Appetite for Destruction: The Barbarian's Handbook (by lordduskblade)

Nibelung

First Post
Originally posted by lordduskblade:

Equipment: Tools of Destruction

Here, I'll be talking about what weapon types and armor types work best for you. Magic gear is in the next post.

Weapon Groups: Bringers of Destruction

Axes - One of the classic weapon groups for a Barbarian, these weapons pack plenty of punch, especially on a critical hit.

Recommended Axes
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Battleaxe (PHB) - A pretty decent weapon for a Whirler.

Double Axe (AV) - While it doesn't offer any damage upgrades over a Battleaxe, the AC bonus and the ability to use it two-handed without switching your grip make it cool for a Whirler.

Execution Axe (AV) - It has big damage, and it compensates for the unreliable weapon damage die with brutal 2. About as good as it gets for a Barbarian.

Greataxe (PHB) - 1d12 damage is good stuff, and high crit is icing.

Gouge (DSCS) - Mordenkrad weapon damage on an Axe? Don't mind if I do.

Waraxe (AV) - A one-handed d12 is sweet for a Whirler.
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Bows - Don't need 'em.

Crossbows - Nope.

Flails - These weapons hit plenty hard and require Dexterity for their feat support, and that's enough for a Barbarian to be interested.

Recommended Flails
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Alhulak (DSCS) - A decent weapon for a Whirler, given that it's feat-free.

Heavy Flail (PHB) - Hammer-style stats, on a weapon group that won't require you to divert points from Dexterity. Sweet.

Triple-Headed Flail (AV) - A pretty good weapon for Whirlers, it's accurate, spiffy damage, and is Versatile. Nice to have.
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Hammers - While their base weapon damage is as hefty as it gets, which is worth something on a Barbarian, they lack the fancy bells and whistles that make for a prime Barbarian weapon group. Still a nice and reliable choice, though.

Recommended Hammers
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Maul (PHB) - The biggest default weapon damage you'll get for free.

Mordenkrad (AV) - A maul that never gets 1's on damage rolls. Sweet.
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Heavy Blades - One of the staple weapon groups for a Barbarian, this has enough damage to be appealing, and the accuracy helps the Barbarian land his hits.

Recommended Heavy Blades
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Bastard Sword (PHB) - A pretty good weapon for Whirlers, it has accuracy, spiffy damage, and the Versatile property to boot. Pretty nice.

Broadsword (AV) - It doesn't cost a feat, and hands you a d10 Versatile weapon for your off-hand. A solid weapon for Whirlers.

Fullblade (AV) - One of the prime weapons for a Barbarian. It has big damage, high crit, and it's accurate to boot. Well worth the feat.

Greatsword (PHB) - This weapon is actually putting out less damage than a Bastard Sword wielded in two hands. But, it's feat free.

Longsword (PHB)
- A basic weapon for a Whirler, it's pretty decent to have.
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Light Blades - While it's not the first weapon group that comes to your mind when you think of Barbarians, the additional accuracy its support can bring to the table can help compensate for the somewhat lower damage values it puts out. That said, it's pretty much a Whirler-only thing.

Recommended Light Blades
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Rapier (PHB) - It sounds odd, but a 1d8 Light Blade can have a bit of punch on a Barbarian.

Spiked Chain (PHB) - While this seems like a mistake, Spiked Chain Training makes this the most damaging Light Blade in the game, which makes it appealing to a Whirler.
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Maces - Essentially a weaker version of Hammers. Nah.

Picks - Anything these can do, other weapons can do better.

Polearms - An excellent weapon group, this opens up some interesting options in Reach and some darn good feat support (especially if you Multiclass Fighter). A sweet choice for a Barbarian.

Recommended Polearms
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Glaive (PHB) - While the stats are weak, the support that opens up for a Heavy Blade + Polearm combo is darn nice.

Greatspear (AV)
- Accurate, decently damaging, and Polearm + Spear support is pretty much the best control combo out there. Likely the weapon of choice for a Polearm Barbarian.

Halberd (PHB) - Essentially a Battleaxe with Reach. A pretty nice choice for a Barbarian.
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Spears - Apart from the Greatspear and the Gouge, these weapons have subpar stats, and while a Ranged option is nice, other weapons do that and do it better.

Staffs - While there is feat support to make this option not a waste of time, that support will take feats you're probably better off spending somewhere else.

Armor: Sustainers of Destruction

Cloth - Why?

Leather - Less AC than Hide, and none of the support. Don't go there.

Hide - This is the armor you were meant to wear, and the support for it is excellent. The armor I would recommend every Barbarian wear.

Chain - If your Dexterity is low (I recommend you don't do that), this will at least make enemies roll to hit your AC.

Scale - Costs a couple of feats, but this has decent AC and the support will get your speed back up to par. I still don't recommend Heavy Armor in general, but this is the best one you can get.

Plate - Costs a whopping three feats, and slows you down. That said, the AC is fairly good, but not something you can't trump with Hide and Dexterity investment.

Shields - You have to spend feats to get them, and they trade damage for defense. Not what you want.
 

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Nibelung

First Post
Originally posted by lordduskblade:

Magic Equipment: Channelers of Destruction

As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated Black or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).

Armor
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I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice
.

Shadow Hound Armor (Hide) (AV 2) - A nice defensive bonus to have when you get banged up.

Level 3+

Bestial Armor (Leather, Hide) (AV) - A very sweet aggressive property that can supplement your charges nicely.

Defensive Armor (Any) (PHB 3) - This property features a solid Daily defense-booster, which becomes meatier with power points (it's better if you have access to those).

Level 4+

Battle Harness (Cloth, Leather, Hide) (D 368) - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.

Bloodcut Armor (Leather, Hide) (PHB) - Allows you to burn surges to gain resistance to all damage. A bit of a gamble, though.

Level 7+

Marauder's Armor (Hide) (AV 2) - Bonuses to AC when you charge. Need I say more?

Level 10+

Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.


Level 13+

Rageblood Armor (Hide) (PHB 2) - Some welcome HP every time you rev up a Rage. Nice to have.


Level 14+

Displacer Armor (Cloth, Leather, Hide) (AV) - A fantastic property, but it burns up a Magic Item Daily and only works for one turn. Still decent, though.



Level 15+

Bloodvine Armor (Hide) (PHB 2) - Expensive, but the power can help you stay alive. Worth a look.



Trollskin Armor (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be.



Level 19+

Great Cat Armor (Hide) (AV 2) - More mobility makes chargespam even easier for a Barbarian.
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Weapons
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I'm taking a leaf from the designers' book with regards to level  distribution: the + sign indicates a progression every 5 levels, there's  another version of the armor with an additional +1 enhancement bonus.

Level 2+

Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.

Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.

Level 3+

Blood Fury Weapon (Axe, Heavy Blade) (AV 2) - A couple of sweet benefits when you're Bloodied. A nice weapon to have for the power.

Carnage (Axe, Heavy Blade, Mace) (DSCS) - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).

Cunning (Any Melee) (AV) - If you like (save ends) effects, this is the weapon for you.



Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance.


Frost Fury (Axe) (AV 2) - Pretty solid extra damage, and it has cold damage attached to it.

Inescapable (Any) (AV) - Buffs your attack bonus after a miss. Solid.

Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have around.


Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield.



Quick (Any) (AV) - Free basic attacks are fun.



Rhythm Blade (Light Blade) (AV 2) - Extra AC and Reflex for a Whirler is a pretty cool property to have.

Vanguard (Any Melee) (AV) - A bonus to damage while charging is excellent for a Barbarian.

Level 4+

Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice for your nova power.


Level 5+

Flaming (Any) (PHB) - This weapon is OK by itself, but it's great for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies.


Lightning (Any) (PHB) - Makes Mark of Storm users very happy.

Level 8+

Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business.
 Great for setting yourself up for something ridiculous.


Level 10+


Berserker (Axe, Heavy Blade) (PHB)
- A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive...

Level 12+

Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved critical hits are very good to have on a Barbarian.

Level 13+

Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.

Thundergod (Any Melee) (AV) - +2d6 damage on charges at Epic is a nice upgrade from Vanguard.


Level 14+

Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? That's always a good deal.

Level 15+

Battle Spirit (Axe, Flail, Hammer, Heavy Blade, Mace, Spear) (AV 2) - This weapon allows you to make attacks against any target you can reach without having to worry about going around people. Awesome.

Chill Wind (Heavy Blade) (D 386) - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.

Radiant (Any) (AV) - Despite the rather high cost on this enchantment, it frees up some gold (and item slots) by providing a handy bonus to damage.

Reaper’s Axe (Axe) (AV 2) - A free attack and shift when you drop an opponent. Solid.
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Arms
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Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 4

Counterstrike Guards (L4/14) (AV) - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version 
is light-years better, as it allows you to do it every encounter.

Level 6

Iron Armbands of Power (L6/16/26) (AV) - No real reason to not wear them.

Level 10

Bloodsoaked Bracers (L10/20/30) (AV) - If you're OK with your damage being a huge spike instead of a steady flow, this is the item for you. Be warned, though; it doesn’t stack very well with other sources of damage, and it burns up a Magic Item Daily to do its job.

Level 19

Trollhide Braces (L19/29) (AV) - Regeneration is always a solid defensive choice.
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Feet
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Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property).

Boots of Adept Charging (AV) - Dirt cheap, and they give you some extra mobility after a charge.

Level 7

Boots of the Fencing Master (AV) - Rewards you for moving around. What's not to like?

Rushing Cleats (AV) - This helps Polearm Barbarians get their push shenanigans up and running.

Level 8

Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.



Level 9

Boots of Eagerness (AV) - Pretty cheap, and they pack a nice action advantage power.


Level 10

Boots of Sand and Sea (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad.



Boots of the Mighty Charge (D 381) - Hurricane of Blades on a charge. Need I say more?

Level 11

Steady Boots of the Ram (AV 2) - Some nice mobility properties, and it's part of a pretty good item set.


Level 16

Survivor’s Boots (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.

Level 22

Boots of Speed (AV) - +2 to speed and a decent power.



Level 24

Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...

Zephyr Boots (AV) - Flight sounds good to me.

Level 25

Sandals of Avandra (AV) - Expensive, but very powerful and allow for crazy mobility.

Level 28

Boots of Teleportation (AV) - Get them if you can afford them. That is all.
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Hands
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Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 3

Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.

Level 4

Gauntlets of Blood (L4/14/24) (AV 2) - A sweet damage bonus against bloodied targets.

Level 8

Gauntlets of the Ram (PHB) - More push is nice for the Polearm users in the audience.

Level 10

Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.

Strikebacks (AV) - Hitting back when you get hit is an awesome property for a Barb.

Level 11

Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.

Level 13

Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks.

Level 18

Gauntlets of Destruction (PHB) - A superior version of Brutal 1. Sweet.


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Head
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Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 4

Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone.



Level 6

Horned Helm (L6/16/26) (PHB) - Extra d6's while charging. Super awesome for a Barbarian.

Level 8

Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy.



Level 9

Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!



Level 12

Charger's Headdress (AV 2) - Accuracy bonuses while charging are always appreciated, and it's part of an item set that gives you even more accuracy on a charge.

Level 14

Helm of Able Defense (AV 2) - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.

Level 15

Carcanet of Psychic Schism (AV) - Slaps a penalty on you, but it sure beats being incapacitated.

Level 21

Coif of Focus (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.

Level 22

Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits.

Level 23

Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.
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Neck
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I'm taking a leaf from the designers' book with regards to level  distribution: the + sign indicates a progression every 5 levels, there's  another version of the armor with an additional +1 enhancement bonus.

Level 2+

Badge of the Berserker (AV 2) - You don't provoke OA's when charging. Ever. Mindblowingly good for a Barbarian.

Cloak of Resistance (PHB) - Decent resistance for a turn.

Level 4+

Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity.




Level 8+

Steadfast Amulet (AV) - This prevents daze or stun. 'Nuff said.



Level 9+

Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.



Level 10+

Periapt of Cascading Health (D 369) - Ends one effect per encounter, no questions asked. Win.


Level 13+

Amulet of Scales (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.



Fleece of Renewal (AV 2) - A bit of THP when you charge isn't all that mindblowingly good, but it's part of a pretty darn good item set for you.

Level 14+

Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.

Timeless Locket (AV 2) - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? A pretty good choice, even if the standard can't be used to attack.

Level 15+

Brooch of Vitality (AV) - More HP is NICE, especially the Epic Tier versions.



Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.

Necklace of Fireballs (AV) - Defense that packs some decent offense.



Torc of Power Preservation (AV) - It retains Encounter powers when you use them. Need I really say more?

Level 30

Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.
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Rings
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Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.

Level 13

Ring of Giants (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power just because you can will come in handy sometime.

Level 14

Ring of Fury (D 366) - When you're bloodied, you let it be known.



Level 15

Ring of the Dragonborn Emperor (AV) - A nice damage bonus to close attacks, and a sweet way to respond when you get bloodied.

Level 16

Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow.



Level 18

Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance.


Ring of Ramming (AV) - Hands you a bit more 'oomph' on those push effects. Nice.



Level 19

Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.

Level 20

Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.

Level 21

Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.



Ring of Tenacious Will (AV) - A sweet property for Thaneborn to catch up to their Con-based cousins in the healing surge department.

Level 22

Blink Ring (AV) - Teleportation is nice to have.



Level 23

Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. This can be a great tool for a Barbarian.

Level 24

Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.

Level 26

Ring of Guarded Will (AV 2) - A nice bump to Will defense.

Level 27

Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...

Ring of the Phoenix (AV) - A pretty sweet revival ability.

Shadow Band (AV) - You can't really argue against +2 to all defenses as a static property...



Level 28

Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies.


Level 29

Ring of Free Time (L29) (AV 2) - Expensive, but resist all 5 is great, as is an extra minor action every turn to pull off all those Utility powers simultaneously.

Level 30

Dauntless Champion’s Ring (AV 2) - Power recovery is good, though the price tag on this is steep.

Nullifying Ring (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.
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Waist
[sblock]
Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 8

Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.

Belt of Vim (L8/18/28) (AV) - Reinforces your strongest defense.



Level 10

Belt of Sonnilor Righteousness (L10/20/30) (D 385) - Put this on an Epic-level Rageblood with Enduring Rage or a Revenant and watch him be almost impossible to kill.

Diamond Cincture (L10/20/30) (AV 2) - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.

Level 11

Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.


Totemic Belt (AV) - Buffs for charging are nice to have.

Level 15

Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills.


Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude.

Level 18

Belt of Mountain Endurance (D 365) - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A very good item for you.

Cord of Foresight (AV) - Frontloading a surge's worth of HP can be pretty solid for you.

Level 19

Belt of Breaching (AV 2) - Healing when you score a kill. Sweet.

Level 23

Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Pretty cool.

Level 25

Belt of Titan Strength (PHB) - A strong buff for one turn, and strong skill bonuses.



Level 28

Sash of Regeneration (AV 2) - Regen while bloodied is nice.
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Miscellaneous
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Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Dragonshard Augments:

Level 2

Eberron Shard of Lightning (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.

Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.

Siberys Shard of Merciless Cold (L2/12/22) (EPG) - Yet another reason to like Frost weapons.

Level 3

Siberys Shard of Radiance (L3/13/23) (EPG) - Another selling point for the Radiant weapon.

Wondrous Items:

Level 3

Demonskin Tattoo (L3/13/23) (AV 2) - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.

Level 9

Backlash Tattoo (AV 2) - A nice reprisal effect when you get bloodied.

Level 10

Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.

Level 11

Dice of Auspicious Fortune (D 381) - Gives you more chances to make the rolls you need to make.

Level 12

Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?

Stone of Earth (AV 2) - A no-questions-asked reroll for a Melee attack. Awesome.

Stone of Flame (AV 2) - Fire lovers want one of these around.

Stone of Light (AV 2) - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.

Stone of Spirit (AV 2) - If you're partaking in Psychic attack support, a reroll is good stuff.

Stone of Storms (AV 2) - If lightning and thunder are your elements of choice, this is good to have.

Level 16

Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.

Level 21

Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.

Level 26

Solitaire (Violet) (AV) - Free AP’s after a crit are very nice to have, despite the high price tag.
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Nibelung

First Post
Originally posted by lordduskblade:

Multiclassing: Divergence in Destruction

Here are some notes on any cool goodies your Barbarian may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, Black or higher synergies only here.

As for hybrids? I'm not much of a fan, but getting together with Fighter, Ranger, Warlord, or Sorcerer doesn't seem like the worst thing you could do.

Any Divine Class

While not an actual multiclass, it does recollect the options you get by taking any Divine Multiclass feat.

Paragon Paths
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Morninglord (FRPG) - A prime path indeed, this can combine with Radiant weaponry for an effective +10 to damage to all your (and your allies') hits. The Path powers are of limited use at best, but that's not too steep a price IMHO.
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Any Martial Class

This may not be a genuine MC option, but it does recollect all the goodies you can get from picking any Martial class.

Feats
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Avalanche Reaver (Paragon Tier - MP 2) - Pushing on every charge is a sweet feat to have for a Goliath or a Reincarnate Champion.

Deft Blade (Paragon Tier - MP 2) - Hitting Reflex on basic attacks is a nice benefit to have.

Glorious Victory (Heroic Tier - PHR: DB) - Dragonborn in the audience can get an Encounter heal out of dropping something. Pretty decent.

Hammer Shock (Paragon Tier - MP 2) - Some decent debuffing on an MBA.

Impaling Spear (Paragon Tier - MP 2) - Hitting a NAD with the punch of a spear is a sweet benefit for a feat.

Martial Mastery (Epic Tier - MP) - If you power-swapped for a Martial Encounter power, a way to refresh it is always appreciated.
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Avenger

This is an interesting Multiclass option; you won't find much in the attack powers, but the Utilities are very solid and the entry feat itself is awesome.

Entry Feats
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Disciple of Divine Wrath (PHB 2) - Though you get no choice in the skill you get with this feat (and Religion keys off a dumpstat), the true meat of this feat lies in the fact that if you isolate your enemy, you get 2 turns of automatic rerolls. That's crazy good for a Barbarian, who can combine that accuracy with huge, explosive damage.
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Fighter

An absolutely dominant path choice for Barbarians, this offers pretty much whatever you could want, and then some. The vast majority of Barbarians will eventually put their MC in here.

Entry Feats
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Battle Awareness (MP) - A free skill, and an additional attack once per encounter? That's a great deal for a Multiclass feat.

Cyclone Warrior (MP 2) - Some big damage for one round per encounter for the Whirlers in the audience, plus a free skill. I'd take that.

Student of the Sword (PHB) - A +1 bonus to hit with a certain style of weapon and a mark after the attack is nifty (as is the free skill), but it's just not as good as the other feats.

Wrathful Warrior (MP 2) - Free THP when you're hit once per encounter. Decent enough.
[/sblock]

Feats
[sblock]
Draconic Arrogance (Paragon Tier - MP) - Damage for pushing and knocking prone is sweet, since your list is full of those effects. Only for Dragonborn or Reincarnate Champions, though.

Fey Charge (Paragon Tier - MP) - Some nice extra mobility for Eladrin Fighters.

Mobile Warrior (Epic Tier Feat - MP) - Shifting after a hit (with the right weapon) is nice to have.

Polearm Momentum (Heroic Tier - MP) - One of the feats that make every Polearm Barbarian build tick.

Striking Resurgence (Paragon Tier - MP 2) - Burning your standard action on second wind just got a little more palatable.

Surprising Charge (Heroic Tier - MP) - Spear and Light Blade users definitely like this pickup.

Unstoppable Charge (Epic Tier - MP) - Makes charging a bit more versatile in terms of what you can do that turn.
[/sblock]

Powers
[sblock]
Rain of Blows (L3, Encounter - PHB) - If you like Flails, Light Blades, or Spears, this power is a triple-hitter can make the wait for Storm of Blades and Hurricane of Blades a bit easier to stomach.

Rain of Steel (L5, Daily - PHB) - If you're looking to boost your DPR value, you can't go wrong with this beauty.

Unyielding Avalanche (L15, Daily - PHB) - Autodamage with slowing, an AC/save bonus, and regeneration? Sounds good.

Reaper's Stance (L25, Daily - PHB) - Essentially the same as Rain of Steel, with ongoing 10 damage tacked on. Even sweeter.
[/sblock]

Paragon Paths
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Doomguard Marauder (MOTP) - This path's ability to punch through resistances and its very strong AP damage boost make this a promising choice for those builds who rely heavily on elemental damage, especially ones like Stormsoul Genasi.

Draeven Marauder (D 365) - A good Paragon Path if you favor Spears, an improved critical rate is very nice to have, and it also has some mobility and control toys as well.

Dreadnought (MP) - While it doesn't offer any direct offensive benefits, its abilities to help shake off conditions and absorb damage will make one heck of a tough Striker, and that's an excellent thing to have for a Barbarian.

Iron Vanguard (PHB) - Though you probably won't be rolling in Constitution (got to keep your AC up, after all), the ability to apply some extra damage as part of your forced movement effects (plus a small heal on a kill) is bound to come up on a Barbarian.

Kensei (PHB) - While the powers are lackluster for you overall (especially the frankly terrible Masterstroke, which is essentially Careful Attack as an Encounter power), a +1 untyped bonus to hit and +4 to damage are excellent features for any Barbarian, regardless of the weapon wielded.

Kulkor Arms Master (MP 2) - While it costs 2 feats to get in and it will have dead features if you don't use weapon groups that are not all that traditional on the Barbarian, the promise of a free attack every round is very tempting.
[/sblock]

Epic Destinies
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Eternal Defender (MP) - Despite the name, this is a Striker Epic Destiny through and through; every aspect of it focuses on your Melee offense. Not quite as good as Demigod or Reincarnate Champion, but pretty darn close.

Invincible Vanguard (MP 2) - While you can't use all of the features perfectly well (Invigorating on a charge MBA is not something you're likely to exploit often), just about everything resonates pretty well with you.

Legendary Sovereign (MP 2) - While the Charisma bonus only applies to Thaneborn, this ED has enough goodies to make you want to consider it.
[/sblock]

Ranger

If you're interested in dual-wielding (aka you're a Whirler), this offers a host of very damaging options to get that done.

Entry Feats
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Warrior of the Wild (PHB) - Some Quarry damage for two turns is a pretty nice benefit, especially because any setup can benefit from it.
[/sblock]

Powers
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Disruptive Strike (L3, Encounter - PHB) - It works regardless of what weapon combo you're wielding, can trigger off an attack against anybody, and it makes the triggering attack more likely to miss. Excellent.

Attacks on the Run (L9, Daily - PHB) - Another weapon-independent power, it offers some hefty damage and a move as well.

Blade Cascade (L15, Daily - PHB) - While this does offer show-stopping amounts of damage, it's at the same level as one of your better Rage lineups, which makes its stock dip a little.

Nonchalant Collapse (L23, Encounter - MP) - Knocking prone as a minor action is an excellent ability to have.
[/sblock]

Epic Destinies
[sblock]
Legendary Sovereign (MP 2) - While the Charisma bonus only applies to Thaneborn, this ED has enough goodies to make you want to consider it.
[/sblock]

Rogue

While this may not seem like it brings much of anything to the table at first glance, it's a price you have to pay for a feat that greatly benefits a Barbarian.

Entry Feats
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Sneak of Shadows (PHB) - Unless you're a Whirler, you're likely not wringing much benefit out of this.

Twilight Adept (MP 2) - Trains you in Stealth, and gives you a hiding-oriented benefit. Decent, I guess.
[/sblock]

Feats
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Risky Shift (Heroic Tier - MP 2) - Getting the extra shifting distance you need for your charging antics, likely a heck of a lot earlier. That said, this does effectively cost 2 feats, and its drawback is non-negligible.

Surprising Charge (Heroic Tier - MP) - Spear and Light Blade users definitely like this pickup.
[/sblock]

Warden

While this option seems rather out of the ordinary, it can be a good boon for a Barbarian looking to diversify his lineup, and it does have a couple of hidden goodies that can be put to use.

Entry Feats
[sblock]
Defender of the Wild (PHB 2) - Mass marking does little to enhance your primary function, but it's a nice way to diversify.
[/sblock]

Feats
[sblock]
Maneuvering Attack (Paragon Tier - PrP) - Now here's a nice one! CA when forcing your enemy to move (including pushing, which is not covered by Deadly Draw) is sweet.

Sudden Roots (Heroic Tier - PHB 2) - A great feat for any aspiring off-tank, especially if you favor a Polearm.
[/sblock]

Warlord

While not an attractive option for every Barbarian, Thaneborn can likely find a couple of goodies here.

Entry Feats
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Bravura Leader (MP 2) - Extra damage for your allies when they AP is nice.

Resourceful Leader (MP 2) - Extra damage on a hit after an ally AP, THP on a miss. Nice.

Student of Battle (PHB) - It's always nice to have a heal in the back pocket.
[/sblock]

Feats
[sblock]
Impetuous Charger (Paragon Tier - MP) - Free CA to all your allies when you charge. Pretty nice.
[/sblock]

Paragon Paths
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Captain of Fortune (MP 2) - This path's features will add some reliability to your dice rolls and gives you the ability to burn 2 AP's per encounter, which can do wonders for your burst offense, and it has a solid helping of goodies to help your allies, too. A pretty solid Path.
[/sblock]

Epic Destinies
[sblock]
Legendary Sovereign (MP 2) - While the Charisma bonus only applies to Thaneborn, this ED has enough goodies to make you want to consider it.
[/sblock]
 

Nibelung

First Post
Originally posted by lordduskblade:

Tactics: Tenets of Destruction

After some analysis and playtesting, I believe that the following guidelines are key to playing a successful Barbarian.

1. Approach destruction the right way.

The first step to playing a successful Barbarian is identifiying what the particular build does the best. This depends on the combat style you have chosen, which I will detail as follows:

Rageblood - This build feels and plays like a Brute; you're big and tough, and you deal a whole lot of damage. That means you charge into the frontline, taking some of the heat off your Defender (also known as "off-tanking") as you hew into enemies left and right. Occasionally, though, you may want to use the mobility you are afforded by charging to get through the enemy frontline and beat up on the squishiy target. Remember that you have no marking ability, so you can't protect the squishies in your party.

Thaneborn - This build also functions as a Brute, but it has a strong hint of Leader; the array of buffs and debuffs you carry can make life a lot easier for your companions. You like being on the front-line as well, since you'll usually have to delay the charge-a-thon for a turn to lay down one of your debuffing powers.

Thunderborn - This build is an interesting mix of Brute and Controller; you have positioning abilities galore, and plenty of AoE-style damage as well as solid single-target swings. Like most Barbarians, but especially the Rageblood, you can "off-tank", so the front-line is your place to be. Additionally, you are very proficient at dealing with minions, so getting swarmed happens less often to you.

Whirler - This build diverges from the others in that its play style is more of a Skirmisher (with a hint of Controller) than anything else; you weave in and out of the fight, dealing out damage indiscriminately to anything that you happen to come across along the way. Your emphasis on area damage means that if you can catch enemies in clusters, you can maximize your damage potential, so look for allies to help you place enemies where you want them to be.

2. Crush 'em.

A Barbarian is a Striker first and foremost. That means your responsibility is to get to the most annoying enemy, and cave his skull in. The order in which the following points are illustrated indicates the priority you should place on the aspects that entails.

Smack them around - Damage is one of your strong points, and you should emphasize it even further. There is no control like bringing your enemy down to 0 HP. This means that damage should be your primary (not only) consideration when evaluating a choice. Anything that boosts accuracy, damage, or allows you to squeeze off multiple attacks in the same action (or even outside your turn) is particularly prized for damage output.

Get in their grill - All the damage in the world won't help you if you can't get to your opponents, so look for abilities that help out your mobility. Barbarians are one of the most (if not the most) mobile pure Melee classes in the game because or their charge-happy bent, so take advantage of this to get where you need to go.

Hobble them - Another way to hamper your chosen opponent is via conditions and other maladies. Barbarians are a bit lacking in the more traditional action denial status effects, such as dazing or stunning, but make up for it with a multitude of mobility denial effects, such as knocking prone, immobilizing, pushing, or slowing. This limits your opponent's options, and is particularly valuable against enemies that are trying to get to your back rank.

3. Get tough.

Because of your strong damaging potential, you will be a prime target for (usually unwanted) enemy attention. Although you are overall more durable than other Strikers, even you can't handle getting hit by everybody all the time. So, some suggestions for staying on your feet:

Tank up - They can't hurt you if they can't hit you, so high defenses go a long way in keeping you up and running without drawing time and resources away from the rest of the party. This has a caveat in that there is a limit to how much offense you should sacrifice; you are a primarily offensive character, and that is what your selections should be geared to, for the most part. After that has been taken care of, invest in your defense. You are more durable than other Strikers (you're probably more durable than some Defenders as well), so this is a bit less of a priority than it is for others of your role, but don't ignore it.

Move around - If they can't reach you, they can't hit you. You have the virtue of being able to initiate an assault from afar, thanks to your charging potential, so use that to your advantage. Move about while picking off individual targets, unless you get a prime opportunity to take out your target by charging in. If you do, at least try to make it easier for your party to get your skillet out of the fire.

4. Look out for your teammates.

You may be tough, but you have a tendency of getting in a whole lot of trouble in combat, so you might wanna stay on your buddies' good sides. Defenders can wade into the melee with you and watch your back while you beat someone up, Leaders can keep you up and running after you've gotten yourself in a jam, as well as turn you into something even more unstoppable, and those fancy Controller folk can deliver you your opponent bound, gagged, and tied up with a large bow. Help them out when you can, even if it means taking a gamble; gambling is kind of what you do for a living. And remember; if you help them, they usually will help you.

All this being said, don't make the mistake of believing that the rest of the party is your personal squad of minions, ready to do whatever you suggest at a whim just because you said so; such has been the downfall of many an arrogant Striker.

5. Apply force judiciously.

Having a good understanding of a given tactical situation can save your party more time and HP than any damage combo you (or anyone else) can cook up. Learn when to stick to your guns and fight conservative, and when to gamble more resources to end the encounter faster.

Barbarians in particular face an interesting conundrum in that their Dailies are Rages, and will usually hand out a buff until the end of the encounter. This can tempt you into front-loading the Rage as your first attack of the encounter, and overall Rages are geared toward that being a good idea. That said, if your group's playstyle involves a lot of easy encounters over a few very tough ones, you may want to feel out the fight for a turn or two before you're busting out a Rage.

6. Balance specialization with versatility.

A Barbarian is fairly straightforward in his methodology: charge right up to it and hit it over the head until it stops moving. Look out for ways to expand your options, so that you don't end up being a one-trick pony. Don't sacrifice too much for versatility, though; you want to be good at what you do, and that mostly involving beating things over the head with heavy objects.
 

Nibelung

First Post
Originally posted by lordduskblade:

Sample Builds: Destruction Personified

The Blood Brawler
[sblock]
This build is the epitome of "battered, beaten, but not defeated": its performance goes up dramatically when his HP total dips below half. This combines with the Barbarian's typical explosive bursts of damage to be a truly fearsome force.

Race: Half-Orc.
Feral Might: Rageblood Vigor.
Multiclass: Fighter.
Paragon Path: Bloodfury Savage.
Epic Destiny: Reincarnate Champion.
Past Life Race 1: Gnoll.
Past Life Race 2: Dragonborn.

Ability Scores:
L1 – Str 18, Con 14, Dex 16, Int 8, Wis 13, Cha 10
L4 – Str 19, Con 14, Dex 17, Int 8, Wis 13, Cha 10
L8 – Str 20, Con 14, Dex 18, Int 8, Wis 13, Cha 10
L11 – Str 21, Con 15, Dex 19, Int 9, Wis 14, Cha 11
L14 – Str 22, Con 15, Dex 20, Int 9, Wis 14, Cha 11
L18 – Str 23, Con 15, Dex 21, Int 9, Wis 14, Cha 11
L21 – Str 24, Con 16, Dex 22, Int 10, Wis 15, Cha 12
L24 – Str 27, Con 17, Dex 22, Int 10, Wis 15, Cha 12
L28 – Str 28, Con 18, Dex 22, Int 10, Wis 15, Cha 12

Feats:
L1 – Weapon Proficiency (Fullblade)
L2 – Heavy Blade Expertise
L4 – Weapon Focus (Heavy Blades)
L6 – Deadly Rage
L8 – Reckless Charge
L10 – Battle Awareness (Intimidate)
L11 – Strength from Pain
L12 – Anger Unleashed
L14 – Armor Specialization (Hide)
L16 – Improved Defenses
L18 – Charging Rampage
L20 – Powerful Charge
L21 – Heavy Blade Mastery
L21 – Long Step (replaces Powerful Charge)
L22 – Fierce Charge
L24 – Brutal Charge
L24 – Second Skin (replaces Armor Specialization (Hide))
L26 – Overpowering Charge
L27 – Reserve Maneuver (Curtain of Steel) (replaces Charging Rampage)
L28 – Draconic Arrogance
L30 – Ferocious Critical

At-Will Powers:
L1 – Howling Strike
L1 – Pressing Strike

Encounter Powers:
L1 – Desperate Fury
L3 – Brutal Slam
L7 – Curtain of Steel
L11 – Unbound Assault
L13 – Storm of Blades (replaces Desperate Fury)
L23 – Staggering Strike (replaces Brutal Slam)
L27 – Curtain of Steel (replaces Unbound Assault)
L27 – Hurricane of Blades (replaces Curtain of Steel)

Daily Powers:
L1 – Swift Panther Rage
L5 – Rage of the Crimson Hurricane
L9 – Oak Hammer Rage
L15 – Thunderfury Rage (replaces Swift Panther Rage)
L19 – Desert Wind Rage (replaces Rage of the Crimson Hurricane)
L20 – Murderous Rage
L25 – Stone Tempest Rage (replaces Oak Hammer Rage)
L29 – World Serpent Rage (replaces Thunderfury Rage)

Utility Powers:
L2 – Shrug it Off
L6 – Combat Surge
L10 – Incredible Stride
L12 – Frothing Madness
L16 – Spur the Cycle
L22 – Unexpected Clarity
L26 – Swift Reincarnation

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): +6 Battlecrazed Fullblade (AV)
L28 (2,125,000 gp): +6 Bestial Elderhide Armor (AV)
L27 (1,625,000 gp):
+6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp): +6 Farbond Spellblade Fullblade (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L25 (625,000 gp): Diamond Scabbard (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L13 (17,000 gp):
Ring of Giants (D 378)
L12 (13,000 gp):
Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Fullblade (AV 2)
TOTAL: 14,383,880 gp
[/sblock]

The Chieftain
[sblock]
This build carries all of the stereotypical Barbarian goods, and it has the added perk of carrying some welcome healing, buffing, and debuffing as icing, which can help him keep himself and his allies in the fight.

Race: Dragonborn.
Feral Might: Thaneborn Triumph.
Multiclass: Warlord.
Paragon Path: Mithral Arm.
Epic Destiny: Destined Scion.

Ability Scores:
L1 – Str 18, Con 13, Dex 14, Int 8, Wis 10, Cha 16
L4 – Str 19, Con 13, Dex 15, Int 8, Wis 10, Cha 16
L8 – Str 20, Con 13, Dex 15, Int 8, Wis 10, Cha 17
L11 – Str 21, Con 14, Dex 16, Int 9, Wis 11, Cha 18
L14 – Str 22, Con 14, Dex 17, Int 9, Wis 11, Cha 18
L18 – Str 23, Con 15, Dex 17, Int 9, Wis 11, Cha 18
L21 – Str 26, Con 16, Dex 20, Int 10, Wis 12, Cha 19
L24 – Str 27, Con 16, Dex 20, Int 10, Wis 12, Cha 20
L28 – Str 28, Con 17, Dex 20, Int 10, Wis 12, Cha 20

Feats:
L1 – Weapon Proficiency (Greatspear)
L2 – Spear Expertise
L4 – Weapon Focus (Spears)
L6 – Hafted Defense
L8 – Student of Battle (Diplomacy)
L10 – Cunning Stalker
L11 – Reckless Charge
L12 – Deadly Rage
L14 – Impetuous Charger
L16 – Improved Defenses
L18 – Armor Specialization (Hide)
L20 – Charging Rampage
L21 – Spear Mastery
L20 – Long Step (replaces Charging Rampage)
L22 – Overpowering Charge
L24 – Primal Resurgence
L26 – Thaneborn Advance
L28 – Charging Rampage
L28 – Second Skin (replaces Armor Specialization (Hide))
L30 – Epic Will

At-Will Powers:
L1 – Howling Strike
L1 – Pressing Strike

Encounter Powers:
L1 – Escalating Violence
L3 – Shatterbone Strike
L7 – Curtain of Steel
L11 – Fearsome Smash
L13 – Storm of Blades (replaces Escalating Violence)
L17 – Devastating Blow (replaces Shatterbone Strike)
L23 – Curtain of Steel (replaces Fearsome Smash)
L23 – Staggering Strike (replaces Curtain of Steel)
L27 – Hurricane of Blades (replaces Devastating Blow)

Daily Powers:
L1 – Swift Panther Rage
L5 – Rage of the Crimson Hurricane
L9 – Oak Hammer Rage
L15 – Ancient War Band Rage (replaces Swift Panther Rage)
L19 – Desert Wind Rage (replaces Rage of the Crimson Hurricane)
L20 – Dimension Slide
L25 – Stone Tempest Rage (replaces Oak Hammer Rage)
L29 – World Serpent Rage (replaces Ancient War Band Rage)

Utility Powers:
L2 – Shrug it Off
L6 – Combat Surge
L10 – Heart Strike
L12 – Prophetic Defense
L16 – Spur the Cycle
L22 – Unexpected Clarity
L26 – Epic Recovery

Magic Items (Expected GP = 14,625,000):
L28 (2,125,000 gp): +6 Bestial Elderhide Armor (AV)
L28 (2,125,000 gp):
+6 Thundergod Greatspear (AV)
L27 (1,625,000 gp): +6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp): +6 Hungry Spear Greatspear (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L12 (13,000 gp):
Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
TOTAL: 13,466,200 gp
[/sblock]

The Reacher
[sblock]
This build takes advantage of the fact that it's wielding a Reach weapon to push and shove its opponents around for getting near him. While the Glaive usually doesn't pack as much punch as some of the more traditional Barbarian weapons by default, the fact that this build gets more swings at the enemy and seriously inconveniences him by putting him down continually can make up for it.

Race: Longtooth Shifter.
Feral Might: Rageblood Vigor.
Multiclass: Fighter.
Paragon Path: Kensei.
Epic Destiny: Reincarnate Champion.
Past Life Race 1: Dragonborn.
Past Life Race 2: Gnoll.

Ability Scores:
L1 – Str 18, Con 14, Dex 14, Int 8, Wis 15, Cha 10
L4 – Str 19, Con 14, Dex 15, Int 8, Wis 15, Cha 10
L8 – Str 20, Con 14, Dex 16, Int 8, Wis 15, Cha 10
L11 – Str 21, Con 15, Dex 17, Int 9, Wis 16, Cha 11
L14 – Str 22, Con 15, Dex 18, Int 9, Wis 16, Cha 11
L18 – Str 23, Con 15, Dex 19, Int 9, Wis 16, Cha 11
L21 – Str 24, Con 16, Dex 20, Int 10, Wis 17, Cha 12
L24 – Str 27, Con 17, Dex 20, Int 10, Wis 17, Cha 12
L26 – Str 28, Con 18, Dex 20, Int 10, Wis 17, Cha 12

Feats:
L1 – Heavy Blade Expertise
L2 – Weapon Focus (Heavy Blades)
L4 – Deadly Rage
L6 – Battle Awareness (Heal)
L8 – Polearm Momentum
L10 – Hafted Defense
L11 – Polearm Gamble
L12 – Heavy Blade Opportunity
L14 – Headsman's Chop
L16 – Armor Specialization (Hide)
L18 – Improved Defenses
L20 – Improved Initiative
L21 – Heavy Blade Mastery
L21 – Superior Initiative (replaces Improved Initiative)
L22 – Draconic Arrogance
L24 – Overpowering Charge
L24 – Second Skin (replaces Armor Specialization (Hide))
L26 – Reckless Charge
L28 – Fierce Charge
L30 – Brutal Charge

At-Will Powers:
L1 – Howling Strike
L1 – Pressing Strike

Encounter Powers:
L1 – Desperate Fury
L3 – Brutal Slam
L7 – Fearsome Smash
L11 – Masterstroke
L13 – Storm of Blades (replaces Desperate Fury)
L17 – Thunderfall (replaces Brutal Slam)
L23 – Staggering Strike (replaces Thunderfall)
L27 – Hurricane of Blades (replaces Fearsome Smash)

Daily Powers:
L1 – Tyrant's Rage
L5 – Thunder Hawk Rage
L9 – Oak Hammer Rage
L15 – Ancestral War Band Rage (replaces Thunder Hawk Rage)
L19 – Desert Wind Rage (replaces Oak Hammer Rage)
L20 – Weaponsoul Dance
L25 – Stone Tempest Rage (replaces Tyrant's Rage)
L29 – World Serpent Rage (replaces Ancestral War Band Rage)

Utility Powers:
L2 – Shrug it Off
L6 – Combat Surge
L10 – Reactive Surge
L12 – Ultimate Parry
L16 – Spur the Cycle
L22 – Unexpected Clarity
L26 – Swift Reincarnation

Magic Items (Expected GP = 14,625,000):
L28 (2,125,000 gp): +6 Bestial Elderhider Armor (AV)
L28 (2,125,000 gp):
+6 Carnage Glaive (DSCS)
L27 (1,625,000 gp): +6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp): +6 Farbond Spellblade Glaive (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp):
Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L25 (625,000 gp): Diamond Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L8 (3,400 gp): Gauntlets of the Ram (PHB)
L3 (680 gp):
+1 Blood Fury Glaive (AV 2)
TOTAL: 13,802,280 gp
[/sblock]

The Supercharger
[sblock]
The name says it all: this build is made to charge, charge, and then charge some more. To that end, the build also focuses on shifting as well as pushing his enemies and knocking them down, since that makes it easier to generate the necessary space between you and your victim, and can even contribute toward the damage dealt later on.

Race: Goliath.
Feral Might: Rageblood Vigor.
Multiclass: Fighter.
Paragon Path: Kensei.
Epic Destiny: Reincarnate Champion.
Past Life Race 1: Gnoll.
Past Life Race 2: Dragonborn.

Ability Scores:
L1 – Str 18, Con 16, Dex 14, Int 8, Wis 13, Cha 10
L4 – Str 19, Con 16, Dex 15, Int 8, Wis 13, Cha 10
L8 – Str 20, Con 16, Dex 16, Int 8, Wis 13, Cha 10
L11 – Str 21, Con 17, Dex 17, Int 9, Wis 14, Cha 11
L14 – Str 22, Con 17, Dex 18, Int 9, Wis 14, Cha 11
L18 – Str 23, Con 17, Dex 19, Int 9, Wis 14, Cha 11
L21 – Str 24, Con 18, Dex 20, Int 10, Wis 15, Cha 12
L24 – Str 27, Con 18, Dex 21, Int 10, Wis 15, Cha 12
L28 – Str 28, Con 18, Dex 22, Int 10, Wis 15, Cha 12

Feats:
L1 – Weapon Proficiency (Gouge)
L2 – Spear Expertise
L4 – Weapon Focus (Spear)
L6 – Deadly Rage
L8 – Battle Awareness (Intimidate)
L10 – Wintertouched
L11 – Lasting Frost
L12 – Surprising Charge
L14 – Armor Specialization (Hide)
L16 – Improved Defenses
L18 – Reckless Charge
L20 – Powerful Charge
L21 – Spear Mastery
L21 – Long Step (replaces Powerful Charge)
L22 – Fierce Charge
L22 – Second Skin (replaces Armor Specialization (Hide))
L24 – Brutal Charge
L26 – Draconic Arrogance
L27 – Reserve Maneuver (Curtain of Steel) (replaces Reckless Charge)
L28 – Overpowering Charge
L30 – Avalanche Reaver

At-Will Powers:
L1 – Howling Strike
L1 – Pressing Strike

Encounter Powers:
L1 – Desperate Fury
L3 – Brutal Slam
L7 – Curtain of Steel
L11 – Masterstroke
L13 – Storm of Blades (replaces Desperate Fury)
L23 – Staggering Strike (replaces Brutal Slam)
L27 – Curtain of Steel (replaces Masterstroke)
L27 – Hurricane of Blades (replaces Curtain of Steel)

Daily Powers:
L1 – Swift Panther Rage
L5 – Rage of the Crimson Hurricane
L9 – Oak Hammer Rage
L15 – Thunderfury Rage (replaces Swift Panther Rage)
L19 – Desert Wind Rage (replaces Rage of the Crimson Hurricane)
L20 – Weaponsoul Dance
L25 – Stone Tempest Rage (replaces Oak Hammer Rage)
L29 – World Serpent Rage (replaces Thunderfury Rage)

Utility Powers:
L2 – Shrug it Off
L6 – Combat Surge
L10 – Reactive Surge
L12 – Ultimate Parry
L16 – Spur the Cycle
L22 – Unexpected Clarity
L26 – Swift Reincarnation

Skills:
L1 – Athletics
L1 – Endurance
L1 – Perception
L8 – Intimidate

Magic Items (Expected GP = 14,625,000):
L28 (2,125,000 gp): +6 Bestial Elderhide Armor (AV)
L28 (2,125,000 gp):
+6 Frost Gouge (PHB)
L27 (1,625,000 gp): +6 Badge of the Berserker (AV 2)
L27 (1,625,000 gp):
+6 Dwarven Thrower Gouge (D 385)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp):
Horned Helm (Epic Tier) (PHB)
L26 (1,125,000 gp):
Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp):
Belt of Titan Strength (PHB)
L25 (625,000 gp):
Diamond Scabbard (AV)
L22 (325,000 gp):
Siberys Dragonshard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp):
Gloves of Ice (Epic Tier) (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp):
Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): Boots of the Mighty Charge (D 381)
L9 (4,200 gp):
Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Gouge (AV 2)
TOTAL: 14,148,880 gp
[/sblock]
 

Nibelung

First Post
Originally posted by lordduskblade:

Tips & Tricks: Strategies for Destruction

Combo 1: Chargespam

Piece 1: Long Step (Epic Tier Feat, PHB 3)
Piece 2 (optional, replaces Piece 1): Great Cat Armor (Armor Property, AV 2)

Sequence:
Move Action - Shift 2 squares.
Standard Action - Charge.

Description: A basic but powerful combo for a Barbarian, this allows you to get the space you need to charge someone on a round-by-round basis, which does wonders for your standing damage potential. Piece 2 is useful to get this combination going a bit earlier, as well as if you feel an armor property is less important that a feat for this purpose.

Combo 2: Permafrost

Piece 1: Wintertouched (Heroic Tier Feat, PHB)
Piece 2: Lasting Frost (Paragon Tier Feat, PHB)
Piece 3: Frost Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Siberys Shard of Merciless Cold (Dragonshard Augment, EPG)
Piece 5 (optional): Gloves of Ice (Hands Slot Item, AV 2)
Piece 6 (optional): Silvery Glow (Heroic Tier Feat, D 386)

Sequence:
Free Action - Use the At-Will Power on the Frost Weapon (turns all damage dealt by the weapon into cold damage, adds the Cold keyword to the attack).

Description: A nice and straightforward combo, Lasting Frost will combine with Frost Weapons to add cold vulnerability 5 to each hit, and Wintertouched gives you combat advantage as the cherry on top. This combo lasts so long as you keep hitting, and can be further enhanced by the optional pieces (which add more cold damage).

Combo 3: Superstorm

Piece 1: Deadly Draw (Heroic Tier Feat, PHB 3)
Piece 2: Mark of Storm (Heroic Tier Feat, EPG)
Piece 3: Lightning Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Eberron Shard of Lightning (Dragonshard Augment, EPG)

Sequence:
Free Action - Use the At-Will Power on the Lightning Weapon (turns all damage dealt by the weapon into lightning damage, adds the Lightning keyword to the attack).

Description: A rather interesting Melee combination, this involves using Mark of Storm and a Lightning weapon to constantly slide an enemy adjacent to you, which will in turn trigger Deadly Draw and hand you a permanent source of combat advantage, provided you keep hitting. The optional piece offers you some nice extra damage.
 


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