Draft Tourette's Barbarian Guide: 1.00dr
#1
This is all tentative, and contingent upon what really happens in 1.10. However, it looks like some fun can be had with Taunt and Frenzy in the future, if you wish to eschew WW.

Please comment on, and feel free to point out loopholes and errors in, this outline. :)

Note: This "guide" is PvM. It relies on an AI influencing skill that will not have much effect on other players. Due to this fundamental weakness, it is not well suited to PvP, as of this writing.

This "guide" (which is in very rough form) could not have been written without the following.

Swarmalicious' Leap Attack guide and Monkeycid's guide, for their inspiration.
pbrain's tests
Brista's feedback and commentary
Tommi Gustaffsen's site
Jarulf, Trucidation, and Crystalion, and their early research into the game engine
Ruvanal, and his continuing work on 'how it all works'
Hawkmoon: showed me how nifty Warcries and "Black" Rune Words were during our Fos Adventures.
The Legion of Greiz: where I fell in love with Battle Cry. (without that team, I'd not still be playing this silly game.)
All Variant Scum, and particularly KoP, who insists that "Items Are For Wimps!" :)

=========================================================

Some of Bul Kathos' Children suffer from a serious malady, a tendency to be afflicted by manic physical movement and inability to keep still, marked as well by an irresistable urge to insult anyone who does not hold as sacred Mount Arreat and the Worldstone, or who support a return visit by The Three to the World of Sanctuary. The Hyreophant spiritualists, a small sect of the Druids of Scosglen, after deep consultation with the spirit world, have classified this odd trait as a malady of the spirit. This sickness of the spirit is seen most frequently in The Clan of the Bear and the Clan of the Axe, though the charges by the Clan of the Snake that it is a result of inbreeding are not founded on anything other than interclan rivalry.

Frequently outcast from Barbarian society for their inability to keep a civil tongue in their mouths, for one reason or another, these Barbarians roam Sanctuary, compelled by some inner voice to seek out the unworthy, to challenge them, and to remove them from the world.

Never mistaken for wallflowers, or even for being discrete, these large, loud, manic warriors stand out like a Werebear in a chicken coop. They are:

Tourette's Barbarians (see appendix for discussion of this RL disorder)

What makes a Tourette's barbarian? A propensity for trash talking to and frenzied attack of any demon, undead, or monster infected by the evil of The Three. They are characterized by: (Build based on achieving level 76)

Trash Talking:

Tourette's Barbarian talks a lot, talks loudly, repeats himself, and issues insults at the drop of a hat. He cannot help himself, it's just the way he is. Love him anyway, he kills demons.

Howl 1
Taunt 20 (10-20, can depend on equipment choices)
Shout 1 to 10
BattleCry 1
Battle Orders 10
BattleCommand
Find Potions (1 or 0)
Find Item (1 or 0)
Warcry and Grim Ward: 0

Simple and deadly weapons.

He has no patience for the hours of practice necessary for honing the correct delivery angle of thrown weapon, and his tics make handling pikes and polearms a serious risk to his friends, due to their long reach. Sword Mastery is occasionally chosen, but cutting remarks are not the usual modus operandi.

Mace or Axe Mastery 10-20, max preferred. (AR concerns drives point assignments)

Note: Taunt synergy with Frenzy give better damage bonus point for point. Counter is that +skills over take synergy +'s in the late twenties, but confer no defensive advantage.)

Increased Stamina 1
Increased Speed 1
Iron Skin 1 to 10 (to taste)
Natural Resists 1 to 5 (to taste)

Fast Twitching under the stress of combat, Frenzied attack and seemingly Berserk Rage.

Bash 1
Stun 1
Concentrate 1
Berserk 10
Double Swing 1
Double Throw 1
Frenzy 20
Leap 1 (optional)
Leap Attack 1 (optional)

Total Points: 85. The odd point here and there to boost such as Iron Skin, Shout, Battle Orders, Berserk, are left to choices of each player.

Frenzy is the primary attack mode, the Taunt offensive Frenzy synergy and defensive help the purpose of the build's focus. Berserk is placed at 10 to provide solid damage for single handed weapons and to provide 10 percent magical damage to every Frenzy attack. This helps overcome some resistance problems. Berserk can be pumped to 20 points, to give a 20% magic damage per Frenzy attack but that will cost BO and some other skills points. Beyond level 76, put points in either BO, Berserk, Natural Resists, Iron Skin, weapons Mastery, or more Battle Cry.

Commentary:

Tactics: Pretty simple. Taunt is both a crowd control skill and a defensive cry since it both reduces the AR of the attacker and the base damage done, as well as forcing the monsters into your engagement geometry of choice.

Typical approach after level 24(30): (BCmd)-BO-Shout-(BCmd)-Taunt__ pause__BC upon monsters closing, Frenzy until it's all a pile of corpses.

Taunt the crowd, charge in, cast Battle Cry upon engagement, and Frenzy until all are dead, rinse and repeat. Run amok while frenzied. Use the "walk" choice rather than the "run" choice when near monsters. This way, if you want to disengage, your DR will have its effect, for whatever it is worth, as you back out while moving like a chicken on crack while Frenzied.

Typical approach to boss packs: Taunt minions, BC, and slay as above. For boss, maneuver to close range, BC, attack either by Frenzy, Bask, or Berserk, depending upon the monster's attributes.

Note: Drink potions, you will. Having developed that habit in Hardcore, I find it no problem. For those who lived by leech for years, it means drinking. :)

Possible Achilles Heel: Champion Frenzytaur packs of four are still a potential problem, particularly in Hell. Reduced AR and damage is not available via Taunt, so BC is one's only solace. Tactical maneuver is required for these, and other very fast champion packs.

Lister and the Gang also seem to ignore Taunt. Cut them from the herd one at a time, Bash and movement look to be solutions. Hit you they will, so give them a nice Battle Cry hat, OK? :)

Act End Bosses: BCmd/BO/BCmd close, BC, attack with Frenzy and / or Berserk. Against Duriel, the attack speed bonuses for Frenzy are vital to overcoming his holy freeze aura, Battle Cry for reducing his damage.

For lvel 76: Distribute 375 Stat points. To succeed in HC, considerable emphasis is placed on Vitality.

Axe, or "Lizzy Borden's Brother" version:

Strength 189 Dexterity 55 Vitality 197 Energy 10 (96 base Mana)

Note: If you choose Berserker Axe, you need at least 4 more Dex Points from equipment.
Choosing a Glorious or Champion Axe allows more points to be put into Vitality from strength. The Six Socket option also makes that choice attractive, and the Champion Axe attack speed is a further inducement for choosing that axe.

Since Battle Orders boosts better based on Vitality, and does not boost as much from +life items, targeting an amount of + for strength allows more points to be put into Vitality.

Axe Weapon Goals:
Weapon 1: (dual wield)

Military Spike-War Spike: 30-48 Dmg Str Req: 133 Dex Req: 54
Clvl Req: 59 D2X Sockets: 1-6 Range: 2 Weapon Speed: -10

War Axe-Berserker Axe: 24-71 Dmg Str Req: 138 Dex Req: 59
Clvl Req: 63 D2X Sockets: 1-6 Range: 3 Weapon Speed: 0

Weapon 2: (Two Handed)

Battle Axe-Decapitator: 49-137 Dmg Str Req: 189 Dex Req: 33
Clvl Req: 59 D2X Sockets: 1-5 Range: 3 Weapon Speed: 10

Great Axe-Champion Axe: 59-94 Dmg Str Req: 167 Dex Req: 59
Clvl Req: 62 D2X Sockets: 1-6 Range: 3 Weapon Speed: -10

Giant-Glorious Axe: 60-124 Dmg Str Req: 164 Dex Req: 55
Clvl Req: 65 D2X Sockets: 1-6 Range: 3 Weapon Speed: 10

Mace: "WWF Orators"

Strength 225/253 Dexterity 40 Vitality 197 Energy 10 (96 base Mana)

Mace Weapon Goals:
Weapon 1: (dual wield)

Flail-Scourge: 3-80 1H Damage Str Req: 125 Dex Req: 77
Clvl Req: 59 Sockets: 1-5 Range: 3 Weapon Speed: -1 0

War Hammer-Legendary Mallet: 50-61 1H Damage Str Req: 189 Dex Req: None
Clvl Req: 63 Sockets: 1-4 Range: 1 Weapon Speed 2 0

Weapon 2: (Two Handed)

Maul-Ogre Maul: 77-106 2H Dmg Str Req: 225 Dex Req: None
Clvl Req: 61 Sockets: 1-6 Range: 2 Dmg Bonus: 110 Str*
Weapon Speed: 10

Great Maul-Thunder Mallet: 33-180 2H Damage Str Req: 253 Dex Req: None
Clvl Req: 67 Sockets: 1-6 Range: 3 Dmg Bonus: 110 Str*
20

Strength 225/253 Dexterity 40 Vitality 157 Energy 10 (Base 96 Mana)

Taking on the Thunder Mallet, particularly in HC, is a significant risk without a great deal of + Strength items to boost since Vitality may take a considerable hit.

Why? Stun and Hit Recovery. If base life if too low, this is not a MAXED BO build, so you risk being stunned from multiple hits when not wearing a shield.

More thoughts on the Tourette's Barbarian.

1. Why Taunt? Since you are going to mix it up in crowds of 1.10 monsters, who tend to hit a bit harder than their predecessors, you reduce BOTH their to hit %, and their applied damage while benefitting from 10% damage bonus per point when using Frenzy. At level 20, that is a 200% damage bonus. :) That bonus never increases, however, due to synergy caps, but the defensive benifit continues. Taunt lasts forever. (I guess insulting folks can cause them to hold a grudge.Once you Taunt an opponent, so long as you stay in the same ACT, he is forever taunted. To break a Taunt requires hitting a WP and leaving the act. :)
Caveat: Taunt does not work on: bosses, champ, or act end bosses. That is why Battle Cry is a must, even if only at one point. Items that boost War Cries are good, and will help pump Battle Orders, which is suggested at 10.

2. Taunt stacks on top of Battle Cry, which makes the damage reduction additive. (Caveat: patch 1.10 Beta) With even a modest +2 skills, either in Warcries of Barbarian skills, you can take 43 + 25 + 8 (assumes +2) 76% of the damage off of any non boss monster's attack before it is further modified by any -damage equipment you are wearing. BC also significantly reduced the Defense Rating of the monsters, which is important when onc considers that this build is aimed a low dexterity. At +8 to Warcries, you get an additional -18% damage.

3. Why are Taunt and Battle Cry important for a Frenzy Barbarian? You are without a shield, you will get hit. If the hits are hard enough, you will get put into stun/hit recovery. You can avoid any hit stunning you by the 76% reduction: that allows you to keep on Frenzying and life leeching, if so equipped, regardless of the mob's ability to hit you. If it stops your attack routine, get out of the crowd, start again.

4. Crowd Control: absent champions and Might/fanaticism bosses, you can simply mix it up on your terms. Taunt allows you to separate minions from their bosses, and to bring mobs to you when you want to run them through a choke point, be it a door or just a piece of terrain. It also drastically reduces the number of missiles you get hit with, since a missile attacker who is trying to get to you is not shooting. Likewise a spell caster. Caveat: if you bring missile shooters to you, their missiles will NOT have damage reduced by Taunt.

Warning: mixing it up with a crowd of Ghoul Lords sets you up for getting firewalls and Meteors stacked/rained down on your head in rapid succession. Use that faster walk speed to break contact in these fights, they will come to you since Taunt Is Forever. :)

5. Why Iron Skin? To let plus skills boost that passive. Shout could get a point or two extra. Its synergy with Battle Orders extends BO's duration, which is a good thing.

6. Why Natural Resistance? No shield. Nuff said. Extra points won't hurt.

7. Why "extra stamina and speed?" To get speed, so that he can walk and get around plenty fast. + skills takes care of such little boosting as is needed here.

8. Why not swords? Too much dex required, and that has a negative impact on viatlity, which is necessary. Plus, The Barbarion on the box has an Axe in his hand! Let's give a little love to The Axe! Also, Axes yield Blood Crafts, and Maces Yield Hit Power Crafts, which furthers crowd control. (Knock back is of mixed desirability.)

9. Why Berserk? To overcome various physically resistant foes and to further boost Frenzy damage.

10. Why Leap? While not necessary, it is handy for combining with Berserk 2-H, for its knock back. Bash can substitute, but it is a prereq for

11. Why Leap Attack. Tactical movement, typically withdrawal, when you screw up and get surrounded. Or, when the Champ packs are just too fast or your connection is just to freaky.

Note: Leap and Leap attack can be overlooked, optionally, since Frenzy will make you move fast. Their utility is really for crowd control, be it knock back from Leap, or withdrawal, Leap Attack. (Leap retreat?)

Equipment Discussion:

Maces:

For pure damage, War/Battle/Legendary Hammers are great for dual wielding, but suffer from slow weapon speed. It takes considerable IAS on the weapon and the gloves to overcome that, though Frenzy can help boost it as well. Range of 1 is a disadvantage.

But, you are going to mix it up, so who cares about reach, eh? War hammers need IAS, so look for hammers with that affix to complement the Frenzy speed.

If you can get the runes together and a three socketer Legendary Hammer, rune word Black, one in each hand, yields IAS and 40% Crusing Blow. In hell diff, with high monster regen rates, CB is a significant advantage.

If Vitality needs boosting, a two sockteed Hammers with Strength Rune Word yield a whopping +40 Strength!! That allows a lot of vitality, offers 2 X 25% Crushing blow, and 7% mana steal. I have been a huge fan of Strength Rune Words on my Act II mercs, for ages, and I continue to like it! The boost to strength also opens up a few more options for very heavy Armor.

The other mace choice is Flails/Knouts/Scourges. Socketing either Black or Strength Rune Words is very achievable. The big advantage is SPEED. A pair of Black Scourge's, while costing a bit more in Dex, allow a slightly lower Strength (pick and Ogre Maul in that case) but insane speed and all of that wonderful Crushing Blow. Alternatively, elemental sockets are a handy choice. Range of 3 allows you to now and again reach into the second row of attackers, and is an advantage.

On a Budget? If you can find them, try a pair of Blood Flange (Unique Mace) with +strength and 33% CB per. This allows considerable Vitality pumping while maintaining the CB killing speed feature. A down side is weak to no magic damage, due to low damage base.

If you can equip +5 or more Life Regen, Malice Rune Word offers PMH, Open Wounds, and -Defense Rating. You will get to ITD quickly, but it will take a bit longer to kill the monster due to low damage bonuses. Advantage in Hell, though, is that PMH stops regeneration. :)

Axes:

War Axes win out, unless pure speed of the Military Pick class is desired, since their damage and reach are much better. Sockets are the same.

Two Handed Axes? The choice is based on your expected +str boosts, and your desires for vitality boosting.

Armor: MOre is better. Shout and Iron skin help increase Defense Rating, Taunt reduces monster Attack Rating. Those add up to fewer attacks succeeding.

Resists: Required.

Interesting affixes to consider:

Crushing Blow
IAS

Open Wounds
Prevent Monster Heal
Regeneration Preventers, handy in big games and versus Bosses.

Hit Causes Monster To Flee: can thin a crowd, and you can always taunt them back to you.

Blinds Target: With short reach weapons, not all that practical, and it overwrites Battle Cry. Avoid.

Knock back: on your Rogue's Bow? Excellent crowd control accessory. On your weapons. Breaks up packs and with range 3 weapons, may induce a lot of misses. Not a super idea.

ITD: handy. Given the _defense Rating of Battle Cry, not as essential as on some other builds.

Casts Amp damage on striking
Static Field on Striking

Handy if you can find it. Speeds up killing speed considerably.

Faster Run Walk: Very nice, since you will be walking, this is goodness.

Faster Hit Recovery. Very handy, you will get hit.

The Mana Problem:

Vulpine items. Strongly recommended.

Your base mana will be low. Even with Battle Orders, you will often run short on Mana due to the use of a lot of war cries. Since you are going to get hit anyway, why not let it help you stay in the fight?

Life Leech: a good combination with Vulpine.
Mana Leech: almost mandatory.
+Mana Items: Very handy.

This draft will be revises after the patch is released.

Appendix

What is Tourette's Syndrome, really?

From:

Tourette's Reference Site

Tourette Syndrome (TS) is a neurological disorder characterized by tics -- involuntary, rapid, sudden movements or vocalizations that occur repeatedly in the same way.

Diagnostic criteria include:

-Both multiple motor and one or more vocal tics present at some time, although not necessarily simultaneously;
-The occurrence of tics many times a day (usually in bouts) nearly every day or intermittently throughout the span of more than one year;
-Periodic changes in the number, frequency, type and location of the tics, and in the waxing and waning of their severity. Symptoms can sometimes disappear for weeks or months at a time;

Although the word "involuntary" is used to describe the nature of the tics, this is not entirely accurate. It would not be true to say that people with TS have absolutely no control over their tics, as though it was some type of spasm; rather, a more appropriate term would be "compelling." People with TS feel an irresistable urge to perform their tics, much like the need to scratch a mosquito bite. Some people with TS are able to hold back their tics for up to hours at a time, but this only leads to a stronger outburst of tics once they are finally allowed to be expressed.

Coprolalia (see below) does not have to be exclusively swear words. Many times coprolalia manifests itself as socially inappropriate or unacceptable words or phrases, such as the overwhelming urge to use a racial epithet, even though that is the last thing you want to do. Something about the "forbiddenness" of it impells a person with coprolalia to say it, seemingly against their will. Another important thing to remember about coprolalia is that although this symptom has been sensationalized by the media, it is actually rare, occuring in less than 30% of people who have a severe case.

Copropraxia: Copropraxia: Making obscene gestures.

Coprolalia: Coprolalia: Vocalizing obscene or other socially unacceptable words or phrases




PS:

For those who find the Tourette's Barbarian an offensive appelation for this style:

Get a sense of humor, or piss off. Oh, sorry, I felt compelled to say that, I could not help myself. :P
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
Reply
#2
Taunt is a nice skill. It's a shame it's been overlooked for so long. It seems that it even disencourages Balrogs from using Inferno, so it will come in handy for the CS-runners as well.

Two quick comments:
I'm fairly sure Frenzy only gains +8% damage from every level in Taunt.
Regarding the risks of going for a Thunder Maul in HC, I'd like to point out the possibility of upgrading the unique great maul 'Steeldriver' to exceptional/elite status. Not only does it have awesome ED and IAS, it also comes with -50% requirements, which leads to its elite version requiring a very moderate ~120 Str.
And the days are not full enough
And the nights are not full enough
And life slips by like a field mouse
____________.Not shaking the grass.
-- Ezra Pound, "And the days are not full enough"
Reply
#3
Very nice idea and a good read :D. A few points though:

Frenzy is uninterruptible, so the stunlock issue is not a problem as long as you keep attacking. Of course when you switch to Berserk it will be.

If you want really "fast twitching" in combat, switching to Double Swing after you've frenzied up is a great way to go (Double Swing adds a bonus 50% to speed). Less damage per hit, but it works fantastic for setting of % to cast items and Crushing Blow (hello dual Strength :)). Sadly no synergy with Taunt, but you can switch back and forth between your slvl 1 Double Swing for rapid effects and your maxed Frenzy for superior leeching and the nifty swirly. Note Double Swing is very interruptible.

I may have missed it, but did you mention how Taunt has auto-aiming? How you can Taunt open spaces like the edge of your screen and draw anything nearby into your hyper-active clutches? You said it's a no-go on Lister's boys and champion packs, but Oblivion Knights are also of the "sticks and stones" philosophy. This is the reason I prefer clubs or maces as weapons, even if the words don't hurt a heavy stick always does the trick ;).

My preference would be to leave Iron Skin at 1 and dump those points into Shout if you planned on using it anyways. Dabbling in Howl could fit the insulting theme -send 'em crying home to mommy after a good tongue lashing.
Reply
#4
MMAgCh,Jul 24 2003, 12:26 AM Wrote:It seems that it even disencourages Balrogs from using Inferno, so it will come in handy for the CS-runners as well.
I think it makes just about everything decide to use a hand-to-hand attack if they have one. Fallen Shamen for instance try to stab you with their daggers

I think more on the tactics of Taunt would be good, Occhi. There are also some path-finding issues - basically if you've taunted something it seems like it thinks how do I walk to that infuriating Barb and if it can't see an obvious route gives up. This can be annoying if you wanted to pull them out of a pack, especially since once they've been taunted and have given up on the idea of walking towards you they're then effectively immune to the AI altering aspect of being Taunted - you'll never get them to move. (Unless you change acts, I hadn't been aware of that)

The other comment I would like to make is about Double Swing. In no-twink this is an incredible starter skill since at level 9 it's free. It will last you a very long time: good AR, 10% damage from your point in Bash and an innate 50% ias. Not wasted later on because the points give synergy bonus to Frenzy's damage.

This might be an option for some people

Splendid start, very very well written :)
Reply
#5
Occhi, I've tried a similar build and here are my conclusions.

1. The biggest annoyance will be to find a decent weapon. Maces are in theory better than axes because of the +50% undead bonus, but in practice they are extremely hard to get, especially since legendary mallets don't spawn in the shops (due to the insidious shop formula). AT BEST, you can hope for a `Black' devil star or something similar if you get lucky with runes drops and something like a merciless or power-hit craft truncheon for second weapon. Therefore, I would strongly recommend axes, which you can get more easily at the shops, or swords, which you can also buy and are allowed a bunch of feasible runewords.

2. You'll be tested for patience in the ultimate way in hell mode. Without a no-freeze item you'll be swinging in blue 3/4 of the time. This is perhaps the major reason why whirlwind is superior as untwinked babo build, eventhough mana leech is an annoyance (you can buy potions at shops though).

3. You don't need mana leech for frenzy. Save some charms/items for 250-300 mana before battle orders. 600 mana is enough for frenzy to regenerate naturally. If something, 3% manasteal from gloves or an Ith rune should do the rest. As for lifesteal, a lifetap wand is all you need.

Anyway.. just a thing or two to consider.
Reply
#6
Brista,Jul 24 2003, 03:31 AM Wrote:I think more on the tactics of Taunt would be good, Occhi. There are also some path-finding issues - basically if you've taunted something it seems like it thinks how do I walk to that infuriating Barb and if it can't see an obvious route gives up. This can be annoying if you wanted to pull them out of a pack, especially since once they've been taunted and have given up on the idea of walking towards you they're then effectively immune to the AI altering aspect of being Taunted
Taunted monsters can enter a strange state where they still have the green things above their head, but have returned to their former AI - including ranged attacks. They are immune to further taunts in this state. I understood this to be a bug. Has it been fixed in the 1.10 beta?
Reply
#7
Chicken fart booger hell damn ass crap!!! :D

Great stuff Occhi! Particularly -

Quote:Use the "walk" choice rather than the "run" choice when near monsters. This way, if you want to disengage, your DR will have its effect, for whatever it is worth, as you back out while moving like a chicken on crack while Frenzied.
- this is underrated, and the +speed with Frenzy totally makes it viable. I've been waiting to see this written down somewhere.

Quote: Taunt stacks on top of Battle Cry, which makes the damage reduction additive. (Caveat: patch 1.10 Beta)
- I was SO happy to this is back... hope it's here to stay.

Quote:This sickness of the spirit is seen most frequently in The Clan of the Bear and the Clan of the Axe, though the charges by the Clan of the Snake that it is a result of inbreeding are not founded on anything other than interclan rivalry.
- YES. We WILL turn this game into an RPG if its the last thing we do, man. ;)

couple this and thats:

Quote:either by Frenzy, Bask, or Berserk
- heheh... 'bask' huh? Do you need + to light radius in order to 'bask' your enemy? muhahahh. ;)

- consider the possiblity of dropping BO altogether? Of course, party members with life boosting (BO or OaK Sage) become a neccesity, but those 10 points can end up in damgage boosting slots instead... or even Battle Cry. Valid point about the stun lock though, so this is a tough one...

- "Black" runeword does rock, especially with Frenz. You turned me on to this a while ago...

- good stuff on the 85 skill point budget... that's the new deal.

I'll drop some more comments as they come to me... lemme know if you want to go all out and have it illustrated - I warn you though, I'm disgustingly lazy when it comes to commisions... ;)

Brista -
Quote:This can be annoying if you wanted to pull them out of a pack, especially since once they've been taunted and have given up on the idea of walking towards you they're then effectively immune to the AI altering aspect of being Taunted - you'll never get them to move. (Unless you change acts, I hadn't been aware of that)
- is this that "hypnotize" thing? I noticed when using my War Cry Barb that Taunt + War Cry would often cause the monsters to stand in place and keep swinging in the same direction, unable to move or turn around or anything... always thought it was a neat bug.
*Swarmalicious - USeast Hardcore
"A little nonsense now and then, is relished by the wisest men." - W Wonka

The Flying Booyaka and The Legend of Bonesnap
Reply
#8
I will work on it a bit more this weekend, you have all given me ample food for thought.

Taunt AI tests will need a few more looks.

However, here is what I know for sure:

If I taunt a goat in the AS, and then Leap Attack or Leap to a platform across from him, his AI tries to get right at me, and then does a fairly small circle search left and right that sort of sends him into circles. I need to look at this on many more monster types for the guide. There may be some surprises in store for me. :)
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
Reply
#9
Merc Choices:

Act I: If you go Mace or Axe and keep Dex Low, she can do immense help to your AR and to Hit with Inner Sight. (Another old favorite skill of mine. :) )

From wiz over at The Basin:

Quote:Spirea's lists an Act 1 merc at level 80 as having level 23 IS. In 1.10 that gives -1016 to enemy defense(!). IS above level 20 ( on characters) goes as follows:
21: -876   22: -936   23: -1016   24: -1095   25: -1176  26: -1255  27: -1335
28: -1416  29: -1515  30: -1615

D2data lists 1.10 Moon Lords as having 1765 defense in Hell; Hell Lister runs about 2000. In 1.09, what little I found suggests that IS is applied before any percentage reductions like Conviction; but still, having a high level Rogue merc with a few +skills items looks very, very useful for folks who are concerned about AR -- and AR is a big issue in 1.10.

Act II mercs:

Too many choices, but I like Defiance and Might so far.

Defiance. Why? Added DR combined with Taunted monster's -AR reduces the number of hits you take in melee.

Might: Faster killing, not always a bad thing, and it helps him leech life much faster, thus keeping him alive.

Blessed Aim: As per the Rogue, AR is handy.

Prayer: I don't see it.

Thorns: Depending on where in the equation new thorns handles damage, it may help speed up monster death, since you will get hit, but given _damage applied to base early, I suspect that it loses it benefit and is suboptimal.

Holy Freeze: Since you already can crowd control most monsters with Taunt, or a quick Leap Attack to get unstuck, Holy Freeze seems handy, but might be best used in HC where Lag Proofing is a concern.

Act III mercs: Add elemental damage to your physical and magical attacks. I am poorly versed in Act III mercs, but since the Tourette's Barb IS the tank, this could be an excellent choice, particularly if the Merc shoots Inferno at a high level. :)

Act V: Bring the monsters to us, Barb Merc bashes, stuns, it is a complementary player who is fighting alongside what amounts to a Tourette's Tank. :) With a mighty enough sword, the Bash and Stun is handy for champs and bosses.


Blessed Aim:
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
Reply
#10
Great write-up!
...and just when I was happy with my Berzerker build <_<

Actually, us "zerkers" are closely related to the Frenzy barbs. Instead of hurling insults to taunt, we just scream our heads off, howling untill the whole battlefield is running away in fear. (accept the champs and bosses)

Getting back on topic, I'd like to share a tidbit where our two styles mesh quiet nicely. :) Howl is great for crowd control, this we know. But after the enemy is running away, you can still call them names and taunt them back. This way, Mr. Teret can select who he wants to chop into bits one at a time if he likes.

Well, I'm off to start a Frenzy baba now. B)
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#11
Superb idea! Inspired me to try it out, though I use a slightly modified build. I've never noticed that Taunt gives these wonderful penalties to the monster it affects, have they always been there? I just speculated what Taunt would be like with a few +skill adders, like 2x Echoing weapons for instance. Lvl 29 gives -61% Enemy dmg and AR, effectively providing you with a 150% boost to your life and defense. If we go to the extreme, maybe get a few more +skill items and a few +skill charms, lets say that gives us slvl 36 Taunt. That would reduce the monsters damage and AR by 75%, basically quadrupling your life and defense! Now stack it with Battle Cry and what happens, enemy damage goes beyond -100%. Would this really reduce their damage to 0 for a short period of time? Or is there maybe a cap to the penalties of Taunt?

In v1.10, where surviving long enough to manage to kill anything has become a bigger issue than doing enough damage to slaughter anything in sight, I can easily see Taunt becoming one of the most important barbarian skills.

Taunt does indeed seem like the key to most difficulties that v1.10 has created. I can imagine the Infector and his crew actually being managable now with Taunt, both for disabling the Inferno, and for splitting them up. That it doesn't work for Champs and Bosses isn't a problem, since the difficulty with bosspacks lies in often having to face 7-8 supercharged minions + the boss all at the same time because they seem to be quite unwilling to split up without giving them a push. Dividing them and then facing the boss 1v1, greatly simplifies matters.

The Frenzy/Taunt barbarian I started yesterday is doing great so far, using dual rare Flails (gambled). My projected skill plan is

20 Double Swing
20 Frenzy
20 Taunt
20 Battle Orders
1 Natural Resist
1 Inc Speed
1 Battle Cry
1 Battle Command
1 Berserk
8 Prereqs
The rest, if I ever go beyond lvl 82, in Mace Mastery

Currently in Act 2, gotten Double Swing to lvl 9 and pumping Taunt now. Double Swing is indeed an excellent low-level skill Brista, despite doing a relatively low 12-68 dmg, I'm killing faster than any of my previous v1.10 beta melee variants, and he's far more low-maintenance as well, hardly ever need to chug down either reds or blues.

For the late game, I had planned to use 2x Honor Scourges. The lack of IAS on the weapon will be made up by the very fast base speed. I hope that I'll be able to acquire whatever runes I need with a few NM Countess runs. 160-175% ED (if I get a superior item), +9 Min/Max dmg and 25% DS should result in enough damage to handle Hell monsters, and it gives tons of other bonuses I can use.

One final thing, why are 2-handed weapons are mentioned? They don't work with Frenzy or Double Swing, do they?
In my mind, my dreams are real. No one's concerned about the way I feel.
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#12
Trying this build made me realize just how ignorant I was in regards to Taunt's mechanics. I had always assumed that it was an area of effect cry with a chance to work based off of some clevel/mlevel formula, kind of like howl. Needless to say, I generally tried it once for kicks, didn't like the results, and moved on.

The fact that Taunt targets one monster at a time was news to me (I say again, I was really ignorant - yet somehow I doubt I'm the only one). I therefore also didn't know that it auto targets the closest non-taunted monster if your cursor isn't over a monster (or over an already taunted monster), nor that you can tactically select the monster you want to taunt with your cursor. Very handy in the case of getting ranged attackers out of their firing cycles first before worrying about less threatening monsters that may be closer.

Once you have a sense of how many Taunt/Battle Cry affected monsters you can manage in a single pack (depends on the monsters and your gear), it may be useful to switch to a couple weapons with fast cast modifiers (Suicide Branch, Wizardspike, and "Heart of the Oak" come to mind) to spam enough taunts to quickly pull the appropriate number of monsters and then switch back to your frenzy weapons to do your killing. Doing enough Taunts to affect every succeptible monster in a play session without using any fast cast can get fairly tedious.

It's a fun build and seems strong twinked or untwinked. (I tried it out twinked to see how it felt) There's a nice symmetry to the skill point usage in that there isn't a lot of heavy pumping of any skills that aren't going to get used beyond their synergy effects (pumping something just for synergy always feels wasteful to me).

[Edit - I LOVE the fact that taunted frenzytaurs only use a normal attack when taunted. Worth using a lvl 1 taunt on them with other builds...]
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#13
Quote: I've never noticed that Taunt gives these wonderful penalties to the monster it affects, have they always been there?

Yes. However, the 4 X AR feature seemed to take care of any benefit that Taunt gave, particularly when it is used as a "one point wonder."


Quote:I just speculated what Taunt would be like with a few +skill adders, like 2x Echoing weapons for instance.  Lvl 29 gives -61% Enemy dmg and AR, effectively providing you with a 150% boost to your life and defense.

Consider the following 1.10 change:

Your AR = (dex - 7) * 5 + tohit bonus + tohit factor
monster AR = tohit bonus + 5 * dex + tohit base

I am not at present sure how the -Attack percentage works, but it may be similar to the -Damage forumlation:

See This Post On Warcry Stacking

If -Attack% effects only base, then depending upon the monster, the effective increase in defense could be a bit less than we might think, but if it is applied to the "whole AR" quantity, then yes, it would be a very nice aggregate improvement to your DR.

One could solve for "effective DR improvement per the %To Hit change using the

%ToHit = 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)

EDIT:

By setting the alvl = dlvl, since you cant influence that by anything you do with skills or equimpent, I found that DR = (1-X) * AR (where X = the target % to hit expressed as a decimal, such as .05 for a 5% "to hit"). Cutting the enemy AR in half "effectively" reduces your DR requirement by a half for the same targeted 'to hit' percentage. That represents how often you can accept getting hit by a garden variety monster.

Where the actual %AR reduction takes place, as in the Base or the over all, could influence that, however, if 4 X AR is still applied after the initial calc, then reducing 4 X AR's AR term should scale.

Quote: If we go to the extreme, maybe get a few more +skill items and a few +skill charms, lets say that gives us slvl 36 Taunt. That would reduce the monsters damage and AR by 75%, basically quadrupling your life and defense! Now stack it with Battle Cry and what happens, enemy damage goes beyond -100%.

We seem to have found out that -Damage % is capped at 90%, and that Physical Resistance from Equipment -Damage %'s is capped at 50%, so you have to fill in the cracks with straight -Damage items.

The unFrenzied feature for Taunt is a great way to take the bonuses away from Frenzytaurs and is reason enough to love the skill. :)
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
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#14
If the Immune to Taunt thing happens, and if you have chosen the "go + War Cries" route for added skills, then you could have some success in first Howling at them, and then Taunting them, to reset the Taunt AI.

Too large a differential in clvl/mlvl will of course make that untenable, so +warcries would be very important.
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
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#15
Occhidiangela,Aug 4 2003, 11:32 AM Wrote:If the Immune to Taunt thing happens, and if you have chosen the "go + War Cries" route for added skills, then you could have some success in first Howling at them, and then Taunting them, to reset the Taunt AI.
Unfrotunately, while Howl does override the effect of Taunt, it does not actually remove the status of being Taunted. Taunting a Howled monster will draw it back to you, but Howling a Taunted monster will send it running and make it immune to future Taunts. <_<
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#16
Just checking. And thanks for the correction if it is true in 1.10.
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
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#17
I've noticed that Taunt only dissuades monsters from using their non-normal attacks (frenzy for frenzytaurs, arctic blast for frozen creepers, etc) if you use it *before you engage in melee combat with the monster* (in the case of frenzytaurs, before they bring the melee to your house!) Can anyone else confirm?

Also, does anyone have any advice for dealing with swarms other than howl + taunt back? One of the problems I'm having with this build and swarms is that due to the nature of frenzy and double swing, my barb wants to wack at least 2 enemies at a time, while I'd much prefer it if he concentrated on one at a time :D This becomes especially difficult on boss packs, where dividing damage between more than one target is terribly inefficient due to their regeneration rate--aside from the fact that doing so gets me bashed over the head a lot more <_< Any ideas?

edit: correct monster name!
-jms
*hemal2@USEast
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#18
1. Leap Retreat. Leap Attacking as a withdrawal can shed a few of a mob and allow you to attack a smaller group, or put you around a corner where you Taunt them to you.

2. Use walls and other "terrain" to break up mobs. Use a bit of Shift-Attack to hold your ground as the mob thins so that you don't step forward into a pile when a body drops.
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
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#19
Well, I'm bought. I started mine tonight - "Chef". (I have a friend with Tourette's whose a chef..) Anyway, you know what weapon would be good? That rune word "Call for Arms" Lots of +warcries. Too bad it doesn't work. I Might try Famine since it gives Ignore Monster Defense, Ias, and Prevent Heal. Anyway, let me know how you go.

Oh, two axes here. :D
"Oh dear god, i don't feel alive when you're cut short of misery (raise forth lost cause)
will you pray it be the end? give a look surprise wide eyed to me (raise forth lost cause)"

~Coheed & Cambria
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#20
I have the oddest image of a bunch of Tourette's Barbs and Booyaka Barbs at a LAN party in a dingy room full of opened-up computers, empty beer cans, heaped ashtrays and crisp packets

And then a very wicked image of leading Monkeycid's singer barb "Bing Crosby" down the hall to the room, assuring him that he'll fit riiiiiiiiight in ;)
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