rope kid said:Frenzy now has a Zero Recovery 45 frame animation and is Per Encounter. Carnage is the default starting Ability for all barbarians and they choose between Barbaric Yell and Frenzy for their Per Encounter.
rope kid said:The people who played barbarians in our play week all loved them. They don't shine unless they're in the middle of a mob, but when that happens (and it happens often), they tear things up.
There are three classes that are really designed to "hang out" up front for long periods of time: fighter, paladin, monk (arguably chanter, but their Endurance doesn't support it as well) -- all have base 35 Deflection. Rogues and barbarians can be up front, but they can't sustain being the center of attention for long (base 25 Deflection). Barbarians have the Endurance and Health to take the hits, but they need to dish out damage faster than the dudes around them. Rogues really can't deal with groups at all -- they have neither the Deflection nor the Endurance. But if they can isolate individual targets, no one is better equipped to take them down quickly.
Bobby Null played a barbarian with four companions and a rogue adventurer that he created and loved it. The barbarian would draw most of the attention and deal with the mob. If there was one really dangerous enemy in the group, the rogue would help the barbarian double-team it and take it out quickly.
What are your own thoughts on the matter?Obsidian thinks Barbarians R gud
rope kid said:I don't think they've had 5 for quite a while. The strings were recently updated to reflect the current values, but the spread is currently
Fighter 35 Rogue 25 Priest 25 Wizard 20 Barb 25 Ranger 30 Druid 30 Paladin 35 Monk 35 Cipher 30 Chanter 35
Quite a few of the abilities/spells are locked until you enter combat, not just pre-buffs. Plus, it's not like you can reliably pre-buff in this game anyway, with the lack of hard counters and such.To what end? Allow prebuffs?
Dude, you know this game is being made by Obsidian, right?It's pretty funny how they did a better job on non-combat gameplay when the game is supposed to be combat-heavy.
So what does the Frightened status effect?
Not this again (endless flame wars on this subject)I am sorry if it had been already explained and discussed. I heard somewhere that there is not going to be any XP for killing enemies, just XP for completing main and side quests. Does anyone know if it is true at all??
Not this again (endless flame wars on this subject)I am sorry if it had been already explained and discussed. I heard somewhere that there is not going to be any XP for killing enemies, just XP for completing main and side quests. Does anyone know if it is true at all??
There wasn't going to be, but they've partially rowed-back and now are including 'bestiary xp' where you get some xp after killing a few of a type of monster and 'unlocking the bestiary info'.
For a full discussion, why not read this thread from start to finish...
http://www.rpgcodex.net/forums/index.php?threads/the-xp-for-combat-megathread-discuss.93696/