[v6d] The Fortress Barbarian

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Re: [v6d] The Fortress Barbarian

Post by Ohmarinus on Tue Jun 03, 2014 4:28 pm

Awhhh shucks! Why is everything I try nerfed... I just wanna have one char that farms very safely. The ATMG Sin I made was also very weak in the end, even with maxblock, and great items.

The Trap Rat was best with the set actually, since all the useable SU/SSU's were also nerfed very badly.

Necro isn't much my style, I am handicapped with skill switching and ehh whats left? Smile Amazon also failed quite hard. I've been shoving around my charms from one char to the next trying to make it work somehow, choosing one element, choosing tri-elemental approaches with good -enemyres.

I'm kind of lost Smile

Maybe a melee barb will do some damage.. But probably not in Dfauzt?

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Re: [v6d] The Fortress Barbarian

Post by RollsRoyce on Tue Jun 03, 2014 4:54 pm

ATMG sin is kinda strong actually. ( shadowblade proc + morph )

A melee barb will be good but needs very expensive gear.

A melee necro doesnt really need much skills to switch and will still be strong ..maybe you could try a melee nec

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Re: [v6d] The Fortress Barbarian

Post by Ohmarinus on Tue Jun 03, 2014 5:00 pm

@RollsRoyce wrote:ATMG sin is kinda strong actually. ( shadowblade proc + morph )

A melee barb will be good but needs very expensive gear.

A melee necro doesnt really need much skills to switch and will still be strong ..maybe you could try a melee nec

Melee nec, hmm, sounds worth a try, I tried xbow nec before, but I really messed up when I had to target my minions to shoot. They would never really come with me so I had to teleport all the time but that went wrong a lot Very Happy

Found an overpower COTW, but I didn't know those COTW's couldn't be unsocketed.. So I wasted that one hahaha.

Melee necro... Sounds good.

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Re: [v6d] The Fortress Barbarian

Post by wow123400 on Tue Jun 03, 2014 8:13 pm

@RollsRoyce wrote:a pure fortress barb is kinda weak since the latest nerf, however combined with reanimates it can still succeed


 Sad  nerfed that bad

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Re: [v6d] The Fortress Barbarian

Post by grimjerk on Tue Jun 03, 2014 8:36 pm

@wow123400 wrote:
@RollsRoyce wrote:a pure fortress barb is kinda weak since the latest nerf, however combined with reanimates it can still succeed


 Sad  nerfed that bad

Which latest nerf?

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Re: [v6d] The Fortress Barbarian

Post by kebal on Wed Jun 04, 2014 4:29 am

Hey, guys, wanted to ask what is SuperMax?
Max: Putting as many skill points into a skill as you can. See also sMax.
sMax: Supermax. Putting as many skill points into a skill as you can with '+Maximum Natural Skill Level' items/charms/skills. See also Max.
Does this mean that with supermax i don't put skill points into a skill but just use items with "+max natural skill level"?

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Re: [v6d] The Fortress Barbarian

Post by romanN1 on Wed Jun 04, 2014 6:30 am

Smax: getting aş much maximum skill level increase from items and charms, and putting skillpoints too

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Re: [v6d] The Fortress Barbarian

Post by MUS01 on Wed Jun 04, 2014 2:03 pm

@grimjerk wrote:
@wow123400 wrote:
@RollsRoyce wrote:a pure fortress barb is kinda weak since the latest nerf, however combined with reanimates it can still succeed


 Sad  nerfed that bad

Which latest nerf?

Fortress duration has lowered to 3-4 secs with max skill points (and some charms)... However, the towers fires arrows at double speed... Overall, a nerf, cuase the skill is almost useless before level 120... and even in level 120 (again, with some charms included) is really bad play with such duration... Fortress should have the new arrow speed and a base minimum 5 or 6 secs of duration... (remember fortress has a "timer" of 3 secs)... So in the new scenary, you cast a fortress, stays for 2 secs, and is gone...you wish cast other...but, hey, you can't do it, cause still there's other second of "timer"... Fucking logic....

I still hope that Marco take my words and apply them in the new patch...

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Re: [v6d] The Fortress Barbarian

Post by RollsRoyce on Wed Jun 04, 2014 2:19 pm

From my understading of that skill i think it was never an intention to make a whole build based around it, its more a skill that supports other builds, but during th time there were 20000 changes to that skill and sometimes it was a viable build while right now its not

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Re: [v6d] The Fortress Barbarian

Post by grimjerk on Wed Jun 04, 2014 3:11 pm

While it doesn't last nearly as long as it did back when Guard Tower was still in the tree, it lasts longer than 3-4 seconds.

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