DIABLO 2, LORD OF DESTRUCTION - BARBARIAN GUIDE Version 1.0, August 25 2002 Written by Loranna (lorannapyrel@hotmail.com) *** Table of Contents *** ------------------ Section 1: Introduction Section 2: Legal Notice and Contact Information Section 3: Why Play as a Barbarian? Section 3.1: What a Barbarian Cannot Do Section 3.2: What a Barbarian Can Do Section 4: The Barbarian's Individual Abilities Section 4.1: Weapon Styles Section 4.1.1: Weapon and Shield Style Section 4.1.2: Dual Weapon Style Section 4.1.3: Two Handed Weapon Style Section 4.2: Stat Points Section 4.2.1: Strength Section 4.2.1: Dexterity Section 4.2.3: Vitality Section 4.2.4: Energy Section 4.2.5: Suggestions for Stat Distribution Section 4.3: Barbarian Skills Section 4.3.1: Combat Skills Section 4.3.2: Combat Masteries Section 4.3.3: Warcries Section 5: Putting It All Together Section 5.1: What a Barbarian Needs Section 5.1.1: Crowd Control Section 5.1.2: Powerful Attack and Physical Immune Killing Section 5.1.3: Adequate Defenses Section 5.1.4: Means of Healing Section 5.1.5: Mobility Section 5.2: A Suggested Skeleton Barbarian Skill Selection Section 5.3: Possible Builds Using the Skeleton Skill Selection Section 6: Hirelings Section 6:1: The Rogue Hireling Section 7: Closing Thoughts Section 8: Revision History Section 9: Credits ------------------ *** Section 1: Introduction *** Hello everyone, and thanks for looking at my Barbarian Guide for Diablo 2; this is my first ever attempt at making a guide for a video game, so please bear with me as I offer my insights into the Barbarian class. Before we begin, I would like to say that this guide assumes the reader has a basic familiarity with the game Diablo 2, LoD, and the terms and conventions used in the game. The guide is also written from a mostly Single Player, Player versus Monster perspective. I have only been playing Diablo 2 for a few months at this point; I have never taken part in any duels, and have only played some limited multiplayer games with friends via TCP/IP. I don't use Battle.Net, and consequently do not have access to the sort of equipment one can find for sale from traders. It is, in fact, for these reasons that I have decided to try writing a guide for Diablo 2. Many of the other guides and FAQs I have seen for this game are written by people who have played for a long time, who have accumulated riches and ultra-powerful items over that time. Their advice and character builds, to me, reflect this experience and tend to assume an ability to choose from the best items in the game for even newly-made characters. I have no doubts that, for people with the resources to get the equipment recommended, and maybe a rush to get their character up to high levels in a day or two, the guides and FAQs I've read are very helpful. However, to me, not everyone has the luxuries afforded by playing on Battle.Net, with the multitude of items for sale and the chance to get a character rushed to high level quickly. People like myself, who play Single Player most of the time, don't necessarily have access to all the wondrous items mentioned in these guides. Also, newer players who are just trying out a Barbarian for the first time, going by one of the guides written by more experienced players, may not immediately realize some of the unspoken things these guides do not mention; this is not to say that the writers of the other guides were wrong in leaving out those details - they've played the game a lot, and such things to them would be so obvious as to not need mentioning. And also, several of the guides I have seen are built for specific types of playing styles - most notably dueling, or magic find runs, both of which are popular styles of play, but which might not be what a newer player is looking for ... I, as a newer player, feel I have a different perspective on the game than people who have played for years by now; I don't have the uber- items at hand and am usually playing with only myself and my lone NPC hireling to face the hordes of demons. I am trying, through this guide, to offer a different perspective than what other guides I have seen have had; to speak to those players who, like myself, are relative newcomers to the game and are wondering how they'll ever attain the demigod-like power of some of Battle.Net's veterans. I cannot offer tips on how to make a Barbarian Godly - but I can offer my experiences in how to make your Barbarian survive the rigors of the battles before him, making use of what you can find simply by playing the game, without trading, and by exploiting your Skills to good effect. And if I say something that makes a veteran look at the Barbarian with a new perspective - well, then I'll know I wrote something good (^_^) ------------------ *** Section 2: Legal Notice and Contact Information *** This Guide is my work; GameFAQS Username Loranna, Copyright August 2002. It is meant for personal use and it is not meant to be used to produce revenue in any way. Please do not publish or distribute this guide with intent to sell; also please do not post it on your Web site without first contacting me and getting my permission (lorannapyrel@hotmail.com), and even with my permission, please do not alter, edit, truncate, or otherwise change around my work - even if it's a spelling mistake. Current sites with permission to post my Guide are www.GameFAQS.com; should you see this guide on any other site, please inform me that proper action may be taken. Whenever I quote numerical data, such as percentage of a skill working, etc, all such data has come from the Arreat Summit, at http://www.battle.net/diablo2exp/ People interested in more technical detail about various Skills and the like - such as the exact progression of damage and attack rating bonuses - are encouraged to go to the aforementioned website and read up on it there; Blizzard has done a far better job of compiling that sort of information than I could hope to do in this guide - plus, they have screenshots too! (^_^) ------------------ *** Section 3: Why Play as a Barbarian? *** Barbarians are a powerful fighting class in Diablo 2, with many options for customizing the sort of fighter you want. Anything form a classic sword and shield toting hero, to a berserker wielding two large axes, to a dragoon style warrior who jumps in with a massive pike, to a specialist in throwing knives, can easily be made with the Barbarian class. Barbarians also possess a mix of abilities that make them a good choice for not only solo play, but also group play, with war cries which can grant bonuses to party members as well as the Barbarian himself. Barbarians are also a relatively simple class to start off in, as their primary means of taking down the legions of Hell are through force of arms, which means that people can jump right into playing a Barbarian with little effort. Yet, Barbarians have a level of depth to them as well beyond simple hack-and-slash; the number of skills devoted to weapons and weapon use offer many options for different combat styles, war cries provide ways for Barbarians to 'buff' allies and weaken enemies, as well as control the ability of monsters to even get in close enough to hit you. Barbarians can be furious, all-out offensive killing machines, powerful, nigh-unhittable tanks, marksmen who coolly dispatch foes from a distance, or a mix of all three, and all while providing backup support for a team taking on Diablo and his brothers. Many of the Barbarian's skills can prove useful even with only a single skill point allocated to them, providing Barbarians with potentially a wealth of options and tactics to play with, or one can choose to concentrate in just a few skills and become a deadly specialist. *** Section 3.1: What a Barbarian Cannot Do Before going into the list of things a Barbarian can do, let me briefly sum up what they can not do - and then later I will explain how Barbarians can compensate for these inabilities :) First off, Barbarians do not have many skills for inflicting magical or elemental damage. What magical damage they can inflict, is mostly form skills like Berserk and maybe War Cry (if that skill does magic and not physical damage) - and Berserk is a melee skill, while War Cry is a short-range radius. When it comes to striking down foes at a distance with the power of the elements, Barbarians must look to other sources than their natural skills; they are, in fact, the only class which lacks any real elemental damage in their skill set (Sorceresses and Paladins have ways to use ice, fire, and lightning; Necromancers have poison and pure magic attacks, and Amazons, Druids, and Assassins all have some ability to inflict all four elemental attacks, either in melee or in ranged form) Second, Barbarians do not have the ability to summon minions - other than their hireling and party members, the Barbarian faces the hordes of Hell alone. Only the Sorceress and the Paladin suffer from this lack, and the Paladin has a skill that can temporarily convert monsters into minions, offering the Paladin a way around this limitation. Barbarians can, however, create Grim Wards, which can be used to keep enemies off of a Barbarian's back as effectively as a meat-shield summon, if not somewhat more so in the proper circumstances. These are the Barbarian's most noticeable inabilities; lack of any real elemental skills, and lack of minion summoning. However, the list of abilities a Barbarian does have more than makes up for these lacks. *** Section 3.2: What a Barbarian Can Do This is just a short teaser list of the abilities available to a Barbarian; later sections will go into more detail about each of these abilities in turn. A Barbarian can ... - Specialize in almost any sort of melee or throwing weapon, doing impressive damage - Control the distance between enemies and himself, thus controlling how many monsters can get in close to hit him - 'Teleport' - or, rather, Leap, which is one of the better ways of getting around in a tight jam as well as a useful attack - Wield two weapons, and use skills allowing for hitting multiple foes at once - Use passive skills which improve defense, stamina, elemental resistance, and walking/running speed - Use war cries to raise allies' defenses, life, mana, and stamina, weaken enemy attacks and defenses, stun monsters, frighten off monsters, or pull monsters to them (last three part of 'controlling the distance') - Use skills that can 'pop' corpses, preventing reviving monsters from raising their dead comrades - and providing a chance to find more items in the process, or frighten monsters away - Use combat skills that can inflict tons of damage, provide uninterruptible attacks, knock enemies away, or stun enemies briefly ------------------ *** Section 4: The Barbarian's Individual Abilities *** With such an array of abilities from which to choose, deciding what skills to take, and how many points to invest in each, can be a daunting task. In addition, there is the matter of stat points to distribute, what weapons to use, etc - a possibly daunting array of choices for a new Barbarian player. So, how does one decide what abilities to go for? *** Section 4.1: Weapon Styles Before deciding what skills to select or how to allocate your stat points from leveling, first you should determine a few things about your Barbarian's preferences for weapons - several of the Barbarian's skills work best with certain weapon setups and not so good with others. Example - Frenzy is a skill that requires wielding two weapons to use it; if you're making a Barbarian who uses swords and shields, or pole arms, Frenzy is not for you. The following is a brief description of weapon styles available to Barbarians, with some suggestions as to the advantages and drawbacks to each, and what skills each style might want to look into. Note - these styles are conventions I have made up and aren't actually part of the game per se; if anything, I would attribute my choice of naming these styles to Dungeons and Dragons (TM) and other such RPGs. * Section 4.1.1: Weapon and Shield Style A classic fantasy staple, this style has the Barbarian swinging a weapon in one hand and deflecting arrows and blows with his trusty shield. Said weapon can be either a melee weapon, such as a sword, mace, or axe, or even a throwing weapon - all of which can be used as melee weapons as well, though most throwing weapons are much better used as ranged attacks. With a shield, a Barbarian gains several advantages. One is increased defense from the shield; another is the chance to block incoming physical attacks; a third is an increased chance for having good resistances to elemental attacks - shields can be socketed with diamonds and runes to provide better resistances than one might normally obtain through other items. Using a shield, however, does limit a Barbarian's offensive abilities - he gives up the chance to swing two weapons at once, or the ability to wield a weapon with two hands (two-handed weapons typically do noticeably more damage than one-handed weapons). This lack of damage can be compensated for by getting powerful one-handed weapons, pumping up a Barbarian's weapon mastery in the appropriate weapon, using combat skills, and by increasing one's attack speed - but overall, a Barbarian using weapon and shield will do less damage per attack or unit of time than other Barbarians. Weapon and shield is a defensive, resistance minded style; the Barbarian is stressing his own safety over his death- dealing ability, confident that his defenses will keep him safe while he chops down his foes. Weapon and Shield also presents one other potential problem - the chance of getting caught in 'blockstun'; a barrage of attacks deflected by your shield will cause the Barbarian to go into the blocking animation over and over, preventing him form moving for a moment. This can be annoying when you're being fired upon by a dozen blowdart-wielding Flayers and you just want to take a few steps to the left for some cover ... Getting a faster block rate, however, can compensate for this problem, and to my mind, all those attacks that are keeping me in a blocking animation, had they hit, would likely have me gasping for a medic anyway, so I prefer to be alive and wading through the fire then dying and still having to wade through the fire (^_^) Barbarians going for shield usage have a lot of options available to them; should they choose to pump up skills like Iron Skin and Shout (both of which raise defense), and get their hands on a shield with good blocking percentages, they can become formidable tanks, and by raising Natural Resistance while using shields socketed with diamonds, they can often walk into Hell difficulty with resistances near max even with the steep penalties. Combat-skill wise, only the skills dealing specifically with two weapons are pointless for this fighter; weapon and shield style can either use skills like Bash, Stun, Concentrate, and Berserk to pick off enemies one by one, or else go for Whirlwind and slice up foes with abandon - and the shield offers Barbarians using Whirlwind and Berserk an additional layer of defense that they would otherwise not have. Alternatively, a Barbarian using throwing weapons can use skills like Howl, War Cry, and Grim Ward to keep enemies at a safe distance, while his shield gives him a chance to deflect arrows and other ranged physical attacks while he picks his targets and whittles the legions of Hell down with deft throws of his weapon. I, myself, favor the use of the weapon and shield style, both for melee and for ranged weapons - I use a sword and shield as one weapon configuration, and a throwing axe and shield for the other. Thus far, I have found that this style of play suits my inclinations well, and even if a player wishes to make a two-handed wielder or a dual-wielder, weapon and shield is a good option to look into when you're just starting off and have few skill points and good pieces of equipment to play with. * Section 4.1.2: Dual Weapon Style This Barbarian goes for a more offensive approach, wielding two weapons to carve his foes into pieces. Any one handed melee weapon, and any sword be it one or two handed, can be used in a dual wielding style by a Barbarian, as can dual throwing weapons. By sacrificing a shield in favor of another weapon, a Barbarian increases the damage he can do per unit of time, and also opens up other options - it can be hard early on to find a sword with both good life leech and good mana leech, or with more than one elemental damage, but by wielding two weapons, you double the options available to you. Have one sword that does great ice damage, but no leech? Wield it with another weapon with a bunch of skulls and leech all you want while freezing your foes (^_^). Of course, there are other ways to get extra bonuses like this, such as charms, rings, amulets, etc - but having two weapons gives you that many more options, especially in lower levels when the really good charms and jewelry can be hard to come by. The downside to using two weapons is that you sacrifice the protection of a shield in order to get it, and all the benefits a shield can provide. However, all the Barbarian's defense-raising skills can still be used, so one can still make a fairly impressive tank with two weapons. And high-end weapons can often have bonuses to resists, which can offset the lack of a shield with runes and diamonds to some degree (or to a large degree, depending on what you get your hands on) Skill-wise, the Barbarian using two weapons, especially melee, has several skills tailored for his style. Frenzy is perhaps the most notable, allowing a dual wielding Barbarian to increase his attack speed and movement rate to truly frightening levels and cementing the dual wielding Barbarian's reputation for being a blender on legs. Whirlwind, when used with two weapons, hits more often than with just one, as the secondary weapon slices through the legions of Hell along with the primary - thus increasing the damage that skill can offer over and above what a weapon and shield wielder could hope for. Throwing specialists using two throwing weapons can strike down foes twice as fast using Double Throw, and still can use all the same skills for keeping enemies at safe distances that any other Barbarian can. My experiences with dual wielding are, admittedly, limited - having grown comfortable with weapon and shield style, I tend to stick with it - but I have tried both a dual sword wielding style and a dual throwing style for comparison purposes. My feeling is that dual wielding style is a fast and furious, high-risk high-reward method of play - yes, you hit the enemies twice as much, and with even lower levels of skills like Frenzy, you can get noticeable increases to speed and movement, but without a good investment in the defense-raising skills, you are leaving yourself more open for attacks, particularly ranged attacks like arrows and blowdarts (War Cry, however, offers a way to make melee range a lot safer ^_^). If you like playing very offensive-type characters, however, dual wielding is an attractive option - just be mindful of allocating skills to help compensate for your lack of a shield's protection. One last note on dual wielding; in the few times I used two weapons, I found that skills like Bash, Concentrate, and Berserk still only attack with one sword - the sword in your right hand (the hand that typically wields a weapon if you're also using a shield). If you intend on using any of those skills with a two-weapon style (Berserk being the one most likely, in my estimation, to be used by a dual wielding Barbarian especially in Hell Difficulty), then it's a good idea to have your most damaging weapon be in your right hand. * Section 4.1.3: Two Handed Weapon Style The Barbarian who decides to wield large, two-handed weapons can choose from some of the hardest-hitting and longest-reaching melee weapons in the game. Sacrificing both a shield and some of the speed in attacking that a dual wielder can attain, the two-handed weapon specialist gains the ability to strike foes with devastating single blows, while potentially keeping melee monsters at arm's length. And when these Barbarians Whirlwind, the added reach many two-handed weapons provide gives their spinning dance of death a little more ability to hit more enemies that a sword or mace wouldn't hit. Unlike the other two styles of combat, there is no real ranged version of the two-handed weapon style; bows and crossbows are not among the weapons Barbarians can take masteries in, and while nothing prevents a Barbarian from stringing a bow or wielding a crossbow, their combat skills are not geared for such weapons as they are for throwing weapons and most melee weapons. This is not to say a two-handed weapon using Barbarian is without ranged options; with the ability to switch between two sets of weapons and shields, a Barbarian wielding a halberd can whip out a pair of throwing axes in a moment's notice, soften up the encroaching hordes with a few well-placed axe tosses, then pull out the halberd again and rain crushing blows upon those unlucky enough to have gotten in close. The drawbacks to wielding a two-handed weapon are similar to wielding dual weapons; namely, the sacrificing of a shield and all the related benefits therein. However, since the two-handed weapon style uses but one weapon, they have fewer opprutunities to raise their resistances through an extra piece of equipment that the dual wielder possesses, or the extra options of using two weapons with varying special abilities for double the woe for their enemies. While two-handed weapon users can strike quickly with the proper equipment, most two-handed weapons are among the slower weapons in game, thus the style lends itself to a slower, more deliberate, pace, keeping the enemies at bay with a large stick and hewing them down with powerful blows - though it is still a more offensively oriented style of play then, say, weapon and shield. Skill-wise, the only skills a two-handed weapon Barbarian will likely avoid are the ones directly related to using two weapons at once. Again, all the skills for raising defense and controlling the enemies' distance from you are still viable. Two-handed weapon users are also more likely to make use of Leap Attack as part of their main offense, as their choice of weapons, combined with the large bonuses to damage from Leap Attack, make them more likely to fell even powerful foes with a cleaving strike from the heavens. Fans of the Dragoons from Final Fantasy may with to give this style a look; be sure to wear an aerodynamic helm when fighting though (^_^) Again, for comparison purposes, I tried wielding two-handed weapons a few times, mostly pole arms and spears. Pole arms for the most part are noticeably slower than the swords I have come to love, and spears are as well (though most spears are a bit faster than most pole arms), and while I usually use Concentrate with a sword for the extra defense it provides. With pole arms and spears I found myself falling back more and more on the Bash skill, to help compensate for the slower attack speed by keeping the enemies at a safe distance. For me, while I felt more comfortable with the two-handed style than the two-weapon style, I still felt somewhat awkward trying to use a large pole arm or spear to finish off my foes, especially when in areas with lots of ranged attackers supporting melee monsters. However, in my estimation, a Barbarian who is mindful of raising their defense-buffing skills and who is good at playing a slow and steady, strike-once-strike-dead style of play, will find two-handed weapons to be a good choice. Such a character may also wish to experiment with knockback from items to further keep foes at arm's length, though in my experiments knockback from items doesn't quite seem to work all the time ... Regardless of what weapon style a Barbarian chooses, many skills (especially from the War Cries skill tab) will be universally helpful. And with the weapon masteries, a Barbarian can get decent damage from most any weapon type, so feel free to choose whatever weapon style you feel most comfortable with - the legions of Hell should hopefully not notice the difference (^_^) *** Section 4.2: Stat Points Look at some other FAQs for Barbarians, and the advice you'll see for stat raising often is much the same - enough Strength for Stromshield/the highest Strength-requirement for the equipment listed as part of the build, enough Dexterity for max block with your shield at level 99 (or whatever level you plan on attaining for your Barbarian), all other stat points into Vitality, and by Cain's Beard man, NEVER sink even a Single Point into Energy! (^_^) ... Well, there is a certain logic to this advice; life is useful, and you'll generally want as much as you can get, and once you meet your stat requirements for whatever your Final Gear will be you don't really need to put too many points into Strength or Dexterity - most of the Uber-Equipment Suggestions suggest items and weapons with large damage modifiers and high AR bonuses or else just Ignore Target Defense, and as for mana ... well, mana leech anyone? However, for this guide, I'm not going to go by the usual suggestions I've seen in other FAQs; the whole idea of this guide is that I'm assuming you don't necessarily have access to all this Uber Equipment and have to play through with what you can manage to find. Therefore, I'm going to look at each stat, see what it offers, and make suggestions based on that information. * Section 4.2.1: Strength The hallmark of Barbarians in fantasy literature and film, Strength is used for a few things in Diablo 2: - Determining Melee Damage - Partially Determining Thrown Weapon Damage - Used as a requirement for many melee weapons and other gear (armor, shields, etc) Barbarians being the type who like using weapons and strong armor, Strength is important for Barbarians simply for the fact that most of their favored gear has moderate to high Strength requirements. From my own experience, the increase in damage done via raising Strength does not seem all that big at lower levels of Strength - there were times when it took a good five points increase in Strength to see even a one point increase in damage done - but at higher levels of Strength, the increases in melee damage became more noticeable more quickly. Raising Strength to increase damage will pay off; however, also remember that it's not just your Strength that raises damage, but also your equipment and also your Skills - yet another good reason to invest in weapon masteries (as if a Barbarian needed more reasons for that ^_^). * Section 4.2.2: Dexterity Traditionally the hallmark of roguish types, Dexterity in Diablo 2 is used for the following: - Determining Attack Rating - Partially Determining Thrown Weapon Damage - Determining Bow and Crossbow Damage - Determining Defense - Determining Chance to Block with a shield - Used as a requirement for some melee weapons and all throwing weapons, bows, and crossbows. Dexterity is the stat that will affect how often you hit things, and how well you avoid getting hit back by monsters. When playing this game, I've noticed that oftentimes, I'll be listed as having an 80% or 84% chance to hit something, yet in actual play I seem to miss three times out of four an annoying number of times - without the ability to Ignore Target Defense, a Barbarian will want to up his attack rating as high as possible, to be able to land any of those powerful blows of his. Shield users will want to try to get their blocking percentage as high as they can - obviously, shields with higher blocking percentages are a plus, but Dexterity plays a role in determining block percentage as well (the formula I've seen listed for determining block percentage has often confused me, as it seems to imply that higher level characters with the same Dexterity as a character of lower level are less able to block incoming attacks - somewhat counterintuitive, that.) Throwing weapon specialists will want higher Dexterity not only for attack and defense reasons, but also for pumping up their damage, and because their favored weapons all have dexterity requirements. * Section 4.2.3: Vitality Barbarians in fantasy are traditionally hardy people, which would translate into Vitality in game terms. Vitality in this game actually only determines a couple things: - Determining maximum stamina - Determining maximum Life Points The increasing of life points is the real draw of pumping up this stat for many Barbarians, and Barbarians enjoy some natural advantages here - with each level increase, they gain 2 Life and 1 Stamina naturally, and every Vitality point adds 4 Life and 2 Stamina. With high Vitality and using the Battle Orders Skill, Barbarians can have some rather hefty Life Point totals. Many Hardcore players, who can't afford to die at all, are purportedly very enamored of the Vitality stat ... but even Softcore players, who can die and simply suffer the bother of retrieving their corpse, will want to have more life points, to make those corpse- retrieving trips fewer and farther between. * Section 4.2.4: Energy More the providence of mighty wizards, foul sorcerers, and cryptic mystics, the Energy stat as far as I can see affects but one thing in Diablo 2: - Determining maximum mana Barbarians, sadly, do not enjoy much advantage in the mana department; each level adds one mana naturally, and every point in Energy adds - one additional mana, no more. Not 1.5, for 3 mana per 2 energy, pure and simple 1 to 1. Still, Barbarians need mana as much as the next character; you can't Bash and Howl for free, you know (^_^). * Section 4.2.5: Suggestions for Stat Distribution Having briefly looked at what each stat offers your Barbarian, I now make the following suggestions when placing stat points: - A Barbarian can make due without putting points into Energy. At low levels, if you are feeling a pinch in the mana department, you can look to socketing sapphires into helms and armor for mana bonuses, as well as rings and amulets which offer additional mana. Also look for items and weapons that offer mana leech and points of mana for killing creatures. While a Barbarian who invests points into Energy isn't doing anything wrong - every little bit does help - this is still the stat I would suggest a Barbarian not invest too heavily in, as the other three stats offer more for points invested into them than Energy provides, and it is possible even with the equipment most anyone can hope to find to increase your mana total to higher levels. - Not taking the use of stats as requirements for gear into consideration, I would suggest that Dexterity is as useful if not slightly more so to raise for a Barbarian than Strength. With a Barbarian's skills, and with better weapons, damage can be raised even with a slightly lower Strength, as can Attack Rating and Defense - but if you can't make your blows land, you can't do any damage no matter how powerful your attacks. This doesn't mean I am suggesting neglecting Strength; every little bit of damage helps too - I am merely saying, that before you go to make your blows as powerful as a titan's fist, that you make sure you can actually land your hits first. - Vitality is an important stat to raise; more life points = live longer, especially in those situations where something goes awry and you're suddenly trapped in a mob while Fire Walls spring up under your feet. However, do remember - the point of your armor, shield (if you have one), resistances, etc is to prevent damage from occurring or reduce damage taken, and that use of your Skills can help keep monsters from hitting you too (more on skills in a bit). Having an ungodly amount of life points is a good thing; having a decent amount of life points, good defenses and resistances, and the ability to avoid getting hit through tactics is a better thing (^_^). - Don't forget that you can find items with pluses to various stats, both gear and charms; if you can get an extra 30 points of Strength from items without sacrificing something from your gear you feel you need, then you can focus on raising other stats for a while and let Strength be pumped up through your items. For myself, I have more or less raised my Strength, Dexterity, and Vitality equally, devoting all five stat points per level raise to one stat at a time. Sometimes, though, I'll skip raising Strength for a few levels in favor of just raising Dexterity and Vitality; I tend to do this whenever I feel I'm more in need of Attack Rating than Raw Damage, yet still want my Life Points to keep advancing steadily. So far, in Single Player, I've found that has been working tolerably well so far; even in Act Four and starting of Act Five Nightmare, using a relatively decent but hardly Uber Unique weapon (the Ripsaw, socketed with an Amn Rune because I felt I needed some life leech), I can lay most enemies low within a few swings. If anything, I'm wishing I had put more points in Dexterity than I have, so I don't miss quite so often ... but I'm still hitting often enough to not be in trouble. Except for Nightmare Diablo, who insists that since he's the namesake villian of the game that he be big, buff, and overall Better Than Me; I have a few 'councilling sessions' scheduled for later to disuade him from this notion (^_^). *** Section 4.3: Barbarian Skills The Barbarian's Skills are his metaphorical lifeblood; through these Skills, he can attack his foes, defend himself and his allies, move around the battlefield, in short do all the things he does in the game. In this section, I will look at each Skill in as much detail as I can, offering my own experiences with using the Skill as well as any ideas and suggestions I can for making said Skill a useful part of the Barbarian's repertoire - or, at least, my reasons for feeling a Skill is a little less-than-useful. * Section 4.3.1: Combat Skills These skills are the Barbarian's main form of attack. Many of these skills have low mana costs, making them ideally-suited for the often mana-poor Barbarian - and once you find yourself some decent mana leech and some additional mana from items and other sources, you'll likely dispense with the plain old Attack command almost entirely. Several skills from this tree offer not only bonuses to attack rating and/or damage, but also add some sort of additional effect to the Barbarian's blows. Bash, for example, adds knockback, Concentrate adds defense, and Frenzy can add attack speed and increased movement rate. Bash - Level One Skill Prerequisites: None Mana Cost: 2 Bash is the prerequisite for most of the other skills on this tree, so even people who wish to harness the mighty Whirlwind attack must first learn how to smack their foes around like rag dolls. The Bash skill adds Knockback to your melee attacks, as well as bonuses to AR and to damage. It is also, prior to Character Level 6, the only Combat Skill you will have, so beginning Barbarians will likely want to use it when they first explore the Den of Evil. Knockback can, in the proper circumstances, be a very powerful ability. Even Champions and Uniques can fall victim to Knockback, and monsters who suffer Knockback while pressed against a wall or other obstacle are locked in hitstun, their heads snapping back in a most satisfying manner. If you can isolate a Unique from his horde of minions (the Howl Skill from War Cries comes to mind) you can smack the unique around, keeping him hitstunned or simply out of melee range (for uniques with ranged attacks, Bashing them into a wall is usually better then simply smacking them hither and yon), or even sending the hapless monster further and further away from his pack of minions, to be slaughtered in a nice quiet location of your choosing (this tactic works well with some sort of way to keep the minions from following - Howl, Grim Ward, and War Cry all come to mind). Using the Bash Skill lets a Barbarian have Knockback when he feels he needs it, while leaving him with the option of not knocking back foes when he wishes to keep them in one place while hewing them down. Even in later parts of the game, I still use my one point Bash to teach melee uniques why Barbarians are the chosen defenders of Mount Arreat. One note on the hitstunning effect of knockback when an enemy is pinned; generally, while faster weapons can keep a foe hitstunned with no time to recover, a slower weapon like a pole arm (assuming you are lacking any Increased Attack Speed) may not be fast enough to keep them pinned to a wall without being able to strike back. For people using slower weapons who want to keep enemies unable to retaliate, try knocking them back into the wall, but not actually following up in toe-to-toe range to keep them stunned, instead standing just out of weapon range or so, and giving them enough time to take a step or two forward. This way, even though they'll recover from the hitstun, they still won't be able to get close enough to you before your next swing knocks them back into the wall, so they'll be pinned between a rock and a sharp stick. Sadly, Act Bosses and Superuniques do not fall victim to Knockback, so no Bashing Diablo around the Chaos Sanctuary for you (^_^). Nonetheless, the option to add Knockback selectively to your melee attacks is one I consider useful, and even with one point only invested in this skill, it still has a permanent home on my hotkeys. One of these days, though, I swear I shall find the mythical Sword of Smackdown, and beat the Act Bosses around their stages like rag dolls - oh yes, someday ... mwa ha ha ha! Leap - Level Six Skill Prerequisites: None Mana Cost: 2 Leap! Soar through the sky; put mere mortal athletes to shame with your hang time! ... Well, maybe not. (^_^) The Leap Skill is one of two 'movement' type skills the Barbarian can learn; using Leap can let you jump over enemies, small obstacles, and other things impeding your path to the Slaying of Evil. However, of the two 'movement' skills (Leap and Leap Attack), Leap is somewhat the lesser of the two for a number of reasons. Leap's range is based on the number of skill points invested; at lower levels the range is rather - short. As in, you can hope to Leap over the lone Fallen standing between you and his Shaman, but that's about it. In order to have a decent range, you need to put a lot of points into Leap - and even at maximum skill levels, the range Leap can achieve is as far as what Leap Attack can offer - for one skill point. Almost anyone who has played Barbarians for any length will suggest that saving your skill points, and putting a single point into Leap Attack at Level 18, is a far more economical way of getting a far-reaching movement skill for your Barbarian. Leap causes a small radius of Knockback where you land, though it does not cause any damage. Again, compared to Leap Attack (which offers the same knockback and a swing at an enemy with high bonus damage), Leap seems to come up short here. However, the knockback effect can offer some limited crowd-clearing ability. Don't try to rely too much on it, though, as a form of crowd control ... This is not to say that Leap is useless; Leap costs a small amount of mana per use, and can be helpful for escaping being surrounded, getting past cannon fodder in narrow confines to get at bigger threats (like Shamans and Greater Mummies), and for avoiding danger. Prior to Level 18, it is not a bad idea to have Leap hotkeyed for such situations. You will, however, most likely not want to invest any points beyond one in this skill, and when you get access to Leap Attack, Leap will likely be retired in favor of it's more powerful cousin - however, if you find a good Barbarian Helm that offers a few levels in Leap, you'll have a decent Poor Man's Teleport Skill with short range, but for a paltry 2 mana, which will serve you well until you reach Level 18. Double Swing - Level 6 Skill Prerequisites: Bash Mana Cost: 2 Okay, it's not Whirlwind, nor is it Frenzy. It is also a skill I tend to not use much at all, since I favor a weapon and shield style. However, it is a low-level skill which allows you to attack two enemies at once in melee range, and the mana cost stays fixed at 2. Double swing makes your Barbarian swing the two weapons in his hands quickly, a lot more quickly than just using the regular Attack command, and if two enemies are next to you, you'll swing a weapon at both of them with the increased speed this Skill offers. Sadly, this skill doesn't offer any damage bonus, only bonuses to AR - and the bonuses offered start off at low percents, though they do grow steadily. However, the AR bonus from this skill will not, from what I have seen, ever compare with what even a couple points in Frenzy can offer. In addition, Frenzy is a fixed mana cost of 3, and Frenzy offers everything Double Swing does, with additional bonuses for damage, attack speed, and movement rate. For these reasons, I would expect that, much like Leap, a Barbarian will likely only invest one point into this skill, and when the more powerful Frenzy becomes available, this skill will be retired in favor of Frenzy. Until Level 24, however - this skill offers a Barbarian a chance to hit two enemies at once for damage, something no other Barbarian Skill at a comparable level can do, and offers some increased attacking speed - not true Increased Attack Speed so much as just making your two sword swings happen in one action (which is, effectively, doubling how quickly you get attacks off, but still is technically not the same as IAS I believe). While you're rising in level, if you dual wield, you may wish to use this skill, as it's available early on and is a prerequisite for the most powerful dual- wielding skill anyway. And again, if you find a Barbarian Helm with this skill on it, your one point investment will yield better returns. Stun - Level 12 Skill Prerequisites: Bash Mana Cost: 2 "There's one; set for Stun." (^_^) This Skill sounds very useful in theory; a successful strike will render a opponent helpless for a brief time, letting you continue to rain blows on them while they stare helplessly at the halo of stars over their head. In practice, though, I have found this Skill to be a bit less than useful, compared to other skills a Barbarian can acquire. To its credit, Stun is another 2 mana flat rate Skill, and Stunning your opponent can be a useful tactic. The problems with Stun, however, are: 1. It only does base damage; the skill offers only a bonus to AR, and not a great one at that compared to other skills. 2. The Stun length requires several points to be invested before it is long enough to be useful as a way of keeping a single enemy helpless. 3. The advantages of Stunning an opponent with this skill can be acquired either through the use of the Bash skill to knock an opponent into hitstun, or else by use of the War Cry Skill at Level 30 - and War Cry affects a radius around your Barbarian, allowing you to Stun several opponents, while inflicting damage to them at the same time. In my experiences, for one point in Bash, I can keep a single opponent helpless as effectively as if I had about 5 or more points in Stun, especially if I can knock that opponent into a wall, and those 5 or more points, invested into War cry, will allow me to stun multiple enemies while inflicting some minor damage to all of them in one fell swoop. Since I already had Bash by this point, and planned on investing in War Cry down the road, and since this skill didn't offer any bonus damage, I put a point into Stun as a prerequisite for the next two Skills down this skill branch, but never made much use of it other than to test it out. However, I won't say this skill is totally useless, and you may find Stun to be to your liking. Double Throw - Level 12 Skill Prerequisites: Double Swing Mana Cost: 2 The ranged version of Double Swing, and another skill I have not used all that much, but from all my time spent reading the GameFAQS Diablo 2 Message Boards and faqs, this would seem to be a bread-and-butter skill of a pure Throwing Barbarain. With this skill, your Barbarian throws both throwing weapons in hand in a quick one-two combo, gaining a bonus to AR while he's at it. The Barbarian is the only character in the game who can throw two weapons at once, and this is the Skill which allows for that. From reading some of the faqs on Throwing Barbarians on GameFAQS, I was led to believe that, at least for Normal difficulty, Double Throw is best reserved for bosses and tougher opponents, as the normal throw commands seem to be sufficient for taking out Fallen, Skeletons, and other Cannon Fodder enemies. Also from these faqs, I was led to believe that investing points in this skill beyond a certain point is really only recommended if you are finding it difficult to get through your enemy's defense. After managing to find myself a Horned Helm with a couple levels in Double Throw, I set my sword and shield Barbarian off to confirm these ideas, try out this Skill, and experiment with using two throwing weapons in general. (I also privately vowed afterwards that from now on it's Jawbone Caps and Fanged Helms for me; I felt a bit silly running around in a Horned Helm and don't get me started on Assault Helmets ... ^_^) At first, I tried to pretend that Diablo 2 is Street Fighter 2 by putting Throw on the left-click, Throw Left on the right-click, and putting my old E. Honda Hundred Hand Slap skills to use by tapping both in a continual rhythm. Upon relating my experiences thus tomy friend DragonKat, he suggested that I just assign both to the left-click, leave the right-click open for Warcries, and simply switch hands when running low on ammunition for one hand ... I can now, though, say with some confidence that even dual throwing Barbarians will not really feel a need to try to throw both weapons in hand unless they are, in fact, looking to use Double Throw. Even if for no other reason than trying to left-click, right-click, left-click etc is still slower than Double Throw's throwing speed, makes it that much more difficult to get a lock on a target, and ties up both mouse buttons for attacks when you'd be better off having a Warcry ready for use in case of emergency. (Thanks to DragonKat for being the voice of reason for someone who does a lot of Diablo 2 playing at three in the morning ^_^). Bouts of silliness aside, my estimation of this skill is that it really only offers a Barbarian two things - better chance to hit from the AR bonuses, and faster monster killing at the expense of burning through both your sources of ammunition at once. Given that a Barbarian can deal with common grunt enemies by using Warcries to keep them at bay and pick them off at their leisure, this Skill in my estimation is geared more towards dealing with the tougher foes - Champions, Uniques, and Superuniques - who aren't as easily kept at bay by a Barbarian's Skills. There is, however, a certain fun to be had playing the Throwing specialist's answer to a John Woo character ... (^_^). Since the primary benefit I see that this Skill offers is the chance to toss both your throwing weapons in one action at an enemy, I tend to agree with what I've read in other guides, that more points in this Skill are really only needed if you feel you need the AR bonuses; if you've got enough AR to get you through most situations, you probably don't need to invest more points in this Skill. Leap Attack - Level 18 Skill Prerequisites: Leap Mana Cost: 9 For those of you who have patiently waited since Level 6 to see your Barbarian soar through the air like he had on jet thrusters in his boots, your patience is rewarded. For fans of Final Fantasy who wish to recreate the Dragoon Class, your desires are met. For anyone else, you now have the chance to get one of the few 'Teleport' type moves in the game - with a fixed mana cost of 9, a fixed maximum range even for one skill point, and with an attack tacked on upon your landing, which even at level 1 in the skill adds good bonuses to AR and damage. It is good to be a Barbarian (^_^) Leap Attack is just that - you leap, you land, you knock back opponents like the Leap Skill and take a swipe at one of them in the process - or, if you wish, you can simply Leap Attack to a spot on the ground by holding down the Shift Key when using it, for leaping over rivers, up and down elevated areas, into the fray and out of a dire situation. While Leap Attacking, you are considered to be a ranged attack - plus, you can't be hit while in the air (but you can be hit upon landing). Even if you never use this skill to land an attack, the usefulness of it as a means of moving around will make it well worth having it hotkeyed.
Barbarians with Throwing Mastery can pick their sites from which to throw their weapons with impunity, always staying a step ahead of the crowd; melee Barbarians can soar high over hordes of Cannon Fodder to strike at more dangerous and annoying foes - like ranged attackers and reviving monsters. As an actual attack, Leap Attack has a fair amount of power even at lower levels - and putting extra points into this skill will increase the damage dealt; fully maxed out, with a maxed out weapon mastery and a nice high-damage weapon to back it up, Leap Attack can deal a lot of damage with just one hit. However, as an attack, Leap Attack suffers from a lack of speed - you have to sail through the air, then land and hit your foe, and many enemies can simply by moving dodge the incoming Flying Barbarian of Doom. Also, you cannot do a Leap Attack on someone immediately adjacent to you - a regular attack comes out instead. Thus, you need to have at least some small amount of distance between you and your target for the attack to come out. The fact that enemies can move away from the Leap Attack does tend to limit it's usefulness, and the fact that you must leap, hit, then leap again to attack someone else (or move a few steps away to leap for the same target) means that using this skill as your primary means of killing will require patience. However, not all monsters move around all that much - Greater Mummies, for example, tend to stand in place to shoot at you and heal/revive undead, making them easy targets for Leap Attack. And monsters can't always move away form small hops - a short Leap Attack does the same amount of damage as a long one, so people wishing to emulate Dragoons can still hit things with their jumps, and stunning/slowing enemies also does wonders for providing easy targets. One word of warning - while leaping into a cluster of monsters looks cool, if you get attacked and stunlocked by the horde, escaping will not be easy; would-be Dragoons may wish to pick away at the edges of a crowd rather than jumping into the thick of things - unless they intend to Whirlwind their way through the horde once they drop in (^_^) Also, I have found that 'leapfrogging' is a useful way to use Leap Attack - you Leap Attack at one enemy on the edge of a group, then immediately Leap Attack another enemy on another edge of the group, leapfrogging between the two of them till one dies - or, alternatively, you can leapfrog between more than two foes. And while you're at it, no reason not to toss a War Cry in after your initial assault; your enemies are busy minions of evil, and should stop for a moment to reflect on the finer things in life anyway - like the business end of your weapon (^_^) Concentrate - Level 18 Skill Prerequisites: Bash; Stun Mana Cost: 2 Even with just one point invested in this Skill, Concentrate is one of my bread-and-butter attacks; when using this skill, your attack becomes uninterruptible, you gain a bonus to defense, and you get a bonus to AR and damage - all for 2 mana per swing. About the only drawbacks to this Skill, is that you can hit but one opponent at a time with it, and the Skill doesn't in itself prevent the enemy from hitting you, merely ensures that your swing will get through even if they do overcome your heightened defense. At only 2 mana per swing, even modest amounts of mana leech will let you build back your mana from using this Skill with decent damage output - in fact, whenever I need to build back mana, I use this skill over regular attack, even with the 2 mana cost; my mana ball never fails to build back up when I use Concentrate for leeching, assuming I'm not attacking a horde of Skeletons or the like. With even a few pluses to skills from items, even only one point spent on this skill will yield a solid attack skill to fall back upon, should you wish to spend skill points elsewhere, such as Whirlwind (which needs a major point investment to reap major awards for damage bonuses). Again, however, Barbarians wielding two weapons will swing only their right-hand one for Concentrate, so dual-wielders will not get the full benefit of having two weapons for attack if they use this skill. However, weapon and shield users, and two-handed weapon users, have no such problems ... Frenzy - Level 24 Skill Prerequisites: Double Swing; Double Throw Mana Cost: 3 My first experience with this skill was when the Moon Lord enemies in Act Five Normal used it on me; I was and still am thankful that the computer does not seem as adept at using this skill as a human player would be, however, as Moon Lords are fast and tough as it is - were they to take full advantage of this Skill, I doubt I'd have made it to Baal in one piece (^_^) Frenzy is the ultimate specific skill for dual-wielding Barbarians; when using Frenzy, every successful double hit landed increases your Barbarians movement rate and attack speed, up to the maximum bonuses allowed per your skill level in Frenzy. Each additional level in Frenzy raises your AR and damage bonuses (which start off at decently good levels and only get better as the skill level rises) as well as the maximum bonuses to movement rate and attack speed. Combined with the Increased Speed skill Barbarians can get, one can, I hear, zip around the screen like lightning at high enough levels of this skill. With some increased attack speed from items, naturally fast weapons, and high levels in this skill, Barbarians can slice and dice with the best of them. The drawbacks to Frenzy, however, are that while you gain lots of increased speed and the like, you still have to hit your enemies one by one - though, it is possible to use other skills while in a Frenzy, and nowhere is it said you can't use War Cry, Howl, and other such skills to convince your enemies to wait a few seconds while you chop them to pieces. However, the bonuses for Frenzy last but a few seconds, so make it March as they say. I've also read that, with high enough levels in Frenzy, at some points your character can get so fast you start losing control of him - before you realize it, you're halfway to next week while your foes are staring mutely at the trail of dust and fire your boots left (^_^) (Incidentally, it's a shame we can't see images of slack-jawed skeletons and greater mummies trying to comprehend how you suddenly became faster than a greased Lightning Fury while you zip around slashing away with gusto). The short period of time during which Frenzy lasts can be annoying too if you were hoping to charge up Frenzy, then switch to, say, dual throwing weapons and try to emulate a machine gun; while you may be able to finish off foes quickly like that, for large hordes you may have to do a lot of switching between melee for Frenzy charge ups, and Double Throw for mowing people down, and in my experiences with using throwing weapons with my Barbarian, I've generally wanted to stay out of melee range as much as possible when relying on my throwing skills. Whirlwind: Level 30 Skill Prerequisites: Bash; Leap; Stun; Leap Attack, Concentrate Mana Cost: 25 at level One, +1 Mana per Two levels thereafter (26 at Level 3, 27 at level 5, etc) The main reason many people, from what I've read, decide to play Barbarians, Whirlwind is touted by many as a staple for the Barbarian's arsenal of crowd control and swift death dealing. With this skill, the Barbarian spins with weapons outstretched, slicing into any enemy foolish enough to be caught in his path. Dual wielding Barbarians will hit 50% more often than single-weapon Barbarians, with the left-hand weapon accounting for the extra hits, and longer reach weapons mean slightly wider swaths of destruction when Whirlwinding. Whirlwind is also among the most mana-intensive of the Barbarian's skills; Level one starts at 25 mana per pop, and every two levels in the skill raises the mana cost by one. Whirlwind also starts off with very low damage; this is offset some by the chance for multiple hits, but the skill requires a generous amount of points to be pumped into it before it starts dealing damage bonuses comparable to, say, level one Concentrate - and the AR bonuses for this skill are not all that high, either. And by generous amount of skill points, I mean something on the order of 15 to 16 Skill points before a single hit from Whirlwind is on par with a single hit from Level 1 Concentrate. When Whirlwinding, you are unable to use potions, can still be hit by monsters, and can still block hits if you are using a shield - so you can sometimes end up more chewed up than the enemies you just dashed through, if you're not careful. I have played around with Whirlwind some, having at one point raised the skill up to level 10 or so. For me, I found that Whilrwind ... wasn't really what I had thought it to be. To offset the danger of getting killed while whirlwinding, I tried often to mix in a level 10 War Cry to stun foes before whirlwinding through them a couple of times, but the low AR bonuses and damage bonuses tended to mean that things often did not die - and at 29 to 30 mana per whirlwind, on top of the cost for the War Cry to keep everyone in place and docile, I tended to burn through my mana like nothing no matter what. Granted, my equipment at the time was hardly the best - not that much mana leech, a sword with a max damage of 25 or so (Single Player Normal was most unkind, and refused to drop a 5 or 6 socket Flamberge or something for me to turn into a Runeword like Honor or Silence - never mind I didn't even have half the runes for Silence I don't think anyway ^_^) Based on my own admittedly somewhat limited experiences, and what I have read from the GameFAQS boards on Diablo 2, I surmise that Whirlwind requires the following in order to become the potent force of destruction I have heard it called: 1. Maxed out Whirlwind Skill 2. Maxed out Weapon Mastery 3. High-damage output weapon - something Exceptional or Elite, preferably with a Cruel modifier 4. Decent to high levels of mana leech 5. (Optional) Lots of pluses to skills from items, charms, etc. From my perspective, this is a very high level of investment, requiring not only 40 points of skills just for this one attack, but also equipment that I as a Single Player user will not hope to see until sometime in Hell Difficulty - or which, people on Battle.net will have to pony up a fair number of Stones of Jordan for if they're just starting out (hope you brought a wheelbarrow for the chipped gems if you're starting off ^_^). Granted, most of the time a Barbarian would likely want to max a Weapon Mastery and a Combat Skill to go along with it, but that still leaves the matter of equipment needed to make the Whirlwind viable. All this, and there is also the matter of enemies being able to hit you while you use the skill, unless you have some way to ensure they are otherwise occupied - or, can do so much damage that even in Hell, with the global 50% damage resistance, you can mow down the legions of the Three before they can even get their attacks off. With all this taken into consideration, I have concluded that, while I do think Whirlwind is a fun-looking and potentially devastating skill, the amount of work I would need to make it remotely effective is not worth it, until such time as I have access to the high-end equipment that will let me use Whirlwind consistently, with little fear of getting knocked out of it because I'm missing my foes and they're hitting me as I pass by. Until then, I might as well just pump up War Cry, toggle on my trusty Concentrate Skill, and chop down foes one by one while they stare at me helpless to resist - a strategy that works relatively well with even modest mana leech, 10 to 12 levels of War cry, a minor amount in Weapon Mastery, and a Level One Concentrate (plus the wisdom to know when to fall back and thin out the hordes swarming after me, of course.) If you are able to meet the equipment needs to make Whirlwind viable, however, then you should have a powerful tool of mass destruction at your command. Berserk - Level 30 Skill Prerequisites: Bash; Stun; Concentrate Mana Cost: 4 This is the skill which Barbarians tend to use against Physical Immunes; Berserk offers large bonuses to AR and damage, and the damage bonus is all 'pure magic' damage, like Bone Spear or Spirit. Maxed out, with high-end equipment and Weapon Mastery, a Berserk swing can lay low many foes in an amazingly short amount of time. However, such power carries with it several disadvantages; using Berserk temporarily lowers one's defense to Zero, ensuring that an enemy will hit unless you have a shield and manage to block the attack - a point in favor of the weapon and shield style of fighting. Berserk is also a melee-only skill, requiring the Barbarian to get in close, and you cannot leech life or mana from enemies when using it. Fortunately, the mana cost remains constant at 4, but for those Barbarians who pride themselves in being pure throwing masters, that's rather small consolation. Using Berserk while in a crowd is a Bad Idea, as I found out the hard way - if a Unique is Physical Immune, make sure his minions are all dead or elsewhere when you go running up to him in a berserk rage (^_^). As for crowds of Physical Immunes, should you be unlucky enough to meet some - well, this is what Howl, War Cry, and Grim Ward are for; a Berserker will want to render his enemies powerless to strike back while he hews away. All is fair in love and Smiting Evil, after all. Unlike many other Skills in this list, where I find even a single point enough to make do, Berserk is a good skill to pump at least a few points into even if it's not your main attack of choice; you want to finish off fights using Berserk as quickly as possible to lower the chances of retaliation from other enemies, and so you can go back and leech off of something to build your mana back up (or drink a potion too, of course). Still, most sources I have seen seem to advocate around 5 points as being a good level of investment, assuming a high level in a Weapon Mastery, and I currently see little wrong with those assessments. However, if you are finding you are having problems killing Physical Immunes fast enough, an extra point or two in Berserk is a good idea, or else finding enough elemental damage from charms and items to make up the slack. And if you wish to max out Berserk and use skills like War Cry to control crowds while smiting them, then you will be feared even by Hell Difficulty monsters; this is a path I can see my own Barbarian potentially developing into, given my love of War Cry. * Section 4.3.2: Combat Masteries The majority of the Skills in this tree are passive skills devoted to specific weapon types; the remainder are all passive skills that any Barbarian can enjoy benefits from having - in fact, many other classes would probably wish they had some of the passive skills a Barbarian is privy to (^_^) The conventional wisdom that I have seen is that, for the weapon masteries, one should pick a single weapon mastery and stick with it exclusively, maxing it out or at least putting a good 10 or more points in it. Especially if one is using Whirlwind as their staple attack, given my own estimations of that Skill, there is a fair amount of sense to the conventional wisdom. However, I have found that there is some benefit to building up two different masteries, namely a melee weapon mastery and throwing mastery. Whereas other people would see this as diluting a Barbarian's effectiveness by spreading his weapon skills and supporting skills too thin, I have found that many of the Barbarian's Warcries have applications for both melee fighting and ranged fighting, and that several Warcries are still useful even with minimal investments. Therefore, I see branching into these two masteries as making a melee Barbarian with a good ranged attack to fall back on. Since the six weapon masteries are functionally the same, only applying to different weapons, I will clump them together in this section when dealing with them. Sword Mastery, Axe Mastery, and Mace Mastery - Level 1 Skills Prerequisites; None Mana Cost: None (Passive Skill) These are the three Weapon Masteries a Barbarian has immediate access to (well, almost immediate - soon as he gets a single skill point, that is). All three of these weapon types come in both one handed and two handed versions, though only swords may be wielded one-handed by Barbarians despite them being two-handed weapons (two-handed axes and mauls, for example, must be used with two hands even by the mighty Barbarian) Generally, swords are faster weapons, though perhaps not as damaging as axes and maces, axes are average speed and damage, and one-handed maces are generally fast but not as powerful as a sword, whereas a two-handed maul is slower than a sword but more powerful even compared to a two- handed sword. Mace style weapons also gain 50% extra damage against undead, which is useful in any Act in the game, though more so in Act Two, which is littered with undead left and right. Spear Mastery, Pole arm Mastery, Throwing Mastery - Level 6 Skills Prerequisites: None Mana Cost: None (Passive Skill) These weapons are the long ranged options for a Barbarian - spears and pole arms have the longest reach of any melee weapon, and throwing weapons ... well, are meant for range (^_^). Other than the throwing weapons, however, the weapons in these masteries are all two-handed weapons. Weapon speeds tend towards average to slow for spears and pole arms, and average to fast for throwing weapons. Increased Stamina - Level 12 Skill Prerequisites: None Mana Cost: None (Passive Skill) The first of the skills on this Skill Tab that do not focus on a specific weapon, Increased Stamina does just that - it increases one's effective stamina by a certain percentage, which rises as you put more points into the Skill. While Stamina is not the first thing I worry about when putting together a Barbarian, extra stamina never hurts; even at level one, this skill means I can run without pause 30% longer than I would have otherwise, and recover from my marathon sessions a little faster than others would. The increase in percent of stamina raised also is quite nice - a flat 15% increase per level. While that still did not entice me to spend more than a single point in this skill, it did make me rather happy when I found that +2 to Combat Masteries amulet ... between that and a couple other skill pluses from my meager equipment, my stamina was nearly double normal, all for one Skill point investment. Given that Barbarians start with good stamina, get decent stamina for every point of vitality, and that stamina-increasing items are not uncommon, I do not think even the most dedicated sprinter in Diablo 2 will feel a need to pump this particular skill up beyond a few points - with pluses to skills being available on equipment, and even just from finding/buying Stamina potions, you can dash around all day with few worries. However, a point spent here, in addition to making Increased Speed available, will also give you that much more stamina to play with - a minimal investment which will yield rewards both immediately and later, and which can grow even without additional points dumped into it. Iron Skin - Level 18 Skill Prerequisites: None Mana Cost: None (Passive Skill) Iron Skin is much like Increased Stamina, only for Defense instead of Stamina; every point in Iron Skin increases your overall Defense stat by a percentage, which while not growing nearly as fast as Increased Stamina's percentage does, still nonetheless can get to impressive numbers at high skill levels. Maxed out, you will more than triple your defense stat. About the only Barbarian that wouldn't benefit at all from this Skill is the dedicated user of Berserk; Iron Skin does not stop Berserk from dropping your defense to Zero. However - even dedicated users of Berserk may want to switch to some other attack skill when they feel a need to leech life and mana from enemies, and at that point defense will become important again. Therefore, most anyone will want at least one point in this skill, in my estimation. From my own experiences, one point plus whatever you get from pluses to skills is usually enough for a shield-using Barbarian, as they have the luxury of blocking available to them. For the rest of the Barbarian population though, this is a good Skill to look into investing several points in at least, along with the Shout Warcry - and as I said before, if a weapon and shield user wishes to become Arreat's Unhittable Tank, investing moderately to heavily in this skill is something to consider. Increased Speed - Level 24 Skill Prerequisites: Increased Stamina Mana Cost: None (Passive Skill) For charging headlong into the fray, and for noble advances to the rear, Barbarians often turn to Increased Speed. This Skill works just like the Faster Run/Walk mod that many magical footwear items possess - only, a Barbarian can dump more skill points into this skill, or else use pluses to skills, to get bonuses to run/walk over and above what his equipment offers. Again, this is a good skill to invest at least one point in, especially if you have items with pluses to skills to your name. Wether you wish to put more points into this skill beyond one will likely depend on what equipment you can get your hands on and how much you find yourself running around as part of your strategies. I, personally, have found myself quite happy with just one point so far - but I also have managed to find rare and set item Boots with around 30 to 40% faster run/walk, and have about +3 to +4 to combat skills overall from my usual gear, and I tend to play at a slow and steady pace, walking rather than running, taking time to investigate all the nooks and crannies, and generally not minding if I spend a couple of hours on just one map - I can always go back some other time, take the direct route to the next level, and move onwards. And I don't duel either, and thus don't often find myself needing to outrun a volley of Guided Arrows or Bone Spirits, or flee the path of a Whirlwind doing about 3,000 points of damage either (^_^) Another factor to consider when looking into dumping points into this skill is that it suffers from diminishing returns; after the first few levels, additional levels start raising your speed by very small incremements. From level one to level 5, you'll go from 13% to 28% increase; from level 5 to level 10, you'll go from 28% to 36%, and by level 15 you'll barely be hitting 40% ... from just looking at these numbers, I would suggest that even the most dedicated sprinters would probably be better off putting no more than 5 or 6 points in this skill, and relying on pluses to skills and items with bonuses to run/walk speed for the remainder of their fleetness of foot. Natural Resistance - Level 30 Skill Prerequisites: Iron Skin Mana Cost: None (Passive Skill) Every class, thanks to one of the Act Five quests, can develop a certain amount of natural resistance to the four elemental forms of damage - fire, cold, poison, and lightning. And every class can find items that raise their resistances to one or more of these elements. And every class, walking into Nightmare and Hell difficulty, will learn that their resistances just took a stiff hit - up to -100% in Hell of what they had in Normal. Fortunately, the Barbarian is able to raise his resistances through this skill, and thus enjoy a higher level of protection from the four elemental damages than he would otherwise be able to have. Yes, other classes can raise their resistances too - Paladins have auras which do this, for example - but the Barbarian can do it through a passive skill. And when in Hell Difficulty, when the undead monsters in the later levels start raining meteors on your head, or when Andariel decides to show off her funky poison spray attack, you'll be happy to have as much resistance as you can get (^_^) Like Increased Speed, Natural Resistance suffers from diminishing returns, though not quite as steeply as Increased Speed does to my estimation. Also, this skill does not offer any protection from pure magic damage - so a Bone Spirit from an Oblivion Mage is still something to fear. Nonetheless, this is, in my estimation, a good place to consider investing several points of skills. How many skill points you'll want to invest will depend on what equipment you're able to procure, how capable you are at dodging elemental attacks, and how many skill points you have free in your planned skill allocation for your character. One good thing about Natural Resistance to consider, is that since you can use it to increase your resistances, you will need that much less resistance available from items and charms, potentially letting you take advantage of other useful magic modifiers instead. For this reason, five or six points in my estimation is a good level of investment overall for most any Barbarian, especially if you have pluses to skills as part of your gear's bonuses. * Section 4.3.3: Warcries Barbarians aren't just masters of hacking and slashing; they have a selection of skills that can add positive status effects to themselves and their allies, and induce negative status effects to their enemies. Used properly, these skills can do a lot for increasing your Barbarian's survival rate - a stunned or frightened enemy isn't trying to hit you, an enemy with its defense and damage lowered is more likely to die more quickly and is doing less damage to you, increasing your life and mana levels lets you fight longer and live through more punishment, and raising your defense never hurts. In addition to skills that give the Barbarian and his allies bonuses, and give his enemies penalties, this skill tab includes a few skills for 'popping' enemy corpses, thus preventing monster resurrection - and, also, offering a chance for a Barbarian to find some useful item or else make said corpse into an temporary adjunct to the Barbarian's forces. Howl - Level One Skill Prerequisites: None Mana Cost: 4 With a mighty bellow, the Barbarian causes monsters within a small radius around him to run away in fear. The greater the level of skill, the longer and further the enemies will run away. This skill is among the earliest ones a Barbarian can have access to, and it does have certain weaknesses. Like many of the Warcries available, this skill won't affect Champions, Uniques, or Super Uniques - so, no, you can't make the Lord of Terror run away from you no matter how fearsome your bellowing (^_^). Also, in higher difficulties, I've noticed that the skill stops working on certain classes of monsters altogether - mummies and flayers are the ones I've noticed for right now, and I'll update this section with any others I may discover later. Howl also suffers from a small problem which I believe is more a bug than an actual intended drawback; should a frightened monster find its immediate avenue of retreat blocked, they'll still be under the effects of the Howl (and thus, apparently, not re-Howl-able until it wears off), but will revert to their normal course of behavior. - A Barbarian who lets his enemies get too tightly packed before Howling may thus discover he's surrounded by a bunch of frightened, sniveling monsters ... who are still hacking away at him, because they have nothing better to do until someone shows them the exit. Despite these shortcomings, however, I consider Howl to be a useful part of a Barbarian's repertoire, especially in his early levels. Lacking the spells and skills of the Amazon and Sorceress, which can easily hit multiple targets for damage, and the ability to summon meat shields like the Necromancer and Druid to do fighting for him, the Barbarian is left with the matter of handling large crowds of enemies, many of which will seek to damage him through melee blows. A frightened enemy is running away from the Barbarian, and consequently is not hurting the Barbarian during that time. Howl is a form of crowd control, letting the Barbarian keep the hordes off his back while he picks a single target to feel his wrath. Especially before learning the mighty Whirlwind or War Cry, this is the skill for Barbarians who do not wish to become paste at the hands of a unruly mob of beasts. And if Champions or Uniques are part of the crowd - a Barbarian can still scare off their minions, and fall back, luring the champion away from his friends to be dealt with in a place of the Barbarian's choosing (I usually choose near a rock - with Bash as my left-click attack, and Howl on my right in case his cronies decide to wander down to find their boss ^_^) Given the radius effect of Howl, starting at 'ground zero' and emanating out from the Barbarian, I have found that it is useful to let off a Howl before the enemies rushing towards me are actually within Howl range, so that they run into the effect as I do it - the timing takes a little practice but isn't too hard, in my experience, to learn. This both decreases the chance that my Howl will be interrupted by a monster's attack, and makes it less likely that the monsters frightened off will be cut off from all lines of retreat from the monsters behind them - thus making it less likely I'll be swarmed by a bunch of frightened monsters that aren't running away due to inability to shove their own comrades in arms aside. This also usually leaves the one or two stragglers in the pack out of the Howl's radius of effect, so they don't get frightened off - but that simply means they get to be the first to taste the steel of my blade, and by the time they're dead, their companions are usually ready to come back and suffer the same fate. With care and cunning, I can usually avoid getting mobbed to death through use of this skill in the early levels prior to getting the more potent skills. Howl is a skill which, in my experience, is perfectly useful even with one single point of skill invested in it; more levels simply add to the length of time that the enemy runs away, and at the highest levels, you could, possibly, frighten a foe off the map - well, actually, I don't know if that's even possible, but still ... (^_^). Howl is a fairly common skill to find on a Barbarian-specific helm, so if you feel you need a higher-level Howl for your early levels, you can probably find yourself a helm to accommodate your needs - but for me, the great draw of Howl is that it offers a useful ability for minimal skill point investment, which will serve me well until I have access to higher-level skills. And, even once the 'better' skills are available, a Barbarian can still find use for this first Warcry; just be aware that, at higher difficulties, the skill seems to lose its punch against certain foes it once affected. Find Potion - Level 1 Skill Prerequisites: None Mana Cost: 2 The first of the three skills a Barbarian can learn to affect corpses, Find Potion is just that - you use it on a slain monster, and with luck a potion will appear. Essentially, you are trying for a second attempt at getting an item drop from a monster, only with this skill the items are limited to health, mana, and rejuvenation potions. The percentage chance of the Skill working rises with more points in the Skill, and the quality of the potions you can find increases with the Act you are in - lower quality in Act One and Two; better quality (full Rejuvination potions and Greater Life/Mana potions) in later Acts. Although the percentage chance for this skill working is comparatively low early on - just 15% at level one of finding a potion on any one corpse - the skill is cheap to use, costing only 2 mana. And, given the number of monsters you'll slay even in the early parts of the game, the odds of you finding enough potions to keep you stocked with life and mana are fairly good - even with level one in this skill, I've had times when I had so many potions found that I was selling them for cash - and making decent money off of them (for Act One Normal prior to reaching the Dark Wood, at least). All you lose for an unsuccessful attempt is a couple points of mana, which can be regained through leeching, drinking a mana potion, or even just sitting back and waiting a moment. Other than its use as a potential supply of potions, this skill offers one other, significant advantage in combat - corpses that have this skill used on them cannot be raised. If you're beset by hordes of revivable minions and lots of reviving monsters to bring them back, it can be difficult at times, especially at lower levels, to make your way through the hordes and kill the reviving monsters first. With this skill, however, a Barbarian can prevent a corpse from being raised - with patience, even the large hordes of Fallen and Fallen Shamans found in the early parts of Act One can be whittled down to more managable levels, and your Barbarian can move in to finish off the shamans without worrying that the Fallen he just slew will get up and attack him again. A word of caution, though - if you Find Potion at the same time a shamman goes to revive the corpse you're using, more often than not, the Shaman will beat you to it. When there are a large number of shamanas and other reviving beasts present, it's still a good idea to lead monsters away from them for the kill, and then use this skill to ensure that they stay down. Like the other two corpse-affecting skills, Find Potion will work on any monster except for Super Uniques, such as the Act Bosses. In my experience, one point is all you'll ever really need in this skill; there are always more corpses to be had, should you need them - though you may have to kill some monsters to get those corpses. Also, when playing with others such as Necromancers (who have a lot of summons that require corpses), try to avoid going wild with this skill - unless you know he's not going to want that Oblivion Mage for his own undead army. (^_^) Taunt - Level 6 Skill Prerequisites: Howl Mana Cost: 3 Barbarians aren't just good at frightening monsters off; they can also insult monsters better than anyone. With the Taunt Skill, a Barbarian makes a single monster stop whatever they were doing and rush over to attack him in melee combat, causing the monster to also suffer a penalty to damage-dealing and defense which starts off at very low levels, but rises with additional skill levels. Like Howl, Taunt will not work on Champions, Uniques, or Super Uniques, nor certain other beasts; I remember not seeming to be able to Taunt Oblivion Mages last time I was in the Chaos Sanctuary, and Flayer Shamans more often than not are too hyper to notice I'm insulting their parentage, leaving me with egg on my face. Taunt also affects only one monster at a time - either the monster you have highlighted with the cursor (for Taunting a specific beast), or else the nearest one to you (if you don't highlight any specific monster). Taunt also seems to suffer from the same bug as Howl - if something impedes the Taunted monster's path to you or knocks them back on their way to you (such as a knockback effect from Bash or a weapon, or just a bunch of lead-footed monsters), then they'll still be 'Taunted', but will otherwise act however they normally would. Since Taunt doesn't wear off like other Warcry effects, this 'bug' means you can't re-Taunt them (and make them come back to you) unless you overwrite the Taunt effect with that of Howl or Grim Ward. Despite the fact that Taunt suffers from these limitations and bug, and that the damage and defense reduction is rather small unless you dump a lot of points into this skill, Taunt is still a valuable part of a Barbarian's arsenal. A Taunted creature, assuming nothing bars its way, will stop whatever it was doing and come over to attack you physically. Skeleton archers will stop shooting their bows until they're within reach of your sword; Fallen Shamans and Greater Mummies will stop reviving monsters and shooting at you until they're close enough to hit you with their hands or daggers. And while they're running to you, monsters don't stop to avoid incoming missile fire ... Taunt lets you bring an enemy to you. Melee Barbarians will like the fact that they can stop missile-shooting enemies from taking potshots from afar and make them come into range of their swords and axes; throwing Barbarians can make a monster running around evasively instead come to them in a mostly predictable line, making targeting much easier. Taunt's range is roughly a full screen from what I've seen, if not very slightly longer; I've occasionally managed to Taunt enemies that were mostly off-screen by pushing the cursor to the edge of the screen and Taunting away. This range makes Taunt somewhat useful as a scouting tool, though from what I've seen you need line of sight in order to make Taunt work, unless the monsters are just around a corner or to the side of a doorway. Taunt works well in conjunction with Howl and Grim Ward; either of those skills can be used to send packs of monsters running, and then Taunt can be used to summon one specific monster back for a beatdown. In fact, if you have a Grim Ward up and are standing right behind it, you can Taunt a foe, watch him run to you, let him get scared off by the Grim Ward, then Taunt him again to run at you, all while anyone else around on your side can take potshots at the poor hapless monster. When using throwing axes, I've found this to be a wonderfully fun way to keep the monsters from ever really hitting me while letting my Rogue hireling and I plunk away with impunity. Since Taunt's greatest value, in my estimation, lies not so much in the negative damage and defense modifiers it applies to monsters (that's basically icing on the cake), but rather in the fact that you can use it to draw monsters to you selectively, and keep ranged attackers and revivers from shooting at you or reviving while they come at you, I feel a single point in this skill is all a Barbarian really needs to make good use of the skill. Though, at really high levels, the damage and defense penalties inflicted on monsters through Taunt do become noticeably high - up to 43% at level 20 - so a Barbarian who is looking to focus primarily on using Warcries to support other party members might want to look into investing some points here. For a patient party, being able to lure a large nasty monster to its doom is a nice, safe way of slaughtering the demonic hordes. Shout - Level 6 Skill Prerequisites: None Mana Cost: 6 Shout is the first Warcry a Barbarian can learn which allows him to grant a positive effect for himself and his allies - namely, raising their defense value for the duration of the Shout. Even at level one, Shout can double your effective defense for a few seconds, and both the defensive bonus and the length of time it lasts rise steadily (albeit slowly) with additional skill points invested. Shout, like Iron Skin, is one of the two skills a Barbarian can use to add noticeable amounts to their defense. Shout has the double advantage of both being able to affect friendly units (which Iron Skin cannot), and by having a better defensive bonus than Iron Skin provides - the difference is most notable in the early levels of these skills, though Iron Skin at higher levels makes valiant strides to catch up with Shout in terms of defensive bonus. Shout, however, costs mana, and can wear off, whereas Iron Skin's bonuses will last all the time. When facing hordes of monsters, having your defense suddenly drop is a Bad Thing - especially right before that Moon Lord brings his axes down at your head ... As a weapon and shield using Barbarian, I've found that my shield's defensive bonus and blocking ability, combined with my frequent use of Concentrate, often provides me with adequate defense for most situations - but when there's a boatload of ranged attackers like archers shooting away at me from several angles, and a lot of monsters trying to mob me, I've found that even a level one Shout's defensive bonus helps out - even if it only makes me a few percent less likely to be hit, that few percent can mean the difference between getting peppered badly while falling back to more defensible ground, and being mostly hale and whole when I find more solid cover from the ranged attackers. When I experimented with using pole arms and dual wielding swords, however, I began to earnestly wish I had pumped a few more points into this skill along with Iron Skin ... How many points you spend here will depend not only on your own defensive needs, but also on whether you're playing a Barbarian in party situations and feel your party could use the defensive bonuses this skill provides. Even Single Player Barbarians, however, can use hirelings - and hirelings like the Town Guard and the Barbarian (second cousin to your Barbarian, they tell me ^_^) tend to charge into the fray and tend to not use shields; a Single Player wanting to take advantage of the more offensive auras a Town Guard merc can provide may very well want to invest a few points into Shout to make his hireling more likely to not get killed when the hordes of demons show up. Find Item - Level 12 Skill Prerequisites: Find Potion Mana Cost: 7 Find Item is, for the most part, identical to Find Potion in function. The major difference is that instead of only being able to make a corpse 'drop' a potion, any item that monster could have dropped in dying can potentially appear Potentially, you can find even rare items and Unique Items using Find Item, but you can also find quivers of arrows and piles of gold just as easily ... Again, the chance of finding an item with this skill is kind of low - and even at higher levels, the chance of it succeeding doesn't really get much better than 50%. However, again, all you are gambling is a few points of mana, and so long as some Necromancer wasn't planning on using said monster to bolster his Loyal Minions, you lose nothing major for failure ... at worst, a potential Grim Ward you could have set up to help with crowd control. As I have taken to saying though, "There are - always - more corpses ..." (^_^) If you have managed to find a few pieces of equipment with magic find modifiers on them, equipping them and going around looking for monsters - especially Champions and Uniques - and using Find Item on every corpse in sight, can oftentimes yield a fair bit of profit, even if it is all just gold profit from selling off all the stuff you find (good for supporting gambling habits at least). The bonuses to magic find will NOT increase the chance of the Find Item skill working; however, it WILL improve the chances of any items found through the skill being magical or better. If you are finding yourself suffering problems dealing sufficient damage to monsters in an area, or being able to weather their attacks, it's not a bad idea to return to the last couple of areas where you were doing fine in, and doing some item-hunting. If nothing else, you can use whatever gold profits you make from extensive slaying and Find Item using to fund a gambling spree to further your chances of finding something to help you out. All comments about Find Potion's uses in depriving reviving monsters of bringing back their minions from the grave also apply to Find Item, though Find Item does cost a bit more in mana and isn't as likely to produce a healing item; in my experience, I tend to retire Find Potion in favor of Find Item for my corpse-popping needs, but other Barbarians may feel that Find Potion's lower mana cost makes it better for keeping dead monsters dead. Battle Cry - Level 18 Skill Prerequisites: Howl; Taunt Mana Cost: 5 With another fearsome bellow, a Barbarian using this Skill imposes a penalty to monster's Defense rating and damage dealing ability simultaneously, making his foes easier to hit and weakening the power of their strikes. Battle Cry affects all monsters in a small radius, much like Howl's radius of effect, and the effect wears off with time; the penalties for enemy defense and damage, as well as the length of time those penalties last, increase as this skill rises in level. Unlike many of the other Warcries, this skill CAN affect Champions, Uniques, and Super Uniques; even the Prime Evils can be weakened through this skill. I am not sure if the damage weakening affects all damage, or just physical damage, though I suspect it to be the latter - that, combined with the fact that it is a short-range radius effect, makes this skill somewhat less useful than one might hope. However, consider - even at level one, for a few seconds, you can not only halve the defense of any monster near you (making them that much easier to hit), you can impose a 25% damage penalty to their attacks - which is about as helpful as having 25% damage reduction on in terms of taking less damage, from those enemies for that period of time. Should you have actual damage reduction, although I doubt the effects would stack directly, you can still reduce the damage a monster deals out - and that means less damage for you to have to reduce, hence even less damage you take in the end. For those Barbarians who don't have Damage Reduction, this skill offers a form of substitute; for those people with damage reduction, this skill is a way to make it even more effective. Also, the effects of this skill, because they are targeted to monsters within your radius of affect, can benefit party members as well; a monster with lowered defenses is easier for everyone to hit, and a monster with weaker attacks deals less damage to anyone caught in its path. If your Barbarian is the type to get in there toe-to-toe with monsters, use of this skill can make you last longer and make you kill things faster (or, at least, make your blows land effectively more often). Battle Cry also, from my experience, stacks with the effects of Taunt, and is not erased by the effects of Howl and Grim Ward. How many points you should invest into this skill depends on how much of a support role your Barbarian wants to play; for most Barbarians favoring melee weapons and the classic Barbarian Smashes Things Good philosophy, even one point in this skill is a decent enough investment - if you're going to be in toe-to-toe range, especially with the likes of Diablo, you might as well take advantage of what penalties you can inflict upon your enemies, especially the tough ones. For Barbarians who wish to be a more support-oriented character in multiplayer games, this skill is a good one to invest points in; between you and the necromancer, you can keep a lot of enemies weakened (I don't know if Battle Cry stacks with other Necromancer curses, but even if it doesn't, two cursing types can keep even more enemies affected). Barbarians who wish to specialize in throwing weapons, since - in my experience - they'll be keeping their distance more likely than not, may not find much use for this skill; however, if a horde of monsters swarms you, and you use War Cry to stun them, hitting them with Battle Cry before leaping to an optimum throwing position will make your ranged attacks that much more likely to hit. Therefore, a single point here might not be a bad investment for even a pure throwing Barbarian, and with pluses to skills from items, even one point can yield decent levels of skill. Battle Orders - Level 24 Skill Prerequisites: Howl; Shout Mana Cost: 5 If there is one thing most Barbarian builds touted in current circles can agree on, it's that Battle Orders is a skill that should be maxed out, or nearly so, at some point in your Barbarian's career. Some people will advocate maxing this out early before maxing out bread and butter attacks like Frenzy and Whirlwind; others will say max out your other skills first, but as soon as your mastery and Whirlwind/Frenzy/Beserk is maxed, start dumping all your free points here ... Admittedly, this is a very potent skill, one useful for both solo players and team members; quite simply, this skill lets you raise your stamina, life, and mana maximums for a period of time. The percentage of maximum increase, as well as the time during which the skill lasts, increases with more skill points - starting at around 35% bonuses for 30 seconds at level one, and hitting 92% bonuses for 144 seconds - almost two and a half full minutes - at level 20. It is very hard to argue that almost doubling your effective life and mana isn't desirable, especially when it's not just your life going up, but everyone's on your side. There is one small caveat to this skill; it raises maximum but not current life, stamina, and mana - you must either wait for your values to replenish themselves, quaff a potion or three, or else rely on leech in order to get the benefit of having higher maximums. For people with decent amounts of leech, this isn't that much of a problem, however - and so long as you remember to periodically renew the Battle Orders before the effects fade, you'll keep those extra points you gained, though if the effects wear off, you'll have to build the extra points back up again when you recast Battle Orders. Those who make frequent use of this skill are well advised to learn how to keep track of how
much time has passed even in the thick of battle to keep it active. So, how many points should one put into this skill? Definitely, at least one point as soon as you are able is not a bad idea - any Barbarian can benefit from being able to raise their max life and mana by 35% for tough situations, and pluses to skills from items will make this one point investment go even further. Oftentimes, I like to use this skill prior to encountering an Act Boss or other Superunique I know can give me trouble - I tend to alternate between this skill, Battle Commands, and Battle Cry to keep my skills raised, my max life and mana buffed up, and my enemy weakened, and use the fading of the Battle Cry as my reminder to renew each skill (might as well play it safe, going by one of the shorter times any of those skills' effects last.) Unlike many Barbarian players, however, I do not feel that this is an Absolute Must Max Out Skill ... Yes, fully maxed, Battle Orders offers a lot of benefit, but with careful tactics a Barbarian can control the ability of enemies to actually get blows in on him to a fair extent. Between my resists, my blocking with a shield, my use of War Cry to keep enemies stunned, Taunt to make ranged attackers come to me, and Leap Attack to simply get out of the five blazing Firewalls, plus the 12 potions of full rejuvenation I typically carry, I can with cunning and care avoid a lot of the damage my foes would seek to deal out and heal quickly if I do take a beating; the bonus afforded by Battle Orders, for my strategies, is useful but not strictly necessary. For large bosses, like Diablo - definitely, I'll want it active; in those cases, no matter how much I try, if I want to get in any blows to my enemy I'm going to have to risk taking some substantial damage, and extra life then will often mean the difference between being seriously hurt and being dead. For the unruly mobs of Hell's legions, however, I've found that I can - usually - get through situations with just my normal maximums for life and mana, making Battle Orders more of a Boss Strategy for me. On the other hand, Barbarians playing a support role will likely want to max this skill out as much as possible - in 8 player games, with the increased life and toughness of monsters especially in Hell difficulty (and the ever-lurking specter of Lag Spikes and Random Disconnects), a potent Battle Orders is a party's best friend. And in Hardcore Mode, where you get but one life for a character (and thus, every point of life you can muster becomes precious) this skill takes on an even greater importance. My final advice to Barbarian players is this - feel free to invest as many skill points into Battle Orders as you feel you want or need, but do not feel this skill HAS to be maxed out in order to let you survive; remember that cunning and patience are oftentimes as effective in ensuring survival as an extra 500 hit points. Grim Ward - Level 24 Skill Prerequisites: Find Potion; Find Item Mana Cost: 4 The last of the Barbarian's corpse-affecting abilities, and the only such Skill that doesn't offer a chance at getting some sort of item, Grim Ward is the Barbarian's closest answer to the summons available to the Necromancer or Druid. By popping a monster corpse, a Barbarian using this skill creates a small totem composed of his enemy's bones, which has the effect of constantly casting a Howl-like effect capable of affecting any non-Champion, Unique, or Superunique that wanders within the radius of effect. The radius at which the totem can affect monsters increases with extra skill points, being somewhat small at level one, but increasing steadily as skill level rises. No matter how high the skill, monsters will run for a few seconds only, and the totem will remain standing for 40 seconds before collapsing. The totem itself, from what I can tell, does not offer any real hard protection; attacks and players can pass through it, so it doesn't really serve as a 'meat shield'. Despite this drawback, Grim Ward does effectively chase off any regular monster which gets too close - and while it doesn't work on Champions, Uniques, and Superuniques, it DOES from what I've seen work on those regular monsters which seem to gain immunity to Howl in higher difficulties. Properly used, a Grim Ward or three can keep monsters off your back as well if not more so than any summon designed to be a meat shield (like the Amazon's Decoy or the Necromancer's Bone Wall), at least for the forty seconds that the totem lasts. In my experiences, this skill is good for many styles of play a Barbarian can employ, but really comes into its own when used in conjunction with Taunt by a Barbarian using throwing weapons. Once I've killed a monster, I'll use Grim Ward to set up the totem, then stand right next to the totem and fire away. When enemies get too close, they get frightened off - and I pick one to Taunt to lure him back, while I and my rogue hireling pick him off. As more enemies die, I set up more wards, using corpses as cover to protect my advance, and thus can keep my foes from getting within striking distance. Should ranged attackers be present, I'll Taunt them to come to me, then focus my efforts on killing them next. This is not to say a melee Barbarian has no use for Grim Ward; luring a Champion or Unique to one area near corpses, then setting up Grim Wards, is a good way to ensure that you can hack away on the hapless monster in privacy. And, in confined areas with lots of revivable monsters and their revivers, a Grim Ward or two in the midst of the legions of the soon-to-be-revived dead can give you breathing room - nothing is as funny as seeing a skeleton brought back to life only to immediately run away in fright because he saw the remnants of one of his friends set up like a demented Lego-ologist's latest creation (^_^) For the most part, I have found that one point invested in this skill to be relatively sufficient - with my meager +2 or +3 to all Barbarian skills afforded by my current equipment, this is enough to make my Grim Ward's radius of effect large enough for me to work with. If you absolutely cannot find any pluses to skills on equipment for your Barbarian, and find that Grim Ward is to your liking but the radius isn't great enough for your needs, then an extra skill point or two should be sufficient - but this is, in my estimation, yet another of the Barbarian's skills where minimal investments are enough to yield positive results. Once I got Grim Ward, it replaced Howl on my hotkeys, though there is no reason for a Barbarian to not employ both at once should he feel Howl serves his purposes even in higher levels. War Cry - Level 30 Skill Prerequisites: Howl; Taunt; Shout; Battle Cry; Battle Orders Mana Cost: 10 at Level 1; +1 Mana per additional skill level (11 at Level 2; 12 at level 3, etc) The adulations and praise other Barbarians give to skills like Whirlwind and Frenzy, I instead attribute to War Cry; to my method of play and way of thinking, this is THE skill all Barbarians should be learning in their quest to rid the lands of evil. No other skill in the Barbarian's arsenal has proven to me to be more effective in crowd control and horde management. Ahem. All obvious bias aside (and I will freely admit I am biased about this skill's power and utility ^_^) War Cry is yet another radius affect skill that affects enemies. In this case, the effects are direct damage, and inflicting stun status, leaving enemies helpless for a period of time. Before going off again on how great this skill is, let me first mention its drawbacks; once again, this is not a skill that really affects Champions, Uniques, and Superuniques - they are immune to the effects of stun from this skill, though they do take damage from it. The damage done, even at maxed out levels, is also not that potent compared to what you can likely deal with your weapons - at most, this skill can inflict 160 points of damage at level 20, which will not exactly overwhelm the minions of the Three on Hell Difficulty. The stun length, also, is rather short at low levels; a mere second at level one, and growing by 0.2 seconds every skill level thereafter. Unless you have godlike attacking speed, you need to pump points into this skill to make it be effective. And once again, this is a short-range effect; if you want enemies to be stunned, then you will have to go over to them and stun them. One other drawback to this skill that I have noticed is that enemies can occasionally block or even avoid its effects entirely. This is most noticeable with the Cat People enemies found in Act Two - all of whom seem to have the passive dodging skills of the Amazon class, and who have given me many headaches as I try to stun a crowd of them only to see some or all of them lean to the side to evade my bellowing roar. Then, while I'm asking myself - how - the - heck - one dodges a shout at close range, I get pelted until I finally do get the War cry to stun them ... at which point said Cat People usually learn why you do not provoke a Barbarian to a Berserk fury (^_^). Still, the fact that some enemies can nullify this attack's effects (along with dodging my melee blows and axe tosses, and my hireling's arrows, and probably anything else I could throw at them if I thought to bring an item with spell charges ...) is a point against this skill - though, if I'm right and those Cat People have the Evade Skill (which purportedly lets one dodge even spell effects), then I feel somewhat better ... Having said all that, I now say - all the weakness of this Skill are things that a Barbarian can comfortably not worry about, since the Skill offers the ability to stun enemies. Multiple enemies. Multiple enemies in melee range, where you can chop them down while they stare at you helplessly. And you can use War Cry over and over again, doing some damage to the enemies each time and freezing them in place while you pick them off at your leisure. A stunned enemy cannot hit you, and stun length is not decreased in higher difficulty levels, unlike chill/freezing times. While that Whirlwinding Barbarian is slicing through the hordes of monsters and hoping he doesn't get hit while Whirlwinding, my Barbarian is quietly taking his time, alternating between Berserk and Concentrate as the mana bills demand, and taking heart in the fact that his devotion to the animal totems has made his enemies' limbs weak and heavy, unable to be raised against him. Some may call that cowardly; I prefer to think of it as delivering Evil it's Just Deserts - you know those monsters would terrorize the weak and helpless if they could; now let them know the feeling of helplessness they have instilled in innocents for so long before they are sent back to their infernal pits - RAR! ... ^_^ Sorry; got a tad carried away there. One too many D&D games as a youth. ^_^ ... Back to more gameplay-related matters, War Cry is a skill that most any Barbarian can find benefit in. A melee Barbarian can keep all his enemies nearby dazed and helpless, letting him attack with impunity. A ranged attacker being beset by a mob can stun the mob, fall back a few yards, and proceed to pick away at them before they fully recover. A Barbarian who focuses on support Skills will find that stunning a large mess of enemies is a great set up for hitting them all with Battle Cry to weaken them, then taking a second or two to use party-friendly Skills like Shout and Battle Commands to strengthen his friends before the crowd wakes up - assuming, of course, the Barbarian lets them recover and act instead of War Crying again. A Frenzy-based Barbarian can stun enemies and slice them to bits before they can recover from even one or two War Cries; a Berserking Barbarian has fewer worries about no defense when his foes can't move to hit him. Even the Whirlinding Barbarian, if he can spare the points to raise War Cry to a useful level, will find this skill helpful; those concerns about being hit by enemies while Whirlwinding become moot if your foes simply stand there waiting to be hit, no? War Cry is a party-friendly skill as well - in it's own way. Is the Sorceress in the party trying to set up a Meteor or Firewall? Hey presto - the enemies can't move! Does the Paladin really want to try to get Conversion off? Here he goes - a bunch of practice dummies just waiting to be shown the Light! Does the Druid wish to play Zombie Bowling with his Molten Boulder? Taunt a few fools - er, foes, towards you, let loose with a War Cry, then Leap Attack to safety as yon Druid friend shows off his Mad Candlepin Skillz - STRIKE! (^_^) Unlike some of the other Warcries, which can make do easily on but one skill point, War Cry in my estimation needs at least a modest investment of points to be effective. I have found that level 10 to 12 in the skill, where the enemy is stunned for three seconds give or take a fifth of a second, is a good level of effectiveness - I can get about four or five swings off in that period of time even with next to no increased attack speed and still have a second to recast the effect - and with decent mana leech, I can keep this up for as long I have to. I eventually plan on maxing War Cry since it's become my bread-and-butter skill, but even builds which rely on other skills can benefit from a few points here - and if you have a good amount of pluses to skills from equipment, one or two points may be all you need here to get a Skill capable of rendering your enemies helpless for a couple of seconds, before you unleash your devastating main attack. Battle Commands - Level 30 Skill Prerequisites: Howl; Shout; Battle Orders Mana Cost: 11 The last of the Barbarian's party-buffing skills, Battle Commands raises every friendly unit's skill levels - in skills they have at least a point in - by one for a short period of time. The amount of time the skill increase lasts rises with higher levels of Battle Commands. And no, before you ask, you cannot use this skill multiple times to raise your skills over and over - trust me; I tried (^_^). Compared to, say, Battle Orders, Battle Commands may sound a bit - anticlimactic. After all, when you have a level 24 skill which can nearly double your life and mana at maximum levels, and then you go to a level 30 skill which only adds one to your skill levels for a period of time - a somewhat short period of time at that compared to said life and mana doubling skill - one may wonder why Battle Commands wasn't the level 24 skill and Battle Orders the level 30. Then again - this skill can theoretically add up to 30 temporary skill points to your character, even if it's only one point per skill (and chances are you'll not use a good five or six of those skills anyway, since most people tend to ignore all masteries except the ones they've chosen to specialize in). Looked at from that point of view, maybe this skill is the more impressive one after all - especially since it can add those 30 theoretical skill points to each member of your whole party in a multiplayer game. For Barbarians who play solo, this skill is still helpful for that little extra bit of 'buffing' especially during boss fights - again, when facing Act Bosses, I've found using Battle Commands, then Battle Cry, then Battle Orders to be a helpful strategy. For my needs, so far as I have seen, a single point in this skill was enough to give me a useful ability, even if the time it lasts is kind of short. Barbarians who wish to play a more support-oriented role may wish to invest a few more points into this skill simply to increase the length of the effect so they need not cast it again every 10 seconds or so. ------------------ *** Section 5: Putting It All Together *** Okay, so now that you've been regaled with descriptions of the style of weapons a Barbarian can use, seen the advantages that raising each stat can offer, and read discourses on most of the skills available to Barbarians, the burning question is "How do I put together a Barbarian from all this?" The answer is - however you wish. However, even I admit that answer is a cop out, so going into a bit more detail ... *** Section 5.1: What a Barbarian Needs Rather than making any firm suggestions on specific skills/equipment, I will attempt to suggest what general things a Barbarian should be looking into: * Section 5.1.1: Crowd Control The Three Prime Evils are powerful enemies that all Barbarians must someday face - but to get to the Prime Evils, you'll need to wade through countless hordes of monsters first. Corrupted Rogues, Flayers, Venom Lords - a lot of the monsters in Diablo 2 like to get in your face before attacking, and without some way of handling the crowds, you'll soon find yourself as one of those Corpses other players overturn hoping for loot. There are a few ways a Barbarian can deal with managing crowds: - Freeze Them In Place: War Cry can stun crowds for a few seconds, giving a Barbarian time to get out of the way or start hacking the mob to pieces. An Act Three Cold Merc can cast Cold Spells to freeze foes; an Act Two Nightmare Difficulty Holy Freeze Merc can slow everyone down to much more manageable speeds. - Make Them Run Away: Howl and Grim Ward can both scare off monsters, keeping them from attacking you for a few seconds while you pick your targets. Weapons with Howling and Wailing modifiers can make enemies run away as well - equipped on either you or your merc, these weapons can substitute to some extent for an actual Howl. - Hit Them Lots: If your unruly mobs die before they can deal out too much damage, you're safe, no? Whirlwind can hit multiple enemies; Frenzy can offer enough movement and attack speed bonuses that you can zip around the crowd and hit monsters left and right. * Section 5.1.2: Powerful Attack and Physical Immune Killing Yes, kind of obvious, but the question of Physical Immunes is an important one to Barbarians, since their primary attacks are physical. Also, if your Barbarian doesn't have at least one nominally effective attack, you'll be in for a very long haul ... As for ensuring a Barbarian does adequate damage, there are several things he can do: - Pump up a Weapon Mastery: For Barbarians who don't like to rely on a single Combat Skill for fighting, but instead like to alternate between Combat Skills for various situations, the obvious thing to do is to try to put as many points into your chosen Weapon Mastery as possible; the bonuses for your weapon mastery will make whatever Combat Skill you're using at the moment that much more effective. - Concentrate on a Single Combat Skill: If, on the other hand, you know that you really want to use Leap Attack as part of your main combat strategy, or that you plan on relying on Berserk to kill the hordes of Hell, then by all means put as many points into that Combat Skill as you can spare. Combined with Weapon Mastery, the bonuses from a pumped up Combat Skill will make your attacks that much more deadly. This is, in fact, the general philosophy behind many of the builds offered by other FAQs, with the Whirlwind specialists being one of the most noticeable. - Raise AR, or get Ignore Target Defense: Not so much a means of increasing damage dealt as a way to insure that you'll be doing any damage at all, raising your chance to hit monsters or getting weapons that let you ignore the monsters defense stat will increase the number of blows that will actually land, thus increasing the amount of damage you do overall. - Raise Attack Speed: Raising the power of an attack is one way to get more damage; another is to simply swing a lot faster than normal, relying on a multitude of blows to equal or surpass the damage dealt by a single, more powerful strike. The Frenzy Skill raises a Barbarian's Attack Speed among other things, and various magical items can offer bonuses to Attack Speed as well. There are a couple ways a Barbarian can deal with Physical Immune monsters: - Use Berserk: This skill was seemingly designed with Physical Immune monsters in mind, and also includes a hefty damage bonus for the Barbarian. It does not, however, help out a Throwing Specialist much, unless they don't mind getting in close ... - Use Items Which Offer Elemental Damage: Weapons with elemental damage modifiers, jewels which offer elemental damage, charms of elemental damage - all these can be used by a Barbarian to get around Physical Immunity, and for a Throwing Specialist Barbarian, allow for inflicting damage to PI monsters at range. * Section 5.1.3: Adequate Defenses Adequate defenses includes not only physical defense, but also elemental resists as well - damage reduction would also fall under this category, but on items, damage reduction is usually only found on the higher end pieces of equipment. Ways Barbarians can up their defenses are: - Pump Up Skills That Primarily Offer Defense Bonuses: Natural Resistance, Shout, and Iron Skin would be the three main skills to look at when considering raising your defenses for your Barbarian. - Use Other Skills That Can Add Defensive Bonuses: Concentrate adds a defense bonus; if your damage is decent enough even in Hell with the global damage resistance, using Concentrate is still viable. Battle Cry can lower the damage monsters do - which is another way of raising your own defenses, effectively ... - Use Equipment With Good Defenses And Resists: Shield users have some advantages here, since a shield allows for blocking as well as adding defense and potentially adding resists from socketed runes and diamonds. Non-shield users will want to look into getting higher defense armor than a shield wielder may feel he needs to survive, and bonuses to defense and elemental resists are good mods to look for on both items and charms. * Section 5.1.4: Means of Healing Technically, a Barbarian can always run back to town when seriously hurt, but a little more self-sufficiency would be nice ... (^_^) There are several ways a Barbarian can keep himself in one piece while in the field: - Use of Life and Mana Leech: The most popular method of self-healing in Diablo 2, life and mana leech allow you to restore a percentage of the damage you deal to monsters to your life and mana respectively. The greater the damage you deal, the greater the amount of life and/or mana you can get back; the higher the percentage of life and/or mana leech you possess, the greater the amount of damage you are dealing that gets returned to you as healing becomes. Ideally, you want high amounts of damage as well as high amounts of life and mana leech - especially if you use mana-intensive attacks such as Whirlwind. One caveat to life and mana leech, from what I've read and heard: the amount of damage returned to you as healing for both leeches is effectively halved in Nightmare Difficulty, and quartered in Hell Difficulty, compared to what you would expect to see in Normal. While I cannot confirm those exact numbers with hard math (i.e., going around with a calculator and testing first in Normal, then in higher difficulties), I can confirm that, even with the same amount of leech in Normal and Nightmare, and even slightly higher damage in Nightmare than Normal, I was leeching noticeably less in Nightmare than Normal anyway. All the more reason to try to get as much leech as you can (^_^) - Use of Life Replenish and Mana Regeneration: Various items offer a mod for Replenishing Life; the greater the total of your Life Replenish, the faster your Life points will regenerate while playing - you start with zero life replenish, but can get this mod on jewelry, on armor and shields, and even by socketing Skulls into armor and helms, among other ways. While you would need a lot of Life Replenish to be able to heal back the damage monsters deal in higher difficulties fast enough to be 'safe', life replenish is great for those moments of quiet while you're walking around looking for your next foes. Mana Regeneration works a little differently than Life Replenish; Mana Regen is expressed as a percentage, such as Regenerate Mana +20%. Everyone regenerates mana naturally; from my experiences, it seems the rate of natural mana regen is set so that, starting from no mana, you'll refill your mana points after a few minutes of rest. Mana Regen shortens the time it takes for complete regeneration of mana: in the above case, a Barbarian with +20% mana regen would completely refill his mana from zero 20% faster than he would otherwise obtain - so if it took 10 minutes normally (just for example; I know it doesn't take nearly that long, so Don't Panic ^_^), then having 20% mana regen would let you recover all your mana in about 8 minutes and 20 seconds roughly, 100% mana regen would let you recover completely in 5 minute, and 200% mana regen would let you regenerate in less than 3 and a half minutes. Because of the way mana regeneration works, the higher your mana total, the faster you'll seem to get back points of mana - a Barbarian with 10 mana regains 2 points more slowly than a Barbarian with 100 mana, because the rate of recovering all mana is the same for both, but the second Barbarian's percentage of mana lost is a lot smaller than the first's. Therefore, another way to keep yourself in mana is - get more mana (^_^) - Use Potions: No one said you can't use what you find; health and mana potions are relatively common items to find off of monsters - and Barbarians have a Skill that lets them seek out potions specifically from the bodies of the slain. If you're low on leech and life/mana replenish, and haven't been finding too many potions - might as well go looking for some with your Skills (^_^). * Section 5.1.5: Mobility Barbarians can be formidable tanks, yes - but even tanks occasionally come into situations where they're not soaking up damage like they'd like to be, and need to make a tactical withdrawal. Also, when ranged attackers are besieging you, it's nice to be able to get to them quickly and dispatch them before you become a pincushion (^_^). The Barbarian has a couple ways to add to his mobility: - Use Leap or Leap Attack: These Skills are the Barbarian's answer to the Teleport spell; you're relatively safe for the second or two you're in the air, and Leap Attack's range even at Level 1 is still pretty much Full Screen. Being beset by Flayers? Leap over the stream and watch them have to scramble for a bridge - or else just stare at you in mute frustration from the other bank. Be aware though, that your hirelings are not bestowed with leaping ability - so you may end up leaving your trusty companion behind by accident. - Increase Run/Walk Speed: The Increased Speed Skill is made for making your Barbarian more fleet of foot, and the Frenzy Skill's bonuses include faster run/walk bonuses. Also, various items, notably boots and other footwear, come with bonuses to run/walk speed. *** Section 5.2: A Suggested Skeleton Barbarian Skill Selection With the above points in mind, I will now make a suggestion for a Barbarian Skill Point build - however, rather than a full build, I am instead going to suggest a skeleton build, including things I feel nearly any and all Barbarians will want to have, and leaving enough skill points left that most any sort of Barbarian can then be designed with these suggestions in mind. In no particular order, the Skills I suggest are: War Cry - at least a modest investment (5 points or more). War Cry, in my estimation, is the best Skill a Barbarian has for crowd control, and virtually any strategy I can envision a Barbarian using can benefit from having the enemies stunned for a couple of seconds. Just to be on the safe side, even assuming a Barbarian will find pluses to skills on items, I am suggesting a modest investment here to give at least a modestly decent stun length - I, myself, would feel more comfortable with 10 points in this skill, but I'm trying to be 'stingy' with my suggestions here to allow for more freedom in customizing later. At least one Weapon Mastery - as many points as you feel comfortable with, moderate investments at least (10+ points). I, myself, like using two weapon masteries - sword and throwing, and am planning on raising both to at least moderate levels (10+). I would not advise trying to get more than two weapon masteries, however, and instead looking to find a single weapon type (or two weapon types, such as I did) which seem to suit your fancy best, and concentrate on those. Those weapons will be your major means of dealing damage, and the masteries will be your major way of increasing your damage from those weapons. Natural Resistance - at least a modest investment (5 points or more). Elemental attacks will become increasingly more dangerous in later difficulties, both from the monsters' increased stats and the resistance penalties you'll suffer. The Barbarian can raise his resistances through a passive skill; in my estimation, a Barbarian should really take advantage of this Skill's benefits rather than just leave his resistances completely to his items. Increased Speed - minimal investment (1 point). Walking and running faster never hurts, especially when seeking to dodge the incoming fireball. At least one point here will let you take advantage of pluses to skills from items, thus yielding more rewards for your investment, and in any event even a single point will bolster your movement rate over and above what your items provide. Leap Attack - minimal investment (1 point). The mobility Leap Attack offers is, in my estimation, too good to pass up - and the wait from Level 6 to level 18 to upgrade from Leap to Leap Attack is worth holding off on spending points into Leap to me as well. Berserk - at least minimal to modest investments (1 to 5 points+). This is the Skill that lets you have some attack which will affect Physical Immunes irregardless of your equipment; it's worth including in your repertoire for those situations. Find Potion - minimal investment (1 point). For 'popping' corpses of monsters that tend to get back up if nothing else, and for a little extra chance to keep your healing supplies stocked up at all times. Battle Orders - at least minimal investment (1+ point). If for no other reason than to have some small life and mana upping ability for protracted battles, like Boss fights. I say at least minimal investments, just because I'm trying to be 'stingy' with my assessments in this section, but even still this is a good place to consider putting Skill Points if you want to have even more life and mana available. Taking into account all the prerequisites for these Skills (prereqs get one skill point), my suggested Barbarian Skeleton Skill Build looks something like this: Warcries Tree - Howl: 1 point - Find Potion: 1 point - Taunt: 1 point - Shout: 1 point - Battle Cry: 1 point - Battle Orders: 1 point - War Cry: 5 points Total ------- 11 points Combat Masteries Tree - One Weapon Mastery of Choice: 10 points - Increased Stamina: 1 point - Increased Speed: 1 point - Iron Skin: 1 point - Natural Resistance: 5 points Total ------------- 18 points Combat Skills Tree Bash: 1 point Stun: 1 point Concentrate: 1 point Berserk: 1 point Leap: 1 point Leap Attack: 1 point Total ------- 6 points TOTAL POINTS ALLOCATED: 11 + 18 + 6 = 35 Skill Points Again, this build is not meant to be a complete build; these are merely my suggestions for Skills practically every Barbarian can make good use of, with a mention of places where I think more than one Skill Point is a decent investment. With these Skills, a Barbarian has: some method of Crowd Control, a decent attack with a specialized weapon, mobility, extra defenses both physical and elemental, a way to deal with Physical Immunes, and a way to both 'pop' enemy corpses and keep his healing supplies stocked. And that's using only 35 out of a possible 110 Skill points earnable, leaving a lot of points free for customizing a Barbarian. *** Section 5.3: Possible Builds Using the Skeleton Skill Selection With the above build in mind, here are some ideas for ways to build a Barbarian, based on concepts I've seen in other faqs: Using this basic template, a Barbarian wanting to specialize in Whirlwind can get 10 more points in the Weapon Mastery, then 20 in Whirlwind itself - so the points spent are now up to 65. Another 19 to pump up Battle Orders like many Barbarians like to do, and you've spent 84 Skill points - given that 12 Skill Points are obtainable from quests, that's 72 Skill points needed from leveling - so by level 73 you'd have your Whirlwind, your Weapon Mastery, and your Battle Orders all potentially maxed, and still have from levels 74 on up to add Skill points to other skills - like Shout or Iron Skin for defenses, or Natural Resistances for resists, or Berserk for killing Physical Immunes that much more quickly, or whatever you want. Again using this template, a Frenzy specialist will likely want 20 points in Frenzy, with 2 points needed for prerequisites - so the points spent for this Barbarian would be 57 points. With a mid-level weapon mastery and maxed out Frenzy, you now still have up to 53 points to play with; 19 for maxed out Battle Orders leaves you with 34 points still free, and you can potentially get the template skills and your primary attack plus Battle Orders to these levels by level 65, leaving time to to pump up your defenses still - or, playing more cautiously, invest points into Shout and Iron Skin at lower levels while you're levelling, up to a point you feel comfortable with. Or you can go all out offense, pump up your Weapon Mastery, rely on pluses to skills to shore up your defensive skills and other tricks should you have such items, and be a blender on legs. A Berserk specialist will likely want maxed out weapon mastery - another 10 points bringing us up to 45 using the template, then 19 more in Berserk for a really massive attack, and just for argument's sake let's say maxed out War Cry for keeping everyone stunned. 45 + 19 + 15 = 79 points spent, leaving still potentially 31 points to spend to bolster his abilities - maybe a few in Iron Skin and Shout for when he's trying to leech back life, a point in Grim Ward for additional crowd control, and of course Battle Orders ... A Dragoon will be much like a Berserk specialist, except that instead of maxing Berserk he'll max Leap Attack and may not necessarily feel he has to max out War Cry since his defense still works (unless he Berserks a lot while on the ground). So, 35 points for the template, plus 10 for maxed out mastery and 19 for maxed out Leap Attack is 64 Skill points, and from there you have still 46 points to use to bolster your defenses, resistances, crowd control, etc, in whatever manner you please. For a Throwing Barbarian, likely they'll want maxed out Throwing Mastery, need at least one point in Double Swing, one in Frenzy, and say at least 10 in Double Throw for AR bonuses ... that's only 57 points before even looking to max out Battle Orders or raise other skills for extra defense/speed/what have you ... All of these suggestions assume that a Barbarian will want to max out whatever their primary attack is as much as possible. However, a Berserker may find 10 points in Berserk is enough to let him kill things as fast as he feels he has to, especially if he has a decent weapon to back his attacks up; a Dragoon may decide that 5 to 10 points in Leap Attack is enough and focus on raising the skills used in their ground game more; and Blizzard has never said that a Throwing Master, Whirlwind, or Frenzy Barbarian - has - to max out Battle Orders completely or else be unable to beat the game. ------------------ *** Section 6: Hirelings *** Even Single Player Barbarians don't have to go it alone; Diablo 2 offers a choice of different Hirelings to aid your quest. The Rogues of Act One, with bows and elemental arrows, provide supporting fire; the Town Guard of Act two provide auras like a Paladin's and a potent pole arm- wielding muscleman; the Iron Wolves of Act Three, with elemental spells along with swords, offer some magical support; the Barbarians of Act Five provide a powerful tank who can take damage and bash things almost as well as you can. (^_^) In my own experiences, I have only used one mercenary so far - an Act One Rogue, typically a Cold Arrow specialist. Why her over the others? Actually ... no real reason whatsoever; I just happen to like the Rogues more than the other Mercenaries, and in other games Ice has always been my favorite element. Since she's the only Hireling I've had any experience with, I'll offer what thoughts and ideas I can on using a Rogue to bolster your fighting ability, and if I ever try another Mercenary someday ... well, that's what updates are for (^_^). *** Section 6:1: The Rogue Hireling Sister to the Rogue who bravely fought Diablo in the first Diablo game (and who, apparently, didn't succeed as well as we could have hoped, else we wouldn't be here to begin with ^_^), the Rogue Mercenary stands ready to cut down your foes with her bow. The Rogue has the basic Skills of Inner Sight, either Fire or Cold Arrow, and possibly Critical Strike from the Amazon Skill lists - the last one I'm not certain of, but I've seen a few cases of my rogue getting the flash of a critical hit and doing extra damage, so I think she does, in fact, have this skill (though it doesn't happen often, so don't start thinking you'll have a Howitzer in leather boots working for you just because I said the Rogue seems to have Critical Strike ^_^) Rogues can equip any bows except Amazon-specific ones - but not crossbows - and any non-class specific armor or helm that their stats will allow them to wear. Like all Hirelings, Rogues have infinite nama and can use their Skills whenever they want, and have natural life replenish that restores their health in blocks of Life points - every so often, a Rogue will get back x number of Life points, as opposed to getting them back one at a time like a PC would with life replenish. Important Note: Holding down Shift while hitting the key for any belt slot will cause the potion therein to be used on your Hireling - even if you're a full screen apart. Hirelings are also healed when you drink from wells - yet another reason to like fresh mineral water (^_^). AI-wise, the Rogue prefers to keep her distance, moving away from monsters to pick them off with a steady stream of arrows, generally aiming for whoever is closest to her. She is not the most inclined to act as a meat-shield for you, nor are her hit points really geared for such duty. This doesn't mean she can't take a few hits, but she's not the sort of person who deals well with being mobbed ... Since the Rogue only equips bows, helms, and armors, her outfitting options are a mite more limited than your Delux Wardrobe Set, complete with gloves, boots, jewelry, and what have you. In my experiences, I've found that equipment that raises my Rogue's Dexterity (for better defense and bow damage), Life points (for better death-tolerance), elemental damage (for PI monsters) and life-leeching (for cutting down on having to use my potions on her) tends to go a long way in helping my rogue live longer and be a contributor to the Slaying of Evil. One note on equipping the Rogue - if you are able to equip her with an item or bow which offers +1 to all skills or Amazon skills, she will be able to use both cold arrows and fire arrows. Having two levels in skills from items seems to do nothing at all, and I hear at three levels of skills from items, your Rogue thinks she's Opera Vectra from Star Ocean, Second Story and starts blasting foes with a stream of lightning. Soon as I find the spare equipment to test that, I intend to find out for myself ... (^_^). Given that the Rogue likes to keep her distance, any strategies which keep monsters safely at arm's reach will not only help her live longer, but also give her more time to plunk arrows into monsters. Some little tricks I've developed to use my rogue to good advantage are: - Taunting Enemies Through Her Line of Fire: Taunted foes will ignore most anything other than getting over to you - though if an ally wanders into their path, I've seen Taunted foes take a quick swipe at them before continuing heading to me. However, I've also found that letting my Rogue pick a spot to stand and shoot from, then Taunting an enemy and moving myself so the Taunted foe has to pass through my Rogue's firing zone, is a most amusing way to lure monsters to their doom. Why do all the work when you can make the hired help pull their weight? (^_^) - Taunting With Grim Wards: As I mentioned before, using Taunt in conjunction with some Grim Wards is an excellent way to make the legions of Hell act like hapless yo-yos - and because the Rogue prefers to hang back and shoot from a distance, she's perfectly happy to stay with you behind a Grim Ward and let you intice fleeing foes to come back for more arrows in their gut. - Grim Warding a Doorway: If most of the enemies in a room are melee monsters, tossing up a Grim Ward right in the doorway will pretty much seal the outside off from the monsters within - and your Rogue (and you if you use ranged weapons) can fire into the room with impunity. - War Cry For Everyone: When you stun the enemies with a War Cry, your Rogue will generally pick one of the foes to shoot at a time; if you want to finish off enemies more quickly, try to concentrate on attacking the one she's shooting so it dies more quickly. Or, you can leave her to pick away at her victim while you tackle someone else. - Invisibility, Made Useless: The Rogue's Inner Sight will illuminate enemies, even in dark conditions and if they become invisible - making it easier to keep track of who is around you and where. Incidentally, Barbarians making use of Warcries like Taunt and Battle Cry can 'tag' invisible foes in much the same way - but the Rogue can also do it, and having two people who can flag foes for future killing are better than one, not to mention the Rogue doesn't have to worry about mana like you do (^_^) - Message For You Sir!: The Rogue's eyesight is keen; oftentimes when you're wandering through a new area, she'll move on ahead a bit, and if she sees enemies she'll stand firm and start shooting. I've found this to be helpful as advance warning to expect trouble around the next corner, and because the Rogue attacks from a distance, she doesn't usually get so close to the enemies that when I get there, she's in a pool of her own blood. - Man, D2 Rogues Can't Jump ...: Sadly, your Rogue will not take to the skies when you start doing Leap Attacks; if you aren't careful you may end up leaving her behind - which may be a good or bad thing depending on the situation. Also, when experimenting with Whirlwind, I've noticed that when I start trying to Whirlwind through a horde of monsters, my Rogue wants to follow - usually to her detriment as she's not spinning with blades extended like I was ... Is the Rogue the best Hireling for a Barbarian? That depends on the individual player - I imagine a fair number of Barbarians would prefer to use a Might Act Two Mercenary and reap huge damage bonuses from that aura, or use the Holy Freeze Merc as part of crowd control, or what have you. My advice on this matter is this: choose a mercenary you think you like, try working with them, and if they seem to offer your style of play benefit, then stick with them, and learn how not only to make your mercenary complement you with their powers, but also how you can complement your mercenary's style of fighting for better survival of both parties. ------------------ *** Section 7: Closing Thoughts *** And now a few general opinions of mine, on the Barbarian and playing the game ... The most important thing to remember when playing a Barbarian in Diablo 2, is simply that - it's a game, it's your character, and don't be afraid to do something that others might advise against if you will have fun with it. In my guide, I've tried to give a detailed idea of how all the Barbarian's Skills work, and offer some suggestions for what sort of things I feel all Barbarians can benefit from - but if you have an idea of your own that you like playing, then go for it. Do you like using the Stun Skill, even though I said I felt it was not one of the Barbarian's most effective Skills? Then by all means pump it up with Skill points as high as you like - if you like it and you have fun playing the game using that Skill, then use it. Make your Barbarian suit your style of play. Also remember, that no one is saying you have to compete with other players, especially if you're playing Single Player or Multiplayer Player versus Monster; so what if the sorceress can do 7000 points of damage a second with her Firewall and who knows how much with her Frozen Orb? If you can hold your own, you're doing fine. If that sorceress feels you're holding her back because you're barely scraping the 1000 mark for damage, then chances are your playing styles aren't meshing well anyway; don't feel you have to match or top everyone else you see or hear about, and play the game to have fun. With luck you'll meet people who will enjoy playing with you if you play multiplayer and not have to worry about competing with your own party, when the real enemy is Diablo and his hordes. Though I know little of the sorts of scams, hacks, and other dangers that can beset a person online, even I am aware that such things do exist, unfortunately - have fun, but not at the expense of others, and when online, please be careful. Nothing can be as frustrating as having all your hard work in making a character destroyed because someone managed to hack your account and did What Have You to your character and items. That's everything; I hope you found this guide helpful and informative, or at least interesting to read (^_^). If you have any questions, comments, or the like, again I can be reached at lorannapyrel@hotmail.com; please include in the subject heading that your e-mail is about my Diablo 2 guide. Helpful criticism and comments are welcome; flames, 1337-laden messages, and the like will be summarily ignored, and if you have any questions, I will do my best to answer them ------------------ *** Section 8: Revision History *** Version 1.0; August 25, 2002: After a couple of weeks of planning, typing, late-night playing, and discussing with a couple of friends, the first version of this guide is done! YAY! Here's hoping it gets accepted ... ------------------ *** Section 9: Credits *** Finally, credit where credit is due ... I give credit to Blizzard, for making this game that has so eaten up my current free time. I give credit to Sega and Sonic Team for making Phantasy Star Online, for that was the game which introduced me to online gaming to begin with - which contributed to me looking into this game. I give credit to CJayC for creating GameFAQS, and the many FAQ writers before me who have given me inspiration from reading their guides. I give credit to my friend DragonKat, a fellow GameFAQS user, for offering to review my guide before I sent it out, and for offering his advice on what he's seen other Barbarians do with some Skills I never really used much prior to making this guide. I also give credit to myself for managing to put this guide together despite my own laziness (^_^) August 25, 2002