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Barbarian Playtest Experiences
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<blockquote data-quote="Mengu" data-source="post: 4508101" data-attributes="member: 65726"><p>Did an 11th level test. The he does indeed ramp up in power because he can frenzy in at least 3 encounters during the day. That's typically half the encounters in an adventuring day. The raging only became fun at this level. It was too infrequent earlier. This is part of why I would like to see the raging mechanic tied to action points (or milestones somehow), so the barbarian can rage every other encounter, regardless of level.</p><p> </p><p>I also have to say Stone Bear Rage is a bit overpowered. During the particular encounter where the Barbarian used that evocation, he was right down untouchable. All the ongoing damage, aura damage, damage from minions bounced right off the resistance (or did nickel and dime damage for a more potent aura). Add some temporary hit points into the mix, and even the decent skirmisher damage didn't put a dent in the barbarian's hit points. This one daily power prevented over 100 points of damage to the barbarian. That is more than any other 9th level daily power can do. The numerous ways he had (plus the ways the warlord had) of giving temporary hit points meant that the Barbarian hardly had to spend any resources other than the one daily power to survive what was a difficult encounter for everyone else (level+3).</p></blockquote><p></p>
[QUOTE="Mengu, post: 4508101, member: 65726"] Did an 11th level test. The he does indeed ramp up in power because he can frenzy in at least 3 encounters during the day. That's typically half the encounters in an adventuring day. The raging only became fun at this level. It was too infrequent earlier. This is part of why I would like to see the raging mechanic tied to action points (or milestones somehow), so the barbarian can rage every other encounter, regardless of level. I also have to say Stone Bear Rage is a bit overpowered. During the particular encounter where the Barbarian used that evocation, he was right down untouchable. All the ongoing damage, aura damage, damage from minions bounced right off the resistance (or did nickel and dime damage for a more potent aura). Add some temporary hit points into the mix, and even the decent skirmisher damage didn't put a dent in the barbarian's hit points. This one daily power prevented over 100 points of damage to the barbarian. That is more than any other 9th level daily power can do. The numerous ways he had (plus the ways the warlord had) of giving temporary hit points meant that the Barbarian hardly had to spend any resources other than the one daily power to survive what was a difficult encounter for everyone else (level+3). [/QUOTE]
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