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At level 4 the phantoms at Caed Nua will destroy a barbarian regardless of build, same goes for any melee build. Barbs also get better with age, like fine wine.... And they are gear dependent. They are a great class but you shouldn't judge them at that level against phantoms and shades, any class is going to struggle. What works consistently for me there is: 1 spamming fan of flames scrolls and or a Mage with the spell. 2 A ranger - high perception, wounding shot with a heavy weapon preferably an arbalest, fine enchantment and fire lash. 3 druid with firebrand. Obviously for anything other than scrolls you'd need some custom companions.

"Those who look upon gods then say, without even knowing their names, 'He is Fire. She is Dance. He is Destruction. She is Love.' So, to reply to your statement, they do not call themselves gods. Everyone else does, though, everyone who beholds them."
"So they play that on their fascist banjos, eh?"
"You choose the wrong adjective."
"You've already used up all the others.”

 

Lord of Light

 

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I also found an interrupt build underwhelming to be honest, tried one some time ago from posts Boeroer made. Orlan, white that wends, max perception. To be fair it's not so much the build that's the problem, it's the thought of a barbarian with no might:)

Personally I like high might and keeping dexterity at 10. I just found the character did very little damage and while interupts are nice, a barb with high might and good perception ends up dealing a substantial amount of interupts anyway, and the might boosts their healing and damage.

"Those who look upon gods then say, without even knowing their names, 'He is Fire. She is Dance. He is Destruction. She is Love.' So, to reply to your statement, they do not call themselves gods. Everyone else does, though, everyone who beholds them."
"So they play that on their fascist banjos, eh?"
"You choose the wrong adjective."
"You've already used up all the others.”

 

Lord of Light

 

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Additionallly, if you already have Kana, try a mix of the Harbringers of Doom and Come sweet winds of death. With high Int (so boost that for Kana of possible), the Harnringers effect will last as long as it takes to chant sweet winds, so they overlap each other. That way you can keep the phantoms constantly in fear, which gives a big malus in accuracy, and with aloths chillfog you can subtract accuracy even further since it inflicts blind. Have a frontline with big shields and weapon and shield style (maybe kana and Eder, or your main (even though pike is probably the best idea, or durance's staff) ) and they will have a hard time hitting you.

Meanwhile, Sweet winds and chillfog deal damage, and your party does as well.

Bottlenecking is really effective in this game btw

Edited by Ben No.3

Everybody knows the deal is rotten

Old Black Joe's still pickin' cotton

For your ribbons and bows

And everybody knows

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