Bumping this because I've been having a lackluster time with Serafen as pure Barb and was hoping for more insight. I was using him as a dual-wielder with what I thought were decent enough weapons for the level. He felt like he wasn't doing too much and when I looked at the damage report I saw that he was just under 20,000 damage while my SC Forbidden Fist monk had above 55,000 and Konstanten (SC Skald) had about 45,000. My can't-hit-sh*t Herald tank had about 10K and support druid Tekehu had just under 15K.
Sorry for all the numbers but that puts into perspective how bad Serafen was doing compared to my two other dps. Keep in mind, however that Serafen joined a bit later than the others so the numbers aren't quite as bad as they look, but they definitely shouldn't be so low.
Looking at suggestions in this thread I've decided to try him as a two-hander build with Willbreaker and LD Voulge. Haven't tried it out just yet but I was wondering if anyone had had a similar experience and whether they were able to diagnose the problem and fix it. At the moment I suspect the issue is accuracy, which I'm hoping will be fixed by Body Blows + Brute force. Does that sound right? Have people had good experiences with dual-wielding barbs early/mid-game (potd-upscaled)?
Heart of Fury makes them good against mobs. But you need a priest with BDD to prevent him from dying constantly. Even more if you use frenzy and the raw damage ticks in. Spirit Storm is very good for CC, it works very often.
Serafen is a vanilla Barb. There is no raw damage when he uses Frenzy.
Also a non-Berserker Barb is not too squishy and will not die contantly - especially not with Savage Defiance which makes him rather sturdy once you reach certain levels where the higher starting endurance has more impact (Serafen las lowish CON though, so give him 1 or two CON items).
It sounds as if you were confusing Barb with Berserker..?
@Jayd: which char level is Serafen currently on? Due to his stats he's not minmaxed for anything but some builds work better than others. For example once you reach PL9 you should totally skill him towards "The Bloody Mess": Blood Storm, Blood Surge, Bloodlust, Blood Thirst and Driving Roar. Acina's Tricorn works with Driving Roar. That would be the "ranged" variant. Backup weapon can be his mortars or whatever ranged.
Melee variant is basically the same but also use Brute Force - jump in using Panther's Leap, then Willbreaker & Heart of Fury + Body Blows, then Dazing Shout non-stop. Wear the Bloody Links - just because of the name. You can also pick Blooded on this one, the +25% dmg also works with the shout. Once your endurance drops a lot you can trigger Savage Defiance. If you have a lot of Rage left due to Blood Surge use HoF from time to time - the Willbreaker's enchantments "The Mind makes Real" and "Battered Mind" work very well with the shout which shakens enemies (=RES affliction). Int this one also Spirit Tornado can make sense. Depends though on how often he goes down without it.
The melee variant is more risky and you don't do as much dps most likely (base dmg of Dazing Shout is lower than Driving Roar) but at the same time you debuff Fortitude (Dazed + Body Blows = 35) and also Will (Willbreaker + Shaken) which might be great for your party members.
I personally like Driving Roar better - it's less dependend from items and it also knocks enemies down. Once you are "in a frenzy" with Blood Thirst they won't get up again.
The second variant is better if you not only want to do dmg but also debuff - and if you already skilled Serafen for Morning Star etc. and don't want to retrain.
Before getting to PL9 one must maybe accept that Serafen with a Morning Star is not your best dmg dealer but more of a fortitude debuffer/dmg dealer hybrid. You can't measure the effect he has on party's damage if he lowers enemies' Fortitude by 35 constantly - but I guarantee with the right party members it can be very useful.
If you want to maximize Carnage dmg you have to pick Monastic Unarmed Training, Accurate Carnage and all the speedups you can get. Also bonus INT and AoE bonuses are necessary. In general a Barb is better against tight groups, so something like Dazzling Lights from stealth followed by Pull of Eora are very good to improve a Barb's performance.
If you want to maximize HoF I would pick Battle Axe in main hand (+ Bleeding Cuts) and Scordeos Edge with Adaptive + Blade Cascade in offhand. I think... Circumventing the recovery malus of Bleeding Cuts with HoF is pretty nice while doing a lot of raw DoT.
Edited by Boeroer, 04 March 2019 - 11:31 PM.