Help my barbarian: Bloodclaw or Jagged weapon?

Orcus Porkus

First Post
After having used bloodclaw all the time and being happy with it, I'm thinking about switching to Jagged because it lets me crit on 19/20 and deals 10 ongoing damage.
Crit is good for the Barb because of the Rampage free attacks. Here is my build. I'm getting a lot of OA because of Polearm Gamble. OA enjoy +4 on the attack rolls (feats plus helm of opportunity).

It boils down to either +9 damage whenever I hit, but at the cost of 3HP before I roll, or 19/20 crit +10 ongoing.

What's better?

====== Created Using Wizards of the Coast D&DI Character Builder ======
Hurath, level 14
Human, Barbarian, Dreadnought
Build: Rageblood Barbarian
Student of the Sword: Student of Two-Handed Weapons
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 24, Con 12, Dex 15, Int 9, Wis 15, Cha 11.

Starting Ability Scores
Str 18, Con 11, Dex 12, Int 8, Wis 13, Cha 10.


AC: 25 (27 until first attack hits - Cloak of Displacement)
Fort: 30
Reflex: 23 (25, same as AC)
Will: 23
HP: 125 Surges: 9 Surge Value: 31

TRAINED SKILLS
Athletics, Perception, Nature, Endurance, Acrobatics.

FEATS
1: Student of the Sword
1: Toughness
2: Action Surge
4: Human Perseverance (retrained to Polearm Momentum at Level 14)
6: Novice Power (Sweeping Blow)
8: Combat Reflexes
10: Blade Opportunist
11: Fleet-Footed
12: Polearm Gamble
14: Heavy Blade Opportunity

POWERS
1, At-Will: Pressing Strike
1, At-Will: Howling Strike
1, At-Will: Recuperating Strike
1, Encounter: Great Cleave
1, Daily: Swift Panther Rage
2, Utility: Barbarian Great Leap
3, Encounter: Avalanche Strike
5, Daily: Thunder Hawk Rage
6, Utility: Instinctive Charge
7, Encounter: Tide of Blood (retrained to Sweeping Blow at Novice Power)
9, Daily: Stone Bear Rage
10, Utility: Mountain Roots
13, Encounter: Blade Whirlwind (replaces Avalanche Strike)

ITEMS
Bloodclaw Glaive +3 OR Jagged Glaive +3

Adventurer's Kit, Steadfast Amulet +3, Iron Armbands of Power (heroic tier), Gauntlets of the Ram (heroic tier), Boots of Adept Charging (heroic tier), Potion of Vigor (heroic tier), Alchemist's Acid (level 1) (2), Jolt Flask (level 10), Helm of Opportunity (heroic tier), Displacer Earthhide Armor +3, Cloak of Displacement +3, Baldric of Tactical Positioning (heroic tier), Skewering Javelin +2, Escape Tattoo (heroic tier), Obsidian Steed (heroic tier), Potion of Vitality (paragon tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
 
Last edited:

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Bloodclaw Weapon Level 2+
The hilt of this weapon digs into its wielder’s hand, drawing
blood while inflicting a more grievous wound upon an enemy.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (At-Will): Free Action. Use this power before
making a melee attack on your turn. You take damage
up to a maximum of the weapon’s enhancement bonus
(a +3 weapon deals up to 3 damage to its wielder). This
damage cannot be reduced or prevented in any way. If
you hit, increase the damage your target takes by double
the amount of damage you took, triple if you are wielding
the weapon in two hands.
NIce constant bonus to damage at the cost of HP.
Jagged Weapon Level 12+
This weapon is pitted, scarred, and unadorned, but it deals
grievous wounds.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Axe, Heavy Blade, Light Blade
Enhancement: Attack rolls and damage rolls
Critical: Ongoing 10 damage
Level 22 and 27: Ongoing 20 damage
Property: This weapon scores critical hits on a 19 or 20.
Better crit range + ongoing damage on a crit. Combine this with a Fullblade or Exicution Axe and the Barbarian Class Feature Rampage and we have an awesome critastic Barbarian.

Hmm, I wonder which one I like more?

The extra damage from Bloodclaw is nice, but I think you'll have more fun with Jagged.
 

I picked Bloodclaw for mine, but he uses a Mordenkrad so Jagged wasn't an option. They're both very nice!

...Maybe too nice, about half my new level 11 party uses one or the other. I can see why, though, they're both constant effects that aren't hard to remember (I just have to remember to subtract 3 HP every time I attack) and you don't have to worry about using at the right time.
 

I tend to using the Jagged. As someone said, it's more fun because it gives more action. Bloodclaw might do more damage in the long run, but it's a rather boring feature.

I wonder what else I can do to improve the "critasticness" of the Jagged weapon.
Of course, anything that benefits from crit:
- Rampage: Free attack after a crit
- Dreadnought paragon path Level 16 feature: Resist 10 until end of next turn when landing a crit
- Devastating Critical feat: Adds 1d10 on a crit
- ... ?

Is there anything that gives the target a penalty on the saving throw against the ongoing damage? I couldn't find anything...
 

Multi-class into fighter for these.

Feats(heroic)
Take Measure (Wis 15, fighter) +2 to all defenses against target with melee critical hit
Feats(Paragon)
Reckless Attacker (Fighter) Make a follow-up basic attack after critical hit
 

@Orcus Porkus:

Well, there's the Deadly Axe Paragon Feat. All Axes become high crit weapons, which means you can use a Waraxe with a Shield, crit on a 19-20 and still get your high crit bonus while maintaining a higher defense.
 



Multi-class into fighter for these.

Feats(heroic)
Take Measure (Wis 15, fighter) +2 to all defenses against target with melee critical hit
It's good, but I always prefer to spend my stuff on offense

Feats(Paragon)
Reckless Attacker (Fighter) Make a follow-up basic attack after critical hit
unfortunately it only works if I crit with a fighter power, and that's going to be rare. Otherwise I would take it, because it seems to stack with the Rampage.
 

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