Reflections on the Barbarian and Avenger

Asmor

First Post
Long story short: a month ago I played a kobold barbarian using the playtest rules. Last night, I played an elven avenger and a new player took over my barbarian. Thus I've had the chance to play both and, perhaps more importantly, actually get to see both played side by side.

First, here are my builds.

[sblock=Barbarian]====== Created Using Wizards of the Coast D&DI Character Builder ======
Rakk-Nakk, level 10
Kobold, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 20, Con 18, Dex 13, Int 8, Wis 10, Cha 10.

Starting Ability Scores
Str 18, Con 14, Dex 11, Int 8, Wis 10, Cha 10.


AC: 21 Fort: 24 Reflex: 19 Will: 17
HP: 92 Surges: 12 Surge Value: 24

TRAINED SKILLS
Athletics, Perception, Intimidate.

FEATS
1: Weapon Proficiency (Craghammer)
2: Weapon Expertise (Hammer)
4: Toughness
6: Improved Rageblood Vigor
8: Improved Initiative
10: Fast Runner

POWERS
1, At-Will: Howling Strike
1, At-Will: Pressing Strike
1, Encounter: Avalanche Strike
1, Daily: Bloodhunt Rage
2, Utility: Combat Sprint
3, Encounter: Blood Strike
5, Daily: Frost Wolf Rage
6, Utility: Instinctive Charge
7, Encounter: Curtain of Steel
9, Daily: Black Dragon Rage
10, Utility: Wellspring of Renewal

ITEMS
Battering Craghammer +3, Periapt of Cascading Health +2, Adventurer's Kit, Climber's Kit, Distance Throwing hammer +1, Eagle Eye Goggles (heroic tier), Boots of Adept Charging (heroic tier), Belt of Vigor (heroic tier), Iron Armbands of Power (heroic tier), Laughing Death Leather Armor +2
====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock]

The kobold barbarian was focused on damage (ignoring the fact, of course, that kobold is a suboptimal choice for such a build), with a minor emphasis on charing. Please note that this isn't the exact build which was played; I'd updated this after the PHB2 came out, but the original build was the one being played and I don't have a copy of it. Sorry. :(

The barbarian had a +15 to attack and dealt 1d10+11 damage with a basic attack (worth noting that, since the craghammer is brutal 2, 1[W] for him is actually equivalent to 1d8+2, so he does significantly more damage than you might otherwise expect as you increase the number of dice).

[sblock=Avenger build]====== Created Using Wizards of the Coast D&DI Character Builder ======
Sa'shana, level 10
Elf, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Birth - Among Another Race: Among Another Race (Drow)
Background: Birth - Among Another Race

FINAL ABILITY SCORES
Str 10, Con 14, Dex 16, Int 10, Wis 22, Cha 8.

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


AC: 23 Fort: 20 Reflex: 21 Will: 24
HP: 82 Surges: 9 Surge Value: 20

TRAINED SKILLS
Religion, Acrobatics, Perception, Stealth.

FEATS
1: Elven Precision
2: Wild Elf Luck
4: Weapon Proficiency (Fullblade)
6: Weapon Expertise (Heavy Blade)
8: Melee Training (Wisdom)
10: Ritual Caster

POWERS
1, At-Will: Bond of Pursuit
1, At-Will: Overwhelming Strike
1, Encounter: Angelic Alacrity
1, Daily: Aspect of Might
2, Utility: Distracting Flare
3, Encounter: Sequestering Strike
5, Daily: Living Death Strike
6, Utility: Aspect of Agility
7, Encounter: Inexorable Pursuit
9, Daily: Temple of Shadow
10, Utility: Avenger's Readiness

ITEMS
Sacrificial Fullblade +3, Bloodthread Cloth Armor (Basic Clothing) +2, Amulet of False Life +2, Headband of Perception (heroic tier), Couters of Second Chances (heroic tier), Boots of Stealth (heroic tier), Adventurer's Kit, Rope, Silk (50 ft.), Climber's Kit, Sanctified Incense (Religion) (400), Ritual Book

RITUALS
Discern Lies, Last Sight Vision, Hand of Fate, Speak with Dead, Raise Dead
====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock]

The elven avenger was focused on mobility and hitting. His basic attacks dealt 1d12+9.

Ok, so now to get down to the observations.

Damage

First, it seemed like the barbarian dealt significantly more damage than the avenger. I was expecting it to have an edge, but I wasn't expecting that much of an edge. The craghammer's "1d8+2" is equivalent to the fullblade's 1d12, both averaging 6.5 damage, and the barbarian had an extra 2 points of base damage. The avenger actually has a slight edge on dailies as far as sheer damage dice go, thanks to living death strike, but frostwolf rage and bloodhunt rage both add a lot of damage over the course of a fight. The avenger's censure only came into play once over the course of the three fights of the night.

Looking at it again objectively, I still don't think the barbarian should have been doing as much more as he seemed to be doing. I think perhaps I was just rolling poorly last night and he was rolling well. But he does have at least a slight edge. Since he was built to focus on damage and was somewhat gimped by his choice of race, I consider that a success.

Hitting

The avenger did not miss a single attack roll all night. Not one. I only even used the elven accuracy power (with its +1d4+2 bonus) once, and that was because I'd "only" rolled a 28 or so against a dragon and I wanted to make sure my living death strike hit.

The barbarian missed several attacks. I was able to save him once with my channel divinity power, but I think any advantage he had in the sheer damage category was completely obliterated by the fact that the avenger always hit.

Since this was one of the goals of the avenger, I consider that a major success.

Mobility

There was simply no way to stop the avenger. Well, that's not true; immobilization would work well (and would be really bad since he completely lacks any ranged attack-- the barb at least has a throwing hammer). But a couple times the avenger was slowed and it did nothing to actually slow him down. He's got four powers which allow him to shift multiple squares (bond of pursuit, aspect of agility, angelic alacrity, and inexorable pursuit) regardless of his speed, and distracting flare is also available if you're not slowed and is great for getting into flanking positions or engaging someone who's surrounded by baddies.

I definitely consider this a success.

The barbarian on the other hand had a huge range, but was very susceptible to being slowed, immobilized, dazed or stunned. In particular, the first time I played him he spent a great deal of the game stunned, which was very frustrating because not only could I not make a saving throw to... err... save my life, if you'll pardon the expression, but since I was stunned I couldn't activate the periapt which would break me out immediately. That said, he could shift as a minor action, move 6 squares, and then charge 8 squares (with a howling strike, no less), giving him an effective range of 15 squares when not hindered, or 19 squares if he didn't mind running and then charging. Combined with a very good athletics check to clear obstacles, if you were on the map he could probably get to you.

All that said, he really didn't get many opportunities to charge, which kind of saddened me. I had envisioned the character being kind of like a pinball charging back and forth among the enemies like they were the bumpers (using howling strike to avoid attacks of opportunity), but the enemies were always too tightly grouped for that to be a viable strategy.

In that respect, I don't really consider the barbarian to have achieved this goal.

Survivability

Despite only having slightly fewer hit points, having better defenses, and having the amulet of false life, the avenger felt significantly more fragile than the barbarian. I'm not sure if that's a psychological thing, an actual thing, or just the effect of the night's luck, but there ya go.

Closing thoughts

I think it's easy to overlook the virtual damage bonus which the avenger's vastly increased accuracy grants, and I think that's a mistake. It's not as exciting playing one, since you don't do a lot of damage at once (at least, not with my build), but if you look at it empirically the avenger does do a lot of damage just by virtue of always hitting.

If you want to talk about "feat taxes", I think the avenger's got a really bad case of it. First, if you're playing avenger, you basically need melee training (wisdom). You're going to be in the thick of combat a lot, and when someone provokes an OA you want to be able to back up your threat. Next, since they emphasize wielding big, scary weapons chances are you'll probably want to take training in a superior weapon. Third, weapon expertise. 'Nuff said. As a level 10 character, that only left me with 3 feats to play with, and given his emphasis on hitting elven precision and wild elf luck were no-brainers. There was a lot of competition for the last feat from both mechanical and flavor standpoints (improved armor of faith, leather armor training, skill training athletics, skill training thievery, improved initiative, weapon focus), but I ended up going with ritual caster because I liked what it added to the character conceptually.

I don't really have much to say about the barbarian. It's a fairly shallow class, which I don't mean as an insult, but just to say that there's not a lot of hidden subtleties or nuance.
 
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I concur with Kwalish Kid concurring with Pirate Cat, this is a nice analysis. The 9th lvl elf avenger I've written up looks almost exactly like yours, right down to the feats & powers! Sounds like yours performed quite well, so now I'm especially psyched to play mine.
 

Nice side-by-side.

The avenger did not miss a single attack roll all night. Not one.

...

I think it's easy to overlook the virtual damage bonus which the avenger's vastly increased accuracy grants, and I think that's a mistake. It's not as exciting playing one, since you don't do a lot of damage at once (at least, not with my build), but if you look at it empirically the avenger does do a lot of damage just by virtue of always hitting.

If you want to talk about "feat taxes", I think the avenger's got a really bad case of it.
...
Third, weapon expertise. 'Nuff said. As a level 10 character, that only left me with 3 feats to play with, and given his emphasis on hitting elven precision and wild elf luck were no-brainers.

I'm going to suggest that, perhaps, you could let slide on one or two of the accuracy feats in favor of opening up choices. For instance, given the double rolling from the Oath, how useful does Weapons Expertise really make itself? Perhaps Weapons Focus would be a bit more useful in this case?

-Dan'L
 

given his emphasis on hitting elven precision and wild elf luck were no-brainers.

I would have thought this class would have less need for those than any others, because of the Oath "two rolls" bit and the free elven re-roll power.

I would have thought that two other feats would have been more effective here?

Cheers

edit: ninja'd by Dan'l !
 
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I thought I might be going a bit overboard on the to-hit stuff, but it's really hard not to.

With a normal character, +1 to hit translates in an extra 5% chance of hitting.

With an avenger, +1 to hit translates to more than a 5% extra chance of hitting, and the more you need the bonus chance to hit (i.e. the higher number you need to roll), the bigger the bonus.

For example, if you normally need a 20 to hit, you've got a 9.75% chance. If you get a +1 so you only need a 19 to hit, that's a 19% chance, or 9.25% bonus to your hit chance.

The bonus drops down linearly from there by .5% chance per step, so for example 19->18 is an 8.75% chance, 18->17 is another 8.25% chance, and so on.

The part where it stops being as worth while is 12->11, where the bonus is only 4.75%.

In other words, to-hit bonuses are most beneficial if you're frequently fighting things where you need around a 14+ to hit.

What does all this mean? Honestly, I don't really know. Maybe the feats are wasted, maybe not, but psychologically it's nice to never ever miss. :)
 

Yeah, my avenger focused not on feats to improve my chances to hit (except Weapon Expertise) but on feats to improve my armor class. I've yet to play him, but the theory is the harder I am to hit, the more likely it'll be for my target to become frustrated and try to move away to target someone else, thus activating my Pursuit bonus. Not sure it'll work out like that during play though.
 

I ran a one-off for two 13th level paragon level PCs yesterday.

1st encounter was for a half-orc TWF ranger/stormblade and an eladrin Warden. They both died in the encounter (probably partly because the stormblade forgot about his auto-damage which would have been killing a minion each round). The encounter was an 11th controller, 2 x 11th level lurkers and 8 x 11th level brute minions. Probably too many for them.

I reduced the size of the next encounter

2nd encounter was with a gnome bard thundervoice(?) and a human barbarian bear warrior. This was much more successful, although the first encounter with two mezzodemons was a real pain for the barbarian as they kept pinning him at range with their tridents! They eventually defeated their foes and had a short rest before encounter 3

Encounter 3 was with 2 grimlock skirmishers and a foulspawn seer controller. Laughs all round when the barbarian used his 'black dragon rage' to blind the opponents around him, and the sightless grimlocks were unaffected. Again pretty tough fight, the final death was the foulspawn seer who was on 2hp when attacked with 'Vicious Mockery' ("Your brain is so small that if it exploded it wouldn't even mess up your hairstyle!") - critical success on the attack inflicted 20 damage and made his head explode. The barbarian commented to the gnome "Don't want t' get on the wrong side of you".

The guy who played the warden and the barbarian found the latter the most fun class to play, and seemed good in the survival stakes with a leader to back him up. The guy who played the ranger and the bard loved the bard.

Cheers
 

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