The 12/6 build has much more reflex due to his ranger levels, and more importantly he can take rog2 or monk2 to get Evasion. That's a lot better for self-defense than the hitpoint differential of barb levels.
Last edited by Angelus_dead; 02-21-2009 at 09:35 PM.
Not bad at all..
Dirtyone/Fighter/Pali/Monk Completionist Apache/Favored Soul TR VIIApachekid/Ranger/Fighter 32PtCap.Truegod/FavoredSoul/Wiz/Monk TR VIII Powwow/FighterTRVIII Indio/Pali 32Pt Cap. Tuko/Barb 32Pt Cap. Redhook/Bard/LR 32Pt Cap. Guiseppi/Ranger 32Pt Cap. Shortyrock/Rogue/Rangers/Barb 32Pt Cap. DirtyHo/Monk TR VI Dirtyblade/Pali TR V
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Both my Barbarians Pearce(2wF) and Woad(2hF) will be staying pure and taking this capstone. When a different capstone comes out that will benefit Pearce more for 2wF I will take that instead.
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
Desteria MoonStar-Sorc20--Mcgruf The Crime Dog-Dwarf Ftr12/Pal3/Rgr5Annibelle of the Woods-Rgr20--St.Fut H'Tennek-H-Orc Barb 20Kwaiii Chang Caine-Monk 20--Sandradee-Bard 3
No surprises with how this capstone turned out.
The TWF Rapier Barbs may not be dead, but the devs are going to make damn well sure no one's ever going to roll another one...
(In other words this, plus the removal of Crit Rage as well as FB only working on 19-20, along with the THF boosts all cearly show which way the devs are pushing Barbs).
Now would be a good time to re-work the animation timings for BAB 20 (at least I really hope so).
I don't know why they don't simplify the animations a bit, you need only 4 attacks to make TWF, ITWF, GTWF, and STWF(Ranger's Only) work. Then you simply make sure that the S&B and THF take less time to complete so that it comes out at about 100 attacks per minute (similiar to the texas 3-step now for THF) and 160 or so for the TWF with feats.
Last edited by EinarMal; 02-22-2009 at 06:50 AM.
Basically everyone should delete or not roll a melee character unless you include at least 6 levels or Ranger and have evasion.
There is zero reason for someone today to roll a Barbarian, you either go Ranger 18+, Fighter 12/Ranger 6, or if you already have an existing character Barbarian 14/Ranger 6 with crit rage. The enhancement system has completely broken the game.
You are conflating "the enhancement system" with "a small number of poorly-planned enhancements" and "the inability to respec class levels".
The enhancement system itself is fine. What's wrong is that on a few occasions a few devs put in an enhancement that was too powerful like Tempest I or Crit Rage II, because they neglected to correctly evaluate the difference between multiplicative and additive bonuses. And then the problem was cemented since those enhancements require X class levels and characters can't respec class levels, making the devs afraid to nerf the problems.
The range within which additive and multiplicative bonuses can be interestingly balanced is very small. After some time, the option with the highest multipliers will just grow in a way the alternative can't keep pace with. What was balanced at level cap X won't will be out of whack at X+6.
The only way to truly fix that is to make all options multiplicative, which can be done either explicitly or covertly. I'll describe an example of the explicit technique below:
The key is for characters to get a percentage multiplier to weapon damage, similar to how Potency works for spell damage. To start with, you would remove the weapon-handedness multipliers for Strength and Power Attack, and instead declare that a two-hand weapon gets a +50% multiplier to damage bonuses, and maybe also give the offhand a -50% or -25% penalty. That would mean that effects like Inspire Courage and Favored Enemy aren't as TWF-biased as they are now, because a +8 song buff would become +12 for a greataxe, but maybe only +4 to an offhand rapier.
With that framework in place, the devs can provide additional multipliers from other build choices when needed to improve balance. For example, each tier of Kensai might provide a 5% bonus to mainhand physical damage.
The key to this idea is that since attack-speed bonuses have a multiplicative effect on the damage sources you've got, the direct way for another combat style to compete with that is to also be a multiplicative bonus. Basically, the proposed weapon-multiplier effect is a characteristic which behaves much like attack speed in terms of improving DPS, but which is not attack speed. Thus the devs don't need to find a way to justify giving all four full-BAB classes the same +10% attack rate.
Mmmmmmmmm.......Doughnuts! - Homer Simpson
Ya know ... this one feels ok. Not overpowered, not broken, not worthless... good balance.
My new favorite Capstone I think. I give it an A
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
Obligatory "Cheat Death sucks" post.
Person Æ, SarlonaTanka Yomero (Human Hybrid) .:. Darani Yomero (Drow Sorcerer) .:. Yomero (WF Paladonk)
No one is complaining that it sucks or that they have to reroll.
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