dropping something magical or better. Find Item finds potions, as well as gold and every type of item. Uniques, Runes, Jewels, etc, if a monster can drop it, Find Item can find it.

This skill does not work on Act Bosses, some SuperUniques (Shenk) or monsters that don't leave a corpse, such as ones that die frozen, or Frozen Horrors in Act Five's Ice Caves. Also bodies can only have one corpse skill used on them, so you'll be competing with the Druid's Vines, Necromancer skills, Paladins with Redemption, and more. Fire Enchanted bosses can be Horked upon just fine, even though they are just a puddle of blood.

Find Item should be used on all dead bosses and champions, especially if you have a good MF% and/or GF%. The gold from champions can be quite huge, doubled. It's very useful when in parties, since you can stop a few seconds to use this, recharge your BO and other warcries at the same time, and still get exp as the others in your party keep killing.

It's easiest to Hork a lot of targets by holding down the right click while pointing at nothing, then keeping it down as the Barbarian runs around. He'll stop and hork any corpse he encounters, usually doing the animation twice per corpse, though only the first one checks to drop anything. It's easier to keep it depressed than clicking every single monster individually, and often it's hard to even see a target, with so many items on the ground. You can keep the "show items" button depressed as you Hork, so if anything good pops up you'll snatch it quickly, though you need to not point at the hover tag of anything, or you'll stop Horking. Often on big mobs you'll have to run around and pick up all of the gold, or even all of the potions (and drink them) to see all of the items, there will be so much stuff.

Horking in bigger games gets more drops, though your % Find Item is factored in. Playing solo you can get many more items with Hork than you can killing the monsters in the first place, if you have a good % in the skill. On big mobs you'll often run out of mana doing this, but you should hork up quite a few blue and purple potions, so it's easy to drink a purple to refill. Or you can Hork a pack, kill the next and leech full, hork them, etc. Corpses left too long or ones you leave the screen or level from often vanish, so it needs to be done quickly.

The greedy Barbarian will have around 11 (44%) points in this, though diminishing returns hit hard after Slvl 4 or 6. It's not hard to add 5 or 8 to all of your Warcries though, especially with an Echoing sword, to get this to a useful level. If you are looking for big Find Item, a three-socket (Topaz) Barbarian helm with +3 Find Item is a great hat for riches. Many Barbs add points to this once they have good points in Natural Resistance, and have maxed out their weapon mastery, WW, and BO, which comes around Clvl 70-75.

* Drop odds depend on the skill level, not the number of players in the game. (As the odds of an initial drop do.)
* Item quality is determined just as usual, with the Barbarian's Magic Find factored in. It's therefore ideal to cast Find Item after weapon switching to higher MF% equipment.
* Find Item works on all corpses except for Act Bosses and a few SuperUniques. Regular boss monsters, champions, and other bonus types are the best targets, for their higher quality drops. When a second drop is triggered, it acts just like the first drop: i.e. bosses drop 4 potions and an item, champions usually drop 2 potions and a large stack of gold, etc.
* Find Item can not be used on monsters that shatter and leave no corpse.
* Once Find Potion has been used on a corpse, no other corpse skills will work on it, including Find Item or Corpse Explosion. Monster shamans will not be able to resurrect it either.

Synergies: None
Mana Cost: 7
Skill Level Progression [e]
Slvl Chance to Find +X%

Slvl Chance to Find +X%

Slvl Chance to Find +X%

Slvl Chance to Find +X%

1 13% 6 35% 11 44% 16 49%
2 19% 7 37% 12 45% 17 49%
3 24% 8 39% 13 46% 18 50%
4 29% 9 41% 14 47% 19 50%
5 32% 10 42% 15 47% 20 51%




Battle Cry
Required Level: 18

Prerequisites: Howl, Taunt.
Details: "Fearsome cry reduces enemy effectiveness". This one frightens nearby monster reducing their AC and damage. A skill not used much in the later game, but one that's very good in situations. This warcry substantially lowers the target's defense and damage for the duration, and for a very low mana cost. The radius of the Warcry is small, so it's not of much use to WW Barbarians, but Dual Wielders often use this to practically guarantee they'll hit their target, and take much less damage during the fight. It can be very useful for WW barbs from Slvl 18 to 30, as they'll often have just Bash for an attack at that point.
Synergies:

* Receives Bonuses From: None
* Provides Bonuses To: War Cry

Mana Cost: 5
Skill Level Progression [e]
Slvl Duration (seconds)

Target Defense -X%

Target Damage -X%

Slvl Duration (seconds)

Target Defense -X%

Target Damage -X%

Slvl Duration (seconds)

Target Defense -X%

Target Damage -X%

Slvl Duration (seconds)

Target Defense -X%

Target Damage -X%

1 12 50% 25% 6 24 60% 30% 11 36 70% 35% 16 48 80% 40%
2 14.4 52% 26% 7 26.4 62% 31% 12 38.4 72% 36% 17 50.4 82% 41%
3 16.8 54% 27% 8 28.8 64% 32% 13 40.8 74% 37% 18 52.8 84% 42%
4 19.2 56% 28% 9 31.2 66% 33% 14 43.2 76% 38% 19 55.2 86% 43%
5 21.6 58% 29% 10 33.6 68% 34% 15 45.6 78% 39% 20 57.6 88% 44%




Battle Orders
Required Level: 24

Prerequisites: Howl, Shout
Details: "Improve party members' life, mana and stamina".
Frenzy barbarian casts battle orders

The most popular party skill in the entire game, virtually no Barbarian is satisfied with less than 20 base points in this skill. It works on the Barbarian and all friendly players and their minions, increasing everyone's maximum hit points, stamina, and mana by a percentage.

The warcry lasts for a good amount of time, longer with every skill point in it, and most Barbs max this one out quickly, and try to find bonus Warcries equipment to add even more to it. Dual "echoing" swords are a popular weapon switch item, for Barbs who really want to up their BO.

Post v1.09, this skill increases your current hit points as well as the max. Prior to v1.09, the skill only increased the maximum, so a character who had 800/1000 hit points would jump to say, 800/2000 hps, and look half dead. In those days it was necessary to drink a few potions, or leech to fill up the red bulb. This also created a danger if Battle Orders' duration expired, since a character would drop back down to their normal hit points, and then look half dead again when BO was recast.

Once you've played a Barbarian for a bit, you'll develop a timer in your head for how long since you last cast BO, and will learn to cast it again before then. BO lasts from 2.5-3 minutes at the level most Barbarians have in it. The mana cost is very low, so it's best to cast it any time you have a moment, even it's only been 30 seconds or so. It's possible to forget or not be able to stop for it during heated battles, and if you run out in the middle of a mob, it can be fatal. When there are multiple Barbarians in a party, the player with higher level BO should cast it for everyone, and keep track of the time so it does not expire.

It's always good to cast it before you go to town, so you'll ideally get back to the dungeon and recast to reset the duration before it runs out. It's always a good idea to refresh the BO before starting a big boss fight.

Most Barbs max out Battle Orders. It's a good idea to get it to at least Slvl 6 or 8 immediately, so you'll have enough duration on it that you aren't always running dry and having to leech full again.
Synergies:

* Receives Bonuses From:
o Shout: +5 Seconds Per Level
o Battle Command: +5 Seconds Per Level
* Provides Bonuses To: Concentrate

Mana Cost: 7
Skill Level Progression [e]
Slvl Duration (seconds)

Stamina Life Mana +X%

Slvl Duration (seconds)

Stamina Life Mana +X%

Slvl Duration (seconds)

Stamina Life Mana +X%

Slvl Duration (seconds)

Stamina Life Mana +X%

1 35 35% 6 85 50% 11 135 65% 16 185 80%
2 45 38% 7 95 53% 12 145 68% 17 195 83%
3 55 41% 8 105 56% 13 155 71% 18 205 86%
4 65 44% 9 115 59% 14 165 74% 19 215 89%
5 75 47% 10 125 62% 15 175 77% 20 225 92%




Grim Ward
Required Level: 24

Prerequisites: Find Potion, Find Item
Details: This skill erects a gruesome, bone and gristle scarecrow from the corpse of a targeted monster, that casts the Terror curse on any monsters that draw near it, causing them to run away. This is one of the coolest and most clever skills in the game, but has hardly any practical use since few Barbarians are weak enough to want monsters to run away from them. Has some corpse-recovery utility, but few players will spend a skill point in it for just that purpose.

* Grim Ward will not work against Super Unique Monsters and Bosses.

Synergies: None
Mana Cost: 4
Duration: 40 Seconds
Skill Level Progression [e]
Slvl Radius (yards)

Slvl Radius (yards)

Slvl Radius (yards)

Slvl Radius (yards)

1 2 6 5.3 11 8.6 16 12
2 2.6 7 6 12 9.3 17 12.6
3 3.3 8 6.6 13 10 18 13.3
4 4 9 7.3 14 10.6 19 14
5 4.6 10 8 15 11.3 20 14.6




War Cry
Required Level: 30

Prerequisites: Howl, Taunt, Shout, Battle Cry, Battle Orders.
Details: Damages and stuns all monsters in range.

* The stunning effect of this skill, especially at higher durations, is extremely useful.
* With the addition of the Synergies in patch 1.10 this skill became more used as the damaging skill in the Singing Barbarian build. With level 20 in the skill and all it's synergies, the Barbarian has a damage of 690-736 per cast. The skill also works well with fast cast, especially since all the enemies in mêlée distance around him stay stunned for as long as he uses it, and may be weakened by his Battle Cry/Taunt as well.
* War Cry has a rather small radius, much smaller than any of the other War Cries.

Synergies: War Cry receives the following synergistic bonuses:

* Receives Bonuses From:
o Howl: +6% Damage Per Level
o Taunt: +6% Damage Per Level
o Battle Cry: +6% Damage Per Level
* Provides Bonuses To: Stun

Skill Level Progression [e]
Slvl Mana Cost

Dmg

Stun Length (seconds)

Slvl Mana Cost

Dmg

Stun Length (seconds)

Slvl Mana Cost

Dmg

Stun Length (seconds)

Slvl Mana Cost

Dmg

Stun Length (seconds)

1 10 20-30 1 6 15 50-60 2 11 20 83-93 3 16 25 118-128 4
2 11 26-32 1.2 7 16 56-66 2.2 12 21 90-100 3.2 17 26 126-136 4.2
3 12 32-42 1.4 8 17 62-72 2.4 13 22 97-107 3.4 18 27 134-144 4.4
4 13 38-48 1.6 9 18 69-79 2.6 14 23 104-114 3.6 19 28 142-152 4.6
5 14 44-54 1.8 10 19 76-86 2.8 15 24 111-121 3.8 20 29 150-160 4.8




Battle Command

Image:battle-command.jpgRequired Level: 30
Prerequisites: Howl, Shout, Battle Orders.
Details: Battle Command adds a +1 to all of the Barbarian's skills, and does the same for all characters and minions in his party.
Frenzy barbarian casts battle command

* Higher levels are useful for the longer duration.
* This warcry should always be cast first, before Battle Orders or Shout, so those skills will be cast at +1.

Synergies:

* Shout: +5 Seconds Per Level
* Battle Orders: +5 Seconds Per Level

Mana Cost: 11
Skill Level Progression [e]
Slvl Duration (seconds)

Slvl Duration (seconds)

Slvl Duration (seconds)

Slvl Duration (seconds)

1 15 6 65 11 115 16 165
2 25 7 75 12 125 17 175
3 35 8 85 13 135 18 185
4 45 9 95 14 145 19 195
5 55 10 105 15 155 20 205

Enjoy.
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