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Barbarian armor choice


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6 réponses à ce sujet

#1
Squidmaster

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What would you recommend I use with my barbarian.  Black Dragonscale armor, or Abishai Hide from Rogue Rebalancing?  I could see it going either way.  I guess it comes down to how much 3 points of AC is worth vs the DR of the other one.

#2
Flamedance

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In late game - and especially in TOB - DR is far more important than AC. TOB enemies will usually hit you no matter what (unless you have really godlike AC), so reducing the incoming damage should have priority.

I don't know what the DR modifiers on the Abishai Hide are, but in TOB i'd take DR over AC any.

#3
The Potty 1

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Abishai's Hide wins hands down. You could get to 95% physical resistance with this.

Barbarian class : +20% physical (Innate)
Flail Easthaven : +20% physical (Joluv)
Hardiness HLA : +40% physical (20 rounds)
Abishai's Hide: +15% physical (Rogue rebalancing)

Other items to note are:

Inertial belt : +50% magic damage, +25% missile
Gauntlets Extra : +1/2 attack, +1 THACO, +2 Damage
Ring of Fire : +50% fire
Ring gaxx : +10% Magic
Cloak Mirror : spell deflection
Cold Boots : +50% cold
Selfish Good : +10% Magic
Pride Good : +20% Fire/Cold/Elec
Roranach helm : +50% blunt (Gromnir)

This is probably what my barbie wore to solo ascension. Well except he was evil and used blackrazor. I did it on easy, but afterwards felt I could have done it on normal. This compared to my Kensai 13>thief, who couldn't even get past the demon pools on easy.

#4
Dante2377

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Another useful one if you use mods is the upgraded Aeger's Hide (AC1, 20% elemental resistance, immune to confusion). the elemental resistance will be more helpful in mage-centric battles than the extra physical resistance.

Also, I've found once I get the physical resistance up to 80 or above, a helmet with more generally useful resistances (like elemental reduction, etc) are my standard barbarian helmet and then i switch to Roranach in spot situations. Same with the extra ring slot (I use tweaks to allow protection items and magic armor) - unless it's really late game and my saves are in the -5 range, I'll keep the Ring Pro+2 and switch to the fire as needed.

I've also always found the Boots of Grounding (50% electric resistance) to be more useful than the Cold version, but YMMV.

#5
Squidmaster

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Interesting indeed. I just finished chapter 6 to get this armor, and so far it has felt like AC has generally mattered except when going up against backstabbers. I have been giving all of my melee fighters boots of speed. Should I go with resistance boots instead in general? I had basically written those off.

This damage resistance thing definitely makes sense. What do you do with your other characters like Keldorn or Jaheira to actually get the monsters to target the barbarian over them? With Jaheira I can shoot with the strength enhancing sling, but with Keldorn I feel like I'd have to trade Carsomyr awesomeness for effective DR.

Oh, one more thing while the topic of HLAs has been mentioned. Is it worth getting whirlwind attack for dual wielders? It seems like I am getting 9 per round with imp haste and no whirlwind. I could get critical strike or something instead, right?

#6
Sparky The Barbarian

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If you're in Chapter 6, get the red chain from The Adventurer's Mart Special Items.

#7
Dante2377

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Squidmaster wrote...

Interesting indeed. I just finished chapter 6 to get this armor, and so far it has felt like AC has generally mattered except when going up against backstabbers. I have been giving all of my melee fighters boots of speed. Should I go with resistance boots instead in general? I had basically written those off.

This damage resistance thing definitely makes sense. What do you do with your other characters like Keldorn or Jaheira to actually get the monsters to target the barbarian over them? With Jaheira I can shoot with the strength enhancing sling, but with Keldorn I feel like I'd have to trade Carsomyr awesomeness for effective DR.

Oh, one more thing while the topic of HLAs has been mentioned. Is it worth getting whirlwind attack for dual wielders? It seems like I am getting 9 per round with imp haste and no whirlwind. I could get critical strike or something instead, right?


I always play with the Item upgrade mod, so you can have cromwell join the boots of speed and grounding or the north together.  

If you have enough Mages to reliably have enough Imp haste for everyone to get 9 APR, then more critical strikes would be helpful.  Although I'd have at least a couple GW for tougher fights when the enemies have Dispel/Remove Magic.

I know for me, I'm mostly talking about TOB for AC not mattering - and by not mattering I'm mean the few points difference between something like Improved Aeger's Hide (ac1) or other utility-type armor in that range vs white dragon armor (ac-2).

Modifié par Dante2377, 15 avril 2011 - 03:19 .