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Found 8 results

  1. Hi, is this new? I currently have a Berserker/Helwalker in my party, wieldig Saru Sichr. Whenever I use Force of Anguish the target will get hit twice: first by FoA itself and then by Carnage. Which is a significant single target dmg increase. I guess by pushing the target backwards it gets into the AoE of Carnage right in time. I never noticed this - although I played Ravagers before. It's so nice that I find myself using FoA a lot more than I initially planned (wanted to use Stunning Surge a lot)... I already tested with Clear Out + Carnage (because that's also a push ef
  2. Could someone add an ability for barbarians that turns Carnage off and gives bonus damage? For everyone: What do you think would be a balanced/good bonus damage? If not other balanced effect.
  3. Description: Carnage procs against allies who are confused (and probably any other similar status) who wander too close to a barbarian hitting an actual enemy. I consider this a bug because it implies the confused one is the barbarian. The confused party member was standing in a stupor and had not taken any hostile action (towards anything). ~I've stood next to you while you flew into unimaginable rages during which no sane person could have any higher brain functions left, and yet you never once hit me. I get covered in some mushroom dust and NOW you hit me??~ "I could see you wande
  4. So my current play trough nearing the end , i was thinking to go with all carnage characters for next one . Would be nice if people could share their ideas for building Stag Druid Wizard with Blast ( Rod with 2 Projectiles ) Barbarian Off-tank who is using shield with bashing and debufs with his carnage My MC will be KW Paladin Healer ( carnage heals 0_o ) , Also i will have Ranger with Stag and Stormcaller , will try to get early bow to make this run easy and i will have main tank Chanter using Dragon and Sure Handed Ila chants assuming chanter can solo everything im probably go
  5. There are a few aspects in the game that are a bit annoying when it comes to seeming inconsistent such as hatchets having a deflection bonus over swords, but I really do think that there needs to be a increased difference between tiny one handed weapons and large two handed weapons -- especially when it is tied to the Barbarian and the Carnage skill. Carnage is meant to represent the Barbarians large sweeping attacks, which in this game seems most effective built with two tiny stilettos. The developers really should make a change so that the carnage skill increases with the size of the we
  6. For a Barbarian using a 2h weapon with reach (pike or qs), how crucial is intellect's AoE modifier for Carnage? Do I really need the extra reach, or will he already be hitting anyone around him with an int of 10 (or 3? - though that should actually malus the reach, I guess?)
  7. Could a first-level barbarian ability allowing a limited version of Carnage to be used at range (and possibly locking out melee Carnage) be balanced, or would it almost certainly be too good? I've been pondering the fact that barbarians are only usable at melee range. At first, it seemed like a natural consequence of what the class is all about, and I'm not sure it isn't, but I do wonder if there isn't room for ... I dunno, shooting through a guy and into another guy, or ricochets, or something like that. Barbarians have started to interest me in the same way that Ciphers interest me, and
  8. Title. And does anyone know what the actual numbers on carnage are? (half damage, -5 Acc, etc?)
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