Barbarian Class 0.9.8
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Re: Barbarian Class 0.9.7.4
I've decided to test this out -- my first add-on in 1.0! -- because I'm determined to get a hang of this antimagic thing and while I'm running an excellent wyrmic, he doesn't really have the points to spare for antimagic when fungus is already available. This class seems perfect and after a rough start (dwarf, kept getting swarmed and slaughtered) I'm on my way. Small suggestion -- perhaps you should allow the characters to start with a second sword in their inventory. I found that my initial point allocation, especially with the dwarf, to be frustrating because there was no use for "Brute", just "Bash" or, if you wanted to invest in Cunning early, "Street Fighter." Given that the generics + stats had to be carefully managed for prereqs with any race without an initial strength bonus, I was either practically defenseless, unable to hit anything reliably, or unable to do much damage, depending on where I scrimped in generics. So a chance to dual-wield right from the start would be helpful.
Granted, I haven't had the same problem with Thalore, just the Dwarf, but it still seems like a reasonable starting item for a class that is supposed to be dual-wield.
Granted, I haven't had the same problem with Thalore, just the Dwarf, but it still seems like a reasonable starting item for a class that is supposed to be dual-wield.
Re: Barbarian Class 0.9.7.4
Been trying out the latest version of this and class and it's pretty fun, nice to have something that can DW 1h weapons besides Reaver.
I think Escape Plan in the raider tree is bugged atm, any kill that would have caused it to proc returns this error: http://i.imgur.com/GA2y8Lt.png which I checked by removing most of my points in it, lo and behold it now goes off only every few kills instead of almost every kill.
Good job on the whole though, currently working on the prides with mine!
I think Escape Plan in the raider tree is bugged atm, any kill that would have caused it to proc returns this error: http://i.imgur.com/GA2y8Lt.png which I checked by removing most of my points in it, lo and behold it now goes off only every few kills instead of almost every kill.
Good job on the whole though, currently working on the prides with mine!
Re: Barbarian Class 0.9.8
Thanks for the feedback guys!
hunter - everyone should already have two one handed swords by default. the player creation screen doesn't show both weapons though, same thing with reavers. i think it's a bug in the window itself. but, any race that can be a barbarian should already be able to get some use from brute right off the bat.
judecca - that's great feedback, i hadn't made it that far into the normal campaign with a barb yet! Escape plan is fixed, and changed a little bit to kick in when you get hit really hard.
0.9.8 changelog
- fixed a bug in natural sight that could lead to obscene vision radius
- raider & executioner trees now can both be unlocked at lvl 1. both trees now have much lower requirements. have fun cornacs
- fixed up and buffed the raider tree, also fixed the talent descriptons. raider should make crowd control very interesting!
- Riot now causes a 2 turn daze
- Evict daze lowered to 2 turns
- Pillager - same
- Escape Plan fixed. now engages when hit for 20%(scales to 15%), and is a 20-100% chance. 4x movement speed/1-2 turns
- maybe a couple things i'm forgetting
have fun!
hunter - everyone should already have two one handed swords by default. the player creation screen doesn't show both weapons though, same thing with reavers. i think it's a bug in the window itself. but, any race that can be a barbarian should already be able to get some use from brute right off the bat.

judecca - that's great feedback, i hadn't made it that far into the normal campaign with a barb yet! Escape plan is fixed, and changed a little bit to kick in when you get hit really hard.
0.9.8 changelog
- fixed a bug in natural sight that could lead to obscene vision radius
- raider & executioner trees now can both be unlocked at lvl 1. both trees now have much lower requirements. have fun cornacs

- fixed up and buffed the raider tree, also fixed the talent descriptons. raider should make crowd control very interesting!
- Riot now causes a 2 turn daze
- Evict daze lowered to 2 turns
- Pillager - same
- Escape Plan fixed. now engages when hit for 20%(scales to 15%), and is a 20-100% chance. 4x movement speed/1-2 turns
- maybe a couple things i'm forgetting
have fun!
Re: Barbarian Class 0.9.8
I actually won (adventure mode, but 0 deaths I think) the other day. At some point the vault stopped updating unfortunately, but I still have the save so no biggie.
Interestingly, although I never had much issue killing things, damage output on some enemies felt a tad low for whatever reason but I was having pretty lukewarm luck with weapons until I got Urselak's femur towards the endgame, not much good crit multiplier gear either from what I recall. But it's a moot point if I pulled off a a deathless win, I think, so it's probably fine!
I actually maxed Mutant just for the You Shall Be My Weapon prodigy, only to discover that it's bugged (and already fixed in the svn) and doesn't go on cooldown so I only sparingly used it every once in a while so as to not actually end up abusing it. It hit pretty decently hard though! Also, you can get some pretty monstrous HP regen without too much effort--I think with mutant I had a good 25-27/turn which is always super fun since you can just watch your HP skyrocket while auto-exploring.
Call of Zigur owns bones and was very very useful for mopping up the Pride entrance rooms. I'd basically take a step in with Mutant, regen/wrath of the woods running, take one step forward (so I could drag 3 guys behind me, grushnak excluded obviously), call of zigur, and whirlwind them all down. I felt bad the first time, but that feeling went away because kill all orcs.
Also Resolve from AM is really nice for keeping Mutant running along with 5/5ing the regen/encumbrance passive.
Also, since I went Thalore, I think I was packing basically an innate 50% blight resist from thalore's t3 racial and Natural Resistance. It kinda owned!
On the whole, it's a fun class and I enjoy it.
Interestingly, although I never had much issue killing things, damage output on some enemies felt a tad low for whatever reason but I was having pretty lukewarm luck with weapons until I got Urselak's femur towards the endgame, not much good crit multiplier gear either from what I recall. But it's a moot point if I pulled off a a deathless win, I think, so it's probably fine!
I actually maxed Mutant just for the You Shall Be My Weapon prodigy, only to discover that it's bugged (and already fixed in the svn) and doesn't go on cooldown so I only sparingly used it every once in a while so as to not actually end up abusing it. It hit pretty decently hard though! Also, you can get some pretty monstrous HP regen without too much effort--I think with mutant I had a good 25-27/turn which is always super fun since you can just watch your HP skyrocket while auto-exploring.
Call of Zigur owns bones and was very very useful for mopping up the Pride entrance rooms. I'd basically take a step in with Mutant, regen/wrath of the woods running, take one step forward (so I could drag 3 guys behind me, grushnak excluded obviously), call of zigur, and whirlwind them all down. I felt bad the first time, but that feeling went away because kill all orcs.

Also Resolve from AM is really nice for keeping Mutant running along with 5/5ing the regen/encumbrance passive.
Also, since I went Thalore, I think I was packing basically an innate 50% blight resist from thalore's t3 racial and Natural Resistance. It kinda owned!
On the whole, it's a fun class and I enjoy it.
Re: Barbarian Class 0.9.8
Okay. I'm pretty certain I didn't have a second weapon, but I could have had a brain blip somewhere, heh. In any event, it's a fun class to run. Some of the talent names feel a little, er, unthematic, but that just adds character to the class. I'm slogging away at the mid-20s level doldrums that most classes have, but will soon be picking my first prodigy and testing the waters of Dreadfell. Thanks for replying and working on the addon. It certainly gives a new and fun variation to the traditional hack-n-slash melee classes.
Re: Barbarian Class 0.9.8
judecca - wow! i still haven't made it out of the west with a barbarian, keep getting slaughtered by vault enemies in dreadfell and being too stubborn to back off, often losing 3 or 4 lives to one enemy. but i guess that's the dumb barbarian way! 
i'm really surprised at your experience with him. i'm impressed with some of your strategies with call of zigur, that takes balls! i wasn't sure if people would like mutant or even see the utility of it, very glad you got some use out of it. i totally forgot about the stamina regen on resolve to be honest, and with the new raider stamina regen passive i'm wondering if he'll have too much stamina available. did the barbarian feel overpwered to you?
hunter - thanks for keeping at him, on my play throughs the mid game does indeed get pretty boring with a barb as you're experiencing. i'm trying to figure out a way to shift the talent orders around to make them more accessible lvl 10-20 and spice up that mid-game. i'll also take a better look at the talent names to see if i can improve things there. i'm trying to keep one word names wherever possible, thinking that a barbarian wouldn't be able to remember long words since they are pretty stupid. but i agree that there's room for improvement there!
here's what i'm messing around with today
(wip)
*edit - updated armors, just for fun
i also plan on adding some sort of sprite for escape plan when it's active, particle effects or overlay sprites for the sustains, and sounds!

i'm really surprised at your experience with him. i'm impressed with some of your strategies with call of zigur, that takes balls! i wasn't sure if people would like mutant or even see the utility of it, very glad you got some use out of it. i totally forgot about the stamina regen on resolve to be honest, and with the new raider stamina regen passive i'm wondering if he'll have too much stamina available. did the barbarian feel overpwered to you?
hunter - thanks for keeping at him, on my play throughs the mid game does indeed get pretty boring with a barb as you're experiencing. i'm trying to figure out a way to shift the talent orders around to make them more accessible lvl 10-20 and spice up that mid-game. i'll also take a better look at the talent names to see if i can improve things there. i'm trying to keep one word names wherever possible, thinking that a barbarian wouldn't be able to remember long words since they are pretty stupid. but i agree that there's room for improvement there!
here's what i'm messing around with today

*edit - updated armors, just for fun

i also plan on adding some sort of sprite for escape plan when it's active, particle effects or overlay sprites for the sustains, and sounds!
Last edited by daftigod on Sun Feb 03, 2013 12:26 am, edited 2 times in total.
Re: Barbarian Class 0.9.8
The Call of Zigur thing turned kinda grim, at one point I did it in a Rak'shor entrance room and got shotgunned by every mage and went from full HP (with thalore's wrath of the woods up) to something like 36 in one turn.
The stamina cost on Mutant is rough, but I was thinking on it and maybe it was just me but +75 physical power didn't seem as high as it could have been. I just loaded up my barbarian to check and it wasn't adding that much damage, though it's probably because endgame you already have a nice bit of physical power. I'm not sure if it should be giving +physical damage % or something crazy akin to Cursed Rampage though because that might be too much since it does give you a bunch of HP regen and the size modifier's going to be amazing next version when You Shall Be My Weapon gets fixed/changed to give bonus damage if you're bigger than size big or huge or whatever the first "big" size is called. So, I'm conflicted!
Raider seemed okay as is because due to the cost to sustain it, you have to make sacrifices. Personally, with 72 willpower, I ran Weaponlord and Hitman all game, and then if I used Mutant during a fight I'd be down to 217 max stamina. Putting Raider on would put me at ~140 or so, but I guess it'd also counteract Mutant on the other hand. I don't think it'd necessarily hurt if it did something else instead but it's not like overpowered or anything.
I don't think the class as a whole is overpowered--it has a lot of tools in its kit (a more reliable rush, a stun, a mini flurry, decent melee aoes, an okay escape move now that escape plan got changed) but its damage output isn't anything like Rogue or Arcane Blade or archmage/corruptor levels or anything like that by a long shot.. I decided to check real quickly with my winner and with Mutant on and bump attacking and if both swings crit I can bump for almost 900, and bad luck on a Butcher won't even hit 1500 so that's on the pretty tame side of things as far as damage goes IMO. It seems to be in a pretty decent place and looks like it'd be pretty accessible for newer players as well, but don't totally quote me on that.

The stamina cost on Mutant is rough, but I was thinking on it and maybe it was just me but +75 physical power didn't seem as high as it could have been. I just loaded up my barbarian to check and it wasn't adding that much damage, though it's probably because endgame you already have a nice bit of physical power. I'm not sure if it should be giving +physical damage % or something crazy akin to Cursed Rampage though because that might be too much since it does give you a bunch of HP regen and the size modifier's going to be amazing next version when You Shall Be My Weapon gets fixed/changed to give bonus damage if you're bigger than size big or huge or whatever the first "big" size is called. So, I'm conflicted!
Raider seemed okay as is because due to the cost to sustain it, you have to make sacrifices. Personally, with 72 willpower, I ran Weaponlord and Hitman all game, and then if I used Mutant during a fight I'd be down to 217 max stamina. Putting Raider on would put me at ~140 or so, but I guess it'd also counteract Mutant on the other hand. I don't think it'd necessarily hurt if it did something else instead but it's not like overpowered or anything.
I don't think the class as a whole is overpowered--it has a lot of tools in its kit (a more reliable rush, a stun, a mini flurry, decent melee aoes, an okay escape move now that escape plan got changed) but its damage output isn't anything like Rogue or Arcane Blade or archmage/corruptor levels or anything like that by a long shot.. I decided to check real quickly with my winner and with Mutant on and bump attacking and if both swings crit I can bump for almost 900, and bad luck on a Butcher won't even hit 1500 so that's on the pretty tame side of things as far as damage goes IMO. It seems to be in a pretty decent place and looks like it'd be pretty accessible for newer players as well, but don't totally quote me on that.

Re: Barbarian Class 0.9.8
woooohooo!!! 

Re: Barbarian Class 0.9.8
Whoo, cool mutant barb! And +75 physpow + the ability to use You-shall-be-my-weapon without gear dependencies is nothing to sneeze at in my books.
Things still to do: Steamroller to work with charge! Now that the forementioned prodigy is fixed in SVN, these three skills will make an awesome combo.
Things still to do: Steamroller to work with charge! Now that the forementioned prodigy is fixed in SVN, these three skills will make an awesome combo.
Re: Barbarian Class 0.9.8
will do!
new mutant female
male base updated
new mutant female

male base updated
Re: Barbarian Class 0.9.8
I don't know if anyone else has this problem but i'll just post it here in the hopes that someone can help me.
Ever since I installed this addon (that is sweet by the way) my game has been incredibily slow. I have 3 minute long load screens and the overall gameplay is really slow, also 10~15 minutes into playing the game crashes with no error message. I don't really know why...
Ever since I installed this addon (that is sweet by the way) my game has been incredibily slow. I have 3 minute long load screens and the overall gameplay is really slow, also 10~15 minutes into playing the game crashes with no error message. I don't really know why...
Re: Barbarian Class 0.9.8
@ Totally - ToME seems to have loading problems with more than 3 addons. try disabling other addons to see if it helps.
Progress report for today:
Male / Female base finished. Featuring more muscles
Progress report for today:
Male / Female base finished. Featuring more muscles

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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Barbarian Class 0.9.8
Hey,
Any news on this class?
cheers
Any news on this class?
cheers
