Interrupt Barbarian, revised for turn based mode =================================== Difficulty: PotD -------------------------------------------------------------- Class: Barbarian -------------------------------------------------------------- Race: Hearth Orlan® -------------------------------------------------------------- Background: The White that Wends - Explorer ® -------------------------------------------------------------- Stats: MIG: 17 CON: 10 DEX: 15 (!) PER: 21 (!) INT: 10 RES: 5 -------------------------------------------------------------- Skills: Survival 10, Athletics 11, Stealth 4 -------------------------------------------------------------- Abilities/Talents (a=auto, !=important, r=recommended): Abilities Barbaric Yell 3. Wild Sprint 5. Brute Force 7. Threatening presence 9. Barbaric Shout 11. Heart of Fury (r) 13. Dragon Leap (r) 15. (pick your Fancy) -------------------------------------------------------------- Key Talents: Two Weapon Style(!) Interrupting Blows(!) Accurate Carnage(!) Weapon Focus (!) Barbaric Blow (r) -------------------------------------------------------------- Rationale: TBM has increased the Interrupt times. New Interrupt time = 2*(Old Interrupt time)+1s, with fast melee weapons interrupting for 1.7s/Ini and average one-handed melee weapons interrupting for 2s/Ini. Seeing as how attack speed has a minimum 1 INI attack speed, we can now keep enemies in perpetual Interrupt lock. We'll use my data from attack speeds to give our hearth orlan the close to 1 Ini per weapon attack. References: 1. MountainTige's Interrupt Barbarian build https://forums.obsidian.net/topic/85678-class-build-interrupt-barbarian/ kungapa's The very annoying barbarian build https://forums.obsidian.net/topic/91722-class-build-the-very-annoying-barbarian Attack speed management Before we talk about all the considerations for choosing what, we should talk about attack speed management. - In the early game, the combination of Dex 15, clothes, Two-weapon Fighting Style & fast weapons like clubs/daggers/rapiers will have a recovery time of 1.07 INI per attack (or 2.15s/INI for both). Pushing Dex to 17 with Fulvano's gloves will bump this to 1.04s/INI (or 2.09 for both). If you want to use average speed weapons, the combination of Dex 17, clothes, Two-weapon Fighting Style will have a recovery time of 1.32s/INI per attack. FRENZY (+0.33 attack speed) is tempting, but falls of quickly in TBM when attack speed is high. We want to keep enemies perpetually intercept locked. - Gauntlets of Swift Action +0.15 speed, which again changes up the equations. Alternatively, Mourning Gloves gives +0.1 speed and +15 Interrupt on kill For a more in-depth discussion on attack speeds here if you can read my thread here: https://forums.obsidian.net/topic/138059-research-dex-bonus-speed-per-point-in-tbm-and-breakpoints/ -------------------------------------------------------------- With that in mind, we can discuss some ability choices. -Wild Sprint: For shenanigans. Here's a tip; monsters/beasts are considered a separate faction from kith enemies. Imma use any advantage I can on PotD. - Brute Force: Brute Force can help generate more hits/crits against low fortitude enemies, and we have the means to lower fortitude (sickening aura) Blood Lust (+0.2 attack speed after 2 kills for 8 seconds) helps after your Frenzy has ended. - Threatening Presence vs Bloodthirst: Sickening Aura with no save reduces Fortitude with no save. Use it. Durance can use Painful Interdiction to induce Weakened for even lower Fortitude saves. - Barbaric Shout: you don't need Barbaric Shout if someone else is in charge of casting a Terrifying spell when needed. I'd rather have it to free up my casters for other spells. -------------------------------------------------------------- Weapon choices: A LOT of variations here. Early on, use two clubs/daggers/rapiers for the bonus to hit. Club/ Ruffian: St. Wygelt's Cudgel? -5 resolve (-15 concentration) Rapier/ Noble: Mosquito? -5 Concentration, superior interruption. War hammer/Soldier: Godansthunyr and Shatterstar have superior interrupt times (2.5s and 3s respectively). Godansthunyr also has stun on crit, a very nice debuff to inflict in an AoE. Spear/Peasant: The Vile Loner's Lance also has superior interrupt times (3s). The trouble of Warhammer and spear is that these are average speed weapons, not fast. So there's some speed management involved until you have access to Durgan enchantment. I imagine most people will want to use Godansthunyr and Shatterstar. However, I believe prone/stun/paralysed enemies cannot be interrupted. Keep that in mind. === Interrupt calculations: 1. 21 Perception = +33 Interrupt 2. Interrupting Blows = +15 Interrupt 3. Someone else holding Zephyr (-20 Concentration) 4. Frightened (reduces Resolve by -2 or -6 Concentration): Barbarian Yell causes Frighten: -2 resolve, (-6 concentration, -4 will) alternatively, Terrified (reduces Resolve by -4 or -12 Concentration): Barbarian Shout and Kana invoking Reny Daret's Ghost Spake, "I'll Catch You, Ben Fidel", which , -8 will) Total Interrupt from this combo with Frighten is 33+15+20+6 = 74 Interrupt which is pretty darn good since default Concentration is 75. Examples: - Wisps have 16 Resolve, which gives 75+18=93 Concentration. - Anyone with 18 resolve has 75+24= 99 Concentration - Gafonercos, a level 16 end game dragon, has 26 resolve which gives 46+75 = 121 Concentration. And those are just some of the Barbarian abilities! A more complete list of abilities which reduce concentration and improve perception/interrupt is here: https://forums.obsidian.net/topic/77638-interrupt-build/#findComment-1662711 . Some standouts include Wizard's Miasma of Dullmindedness (-6 resolve = -18 Concentration), Cipher's Psychovampiric Shield (-10 resolve = -30 Concentration), Priest's Champion's Boon (+10 Perception = +30 Interrupt)