[v6d] The Fortress Barbarian

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Re: [v6d] The Fortress Barbarian

Post by mahitovec on Wed Dec 11, 2013 2:08 am

what about skarn rw?

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Re: [v6d] The Fortress Barbarian

Post by Will on Thu Dec 12, 2013 7:18 pm

Trying barbs and I felt immediately drawn to fortress baba. Then found this guide with many of my ideas! Great job. Quite fun!!!! Stickied/bookmarked Smile

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Re: [v6d] The Fortress Barbarian

Post by grimjerk on Thu Dec 12, 2013 7:52 pm

@mahitovec wrote:what about skarn rw?

Guard Towers are useful for summoning ubers. Also if you enjoy a "lead and lure" playstyle. With duel skarns and + all skills (it is not coded as a barb skill) you can have towers that last 30+ seconds. Note the fire rate is based on your actual attack speed.

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Re: [v6d] The Fortress Barbarian

Post by Will on Thu Dec 12, 2013 8:22 pm

trying to somehow mix fortress baba without the throw skills but with Neph weapons... Any idea for > Defense if I go Nephalem Weps?

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Re: [v6d] The Fortress Barbarian

Post by MUS01 on Thu Dec 12, 2013 9:09 pm

Madvillain wrote:trying to somehow mix fortress baba without the throw skills but with Neph weapons... Any idea for > Defense if I go Nephalem Weps?
Fortress locks ranged skills. So, fortress is a good combo with melee skills(SB) for bosses and fortress for crowd control, OR tactical fights... NW is used in my guide for perma elemental, losing the imba defense of RM in the process...
However, the best combo is fortress + KS+1 point RM+ES+SS.... You gain ele dam (while KS is on), and ridiculus amounts of defense...

If you go with NW, your defese will be lower(350-400 k), and you reach that amount only with smax SG + LCII reward... (use only runes in your gear).

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Re: [v6d] The Fortress Barbarian

Post by Will on Thu Dec 12, 2013 10:04 pm

Well fort only locks for a smaller and smaller duration.

In any case for my build Neph weapons is only option so RM unfort must go....

I don't follow guides to a tee just look for infos on spec skills and usages mainly, I guess I should have been more specific. Looking to make a hybrid and was curious what some BABA defense options might be. MAXSG is def possible. LCII helps defense?

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Re: [v6d] The Fortress Barbarian

Post by MUS01 on Thu Dec 12, 2013 10:16 pm

yeah, 1% to defense per socketed rune (basically an smaller RM bonus)

Yeah, the lock is 3 s, However, with the change in fortress skill( shorter duration, increased IAS) waiting for the lock's end, use ranged skill, changing again to fortress is in my opinion, losing time. Instead, tou use fortress, 1-2 TS, SB, and recast other fortress, speeding the killing processs

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Re: [v6d] The Fortress Barbarian

Post by Will on Thu Dec 12, 2013 10:26 pm

Yes def agree with non-ranged fort use hence the hybrid thingy. And thx for info on Immortal skill!

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Re: [v6d] The Fortress Barbarian

Post by Kato on Sun Feb 09, 2014 3:36 pm

One thing I'm not understanding from the guide, and the discussion above, is how melee skills are used when the weapon we're using is a throwing weapon? Since melee skills require a melee weapon.

Are people weapon switching before using TS/SoR? If so, it would be normal for the guide to say what weapon(s) should be used (and shield if appropriate).

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Re: [v6d] The Fortress Barbarian

Post by archon256 on Sun Feb 09, 2014 4:16 pm

@Kato wrote:One thing I'm not understanding from the guide, and the discussion above, is how melee skills are used when the weapon we're using is a throwing weapon? Since melee skills require a melee weapon.
Throwing Weapons count as melee weapons (since you can equip a melee skill on your LMB and your character will walk into melee range and stab with the throwing weapon instead).

Bows an Xbows don't count as melee weapons.

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