Contents:
1) Introduction
2) Weapons
3) Stats
4) Skills
5) Suggestions
1) Introduction
Well, I figured that someone should put up something that vaguely resembles a guild towards BMs and since everyone asks me, I might as well post it.
First thing I need to say before I start, BMs are NOT tanks. That is the role of a Barb. We deal the damage, however while we aren't true tanks, in emergency situations, such as the barb going down, the BM can take over as a back-up tank with a cleric keeping the heals going, but only a back up.
Alright, so, before I start with the stats and skills, you need to decide what weapon style to go with. It will be very hard, though not impossible, to use all four melee style weapons. It is costly though.
2) Weapons:
Fists/Claws: These are speed weapons. They hit the fastest, making the damage add up quick. However they require the most dex and a bit of str, almost as much dex as an archer needs. Most likely you'll be using light armor with these (thankfully the dex also raises your evasion so you'll be dodging a lot of physical attacks).
Swords/Blades: These are the style of weapons that at first glance a BM would use. They aren't as fast as fists, but they hit harder. Str and dex are required, but you'll be able to wear heavy armor with these. Also as a subtype, there are single swords and blades and dual swords and blades. Preference as always.
Polearms (except poleaxes and polehammers): Standard Solider based weapons. Stronger than the Swords/Blades. Less dex needed, so heavy armor will still be available.
Axes/Hammers: Strongest weapons that a BM can use, but also the slowest. Very high str and low dex reqs. All you need is enough to wear your armor and you can wield these. Dual Axes, Dual Hammers, Poleaxes and Polehammers fall under this catagory.
Now, I personal preference is the axes due to the AoE skills that they get (which will be explained shortly).
3) Stats:
There isn't much I can say about this area because every person will vary their stats to suit their build. Depending on the weapon style, the stats will vary. I would recommend that you put something towards Vit (for health) and Mag (for mp). Vit is obvious so if you have to take a hit, you can. Mag, the skills that you will use tend to eat up a lot of your mp. As far as Str and Dex, put what you need to wear your weapons and armor and then decide from there.
4) Skills:
Okay, the fun part, I'll go into each skill that we get (thanks in part to ecatomb.net for details on the skills). Also if you want my suggestions, scroll on down to the bottom of this post
Tiger Maw:
Receive at: lvl 1
Okay, this is the very basic skill you get when you start the game. I have seen a lot of BMs not use this skill because it seems to be weak. I, however, find it is a very good skill to get maxed out. At max lvl of Tiger Maw, the skill only uses 65 mana and does base physical damage +866.7. I would recommend maxing it out due to the low cost.
Draw Blood:
Receive at: lvl 3
Required Skill: Tiger Maw
The next skill you receive. This is another basic skill. This one though does a DoT (Damage over Time) bleed. Definitely max it out. At lvl 10, this only takes 53.8 mana (even less than Tiger Maw) and deals 1897.5 over 15 seconds. Since this is the only real DoT that all the BMs can use, there is no reason NOT to lvl this to max.
Drake's Ray:
Receive at: lvl 6
The first ranged attack that BMs get. At the first lvl, it hits from 7.3 meters, which is not going to allow you to attack before the mobs come at you. However, it's real advantage lies in squads with a veno. The veno pulls a mob, the BM moves in, uses this to turn the attention of the mob away from the veno. The veno's pet or the barb then can take the agro away from the BM. There is no reason to max this out right away as it only goes to 10 meters, but you should put some points into it.
Stream Strike:
Receive at: lvl 9
Required Skill: Draw Blood
The first skill that you'll get that uses chi. Needs 30 chi for the skill to work so you won't be using it a lot. Now, it says that it increases your threat lvl which is suppose to turn the mobs that you are attacking towards you, but I have yet to see it in action. You do however need to get at least lvl 1 on it for the better skills on the way.
Cloud Sprint
Receive at: lvl 9
This is the speed skill that BMs get. Gives them an increase to their movement rate for 15 seconds. This helps greatly against those mobs that like to run away from you. Keeps that distance close so you can smack them when they are starting their attack.
Alter Marrow Magical
Receive at: lvl 16
The only way that a BM can handle a magic attacking mob. This skill raises your mag def by lowering your physical def. At lvl one, it's a 30% switch, lvl 10 it's a 120% switch for 30 seconds. I would definitely suggest some points into this as it will help greatly against pure magic mobs.
Aura of the Golden Bell
Receive at: lvl 19
The first party buff that you get. Get it and max it as soon as possible. This increases the party and your physical def. At max lvl, it gives a 60% increase, but be warned, it uses 400 mana to do this (which is why I suggested some mag in your stats).
Aeolian Blade
Receive at: lvl 19
Required skill: Stream Strike
The first stun skill that a BM can get. Max this skill out. While the stun chance is low, 23% at lvl 1 and 50% at lvl 10, the damage makes it worth it. Plus more times than most, you will hit that stun.
Roar of the Pride
Receive at: lvl 23
This is the AoE stun that makes a BM a threat against mobs. If you are getting overwhelmed or are in an AoE squad, this skill is vital. It uses 35 chi, but as you increase the lvl, the stun gets longer and has a better chance of succeeding in the stun.
Alter Marrow Physical
Receive at: lvl 23
Required skill: Alter Marrow Magical
The other defense alter skill that BMs get. As the name suggests, it changes the physical defense. 30% physical increase in exchange for a loss of 30% magical def. Definitely a skill that can save you against anything that attacks physical. You'll want it up a ways, just like Alter Marrow Magical.
Ocean's Edge
Receive at: lvl 26
Required skill: Drake's Ray
The first slow skill that you get. A bane to archer and magic mobs that run as it slows them down. A definite skill you should lvl, but it will be costly as the spirit and money go up fast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before I continue, this is where, if you haven't picked your weapon out, now is the time. The skill trees coming up are weapon specific and will be listed as such.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mage Bane
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Swords/Blades
For the Swords/Blades, this is your first spark skill and you need to get it for the next skills. This skill can be a pain to those that have to skills that require a bit for channeling as it does basic damage +857.8 at lvl 1 plus slows the channeling time of the target by 50%.
Piercing Winds
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Polearms
For those that use Polearms, this is your first spark skill and as with Swords and Mage Bane, you need this one. This one is interesting, it's attacks everything in a line, lvl 1 up to 8.4 meters. It is a damage plus a Dot. Now, whether it hits the DoT on each mob in the line, I don't know. Confirmation please on that.
Drake Bash
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Axes/Hammers
For those that use Axes/Hammers, this is your first spark skill and as with the last two weapons, you need it. This one shows the damage potential of axes/hammers doing a percent of your weapon damage plus base physical damage plus 905.7 (at lvl 1). It also hits with a stun. So, the only way the stun doesn't work is if the attack misses or it's a boss that is immune to stuns.
Vacuous Palm
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Unarmed/Fists/Claws
For those that use Fists/Claws, this is your first spark skill and as with the last three weapons, you need it. This one really isn't special. Does base damage plus 857.8 (at lvl 1) and decreases target's speed for 8 seconds. Truly, if you were looking for the slow, Ocean's Edge is better off, but you do need it and does good damage, so it's 50/50.
Blade & Sword Mastery
Receive at: lvl 29
Required Weapon: Swords/Blades
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.
Polearm Mastery
Receive at: lvl 29
Required Weapon: Polearms
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.
Axe & Hammer Mastery
Receive at: lvl 29
Required Weapon: Axe/Hammers
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.
1) Introduction
2) Weapons
3) Stats
4) Skills
5) Suggestions
1) Introduction
Well, I figured that someone should put up something that vaguely resembles a guild towards BMs and since everyone asks me, I might as well post it.
First thing I need to say before I start, BMs are NOT tanks. That is the role of a Barb. We deal the damage, however while we aren't true tanks, in emergency situations, such as the barb going down, the BM can take over as a back-up tank with a cleric keeping the heals going, but only a back up.
Alright, so, before I start with the stats and skills, you need to decide what weapon style to go with. It will be very hard, though not impossible, to use all four melee style weapons. It is costly though.
2) Weapons:
Fists/Claws: These are speed weapons. They hit the fastest, making the damage add up quick. However they require the most dex and a bit of str, almost as much dex as an archer needs. Most likely you'll be using light armor with these (thankfully the dex also raises your evasion so you'll be dodging a lot of physical attacks).
Swords/Blades: These are the style of weapons that at first glance a BM would use. They aren't as fast as fists, but they hit harder. Str and dex are required, but you'll be able to wear heavy armor with these. Also as a subtype, there are single swords and blades and dual swords and blades. Preference as always.
Polearms (except poleaxes and polehammers): Standard Solider based weapons. Stronger than the Swords/Blades. Less dex needed, so heavy armor will still be available.
Axes/Hammers: Strongest weapons that a BM can use, but also the slowest. Very high str and low dex reqs. All you need is enough to wear your armor and you can wield these. Dual Axes, Dual Hammers, Poleaxes and Polehammers fall under this catagory.
Now, I personal preference is the axes due to the AoE skills that they get (which will be explained shortly).
3) Stats:
There isn't much I can say about this area because every person will vary their stats to suit their build. Depending on the weapon style, the stats will vary. I would recommend that you put something towards Vit (for health) and Mag (for mp). Vit is obvious so if you have to take a hit, you can. Mag, the skills that you will use tend to eat up a lot of your mp. As far as Str and Dex, put what you need to wear your weapons and armor and then decide from there.
4) Skills:
Okay, the fun part, I'll go into each skill that we get (thanks in part to ecatomb.net for details on the skills). Also if you want my suggestions, scroll on down to the bottom of this post
Tiger Maw:
Receive at: lvl 1
Okay, this is the very basic skill you get when you start the game. I have seen a lot of BMs not use this skill because it seems to be weak. I, however, find it is a very good skill to get maxed out. At max lvl of Tiger Maw, the skill only uses 65 mana and does base physical damage +866.7. I would recommend maxing it out due to the low cost.
Draw Blood:
Receive at: lvl 3
Required Skill: Tiger Maw
The next skill you receive. This is another basic skill. This one though does a DoT (Damage over Time) bleed. Definitely max it out. At lvl 10, this only takes 53.8 mana (even less than Tiger Maw) and deals 1897.5 over 15 seconds. Since this is the only real DoT that all the BMs can use, there is no reason NOT to lvl this to max.
Drake's Ray:
Receive at: lvl 6
The first ranged attack that BMs get. At the first lvl, it hits from 7.3 meters, which is not going to allow you to attack before the mobs come at you. However, it's real advantage lies in squads with a veno. The veno pulls a mob, the BM moves in, uses this to turn the attention of the mob away from the veno. The veno's pet or the barb then can take the agro away from the BM. There is no reason to max this out right away as it only goes to 10 meters, but you should put some points into it.
Stream Strike:
Receive at: lvl 9
Required Skill: Draw Blood
The first skill that you'll get that uses chi. Needs 30 chi for the skill to work so you won't be using it a lot. Now, it says that it increases your threat lvl which is suppose to turn the mobs that you are attacking towards you, but I have yet to see it in action. You do however need to get at least lvl 1 on it for the better skills on the way.
Cloud Sprint
Receive at: lvl 9
This is the speed skill that BMs get. Gives them an increase to their movement rate for 15 seconds. This helps greatly against those mobs that like to run away from you. Keeps that distance close so you can smack them when they are starting their attack.
Alter Marrow Magical
Receive at: lvl 16
The only way that a BM can handle a magic attacking mob. This skill raises your mag def by lowering your physical def. At lvl one, it's a 30% switch, lvl 10 it's a 120% switch for 30 seconds. I would definitely suggest some points into this as it will help greatly against pure magic mobs.
Aura of the Golden Bell
Receive at: lvl 19
The first party buff that you get. Get it and max it as soon as possible. This increases the party and your physical def. At max lvl, it gives a 60% increase, but be warned, it uses 400 mana to do this (which is why I suggested some mag in your stats).
Aeolian Blade
Receive at: lvl 19
Required skill: Stream Strike
The first stun skill that a BM can get. Max this skill out. While the stun chance is low, 23% at lvl 1 and 50% at lvl 10, the damage makes it worth it. Plus more times than most, you will hit that stun.
Roar of the Pride
Receive at: lvl 23
This is the AoE stun that makes a BM a threat against mobs. If you are getting overwhelmed or are in an AoE squad, this skill is vital. It uses 35 chi, but as you increase the lvl, the stun gets longer and has a better chance of succeeding in the stun.
Alter Marrow Physical
Receive at: lvl 23
Required skill: Alter Marrow Magical
The other defense alter skill that BMs get. As the name suggests, it changes the physical defense. 30% physical increase in exchange for a loss of 30% magical def. Definitely a skill that can save you against anything that attacks physical. You'll want it up a ways, just like Alter Marrow Magical.
Ocean's Edge
Receive at: lvl 26
Required skill: Drake's Ray
The first slow skill that you get. A bane to archer and magic mobs that run as it slows them down. A definite skill you should lvl, but it will be costly as the spirit and money go up fast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before I continue, this is where, if you haven't picked your weapon out, now is the time. The skill trees coming up are weapon specific and will be listed as such.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mage Bane
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Swords/Blades
For the Swords/Blades, this is your first spark skill and you need to get it for the next skills. This skill can be a pain to those that have to skills that require a bit for channeling as it does basic damage +857.8 at lvl 1 plus slows the channeling time of the target by 50%.
Piercing Winds
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Polearms
For those that use Polearms, this is your first spark skill and as with Swords and Mage Bane, you need this one. This one is interesting, it's attacks everything in a line, lvl 1 up to 8.4 meters. It is a damage plus a Dot. Now, whether it hits the DoT on each mob in the line, I don't know. Confirmation please on that.
Drake Bash
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Axes/Hammers
For those that use Axes/Hammers, this is your first spark skill and as with the last two weapons, you need it. This one shows the damage potential of axes/hammers doing a percent of your weapon damage plus base physical damage plus 905.7 (at lvl 1). It also hits with a stun. So, the only way the stun doesn't work is if the attack misses or it's a boss that is immune to stuns.
Vacuous Palm
Receive at: lvl 29
Required Skill: Aeolian Blade
Required Weapon: Unarmed/Fists/Claws
For those that use Fists/Claws, this is your first spark skill and as with the last three weapons, you need it. This one really isn't special. Does base damage plus 857.8 (at lvl 1) and decreases target's speed for 8 seconds. Truly, if you were looking for the slow, Ocean's Edge is better off, but you do need it and does good damage, so it's 50/50.
Blade & Sword Mastery
Receive at: lvl 29
Required Weapon: Swords/Blades
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.
Polearm Mastery
Receive at: lvl 29
Required Weapon: Polearms
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.
Axe & Hammer Mastery
Receive at: lvl 29
Required Weapon: Axe/Hammers
Increases weapon damage. Get it maxed out so you have a 60% increase to your damage output with these weapons.