Wait, the description doesn't say barbarian can use it. Is this an oversight?
Barbarians are a fighter kit in the enhanced editions, so when it says "Fighters can use it", this includes barbarians as well (though barbarians don't behave like a fighter kit in some ways - it seems like they can't dual class, for example) - of course, I haven't tested if they really can use the sword, but in theory, they should be able to.
Alright, I'll give it a shot.
Stinks having a STR below 18. LOL.
Agree. I hate that too - it just feels wrong. But Alesias point would be that potions, rage and DUHM will mitigate that... and it makes sense
Still, I can't see myself equipping Aboreen too often, except when I know it's coming, FoA/DoE is such a perfect barbarian combo.
It really depends on your playing style. I use potions constantly, and switch weapons frequently. For me, leveraging Arvoreen and shrugging at the strength penalty comes naturally. For others, less so.
Recall that warriors get more than one mainland slot. In battles where stun is a concern, I put Arvoreen in one of those slots. I click it when I'm in danger of being stunned; I unclick it when I'm not.
The advantages of having Arvoreen as opposed to relying on, say, the Greenstone Amulet or Rage are as follows:
1) You can always equip Arvoreen, whereas a clouded aura may prevent you from activating the Greenstone or Rage in a timely manner
2) Outsourcing immunities to physical items can help you avoid situations where simultaneous threats, each with associated aura use demands, could lead to tragedy. The more counters that you can deploy without consuming aura, the less likely you are to suffer death via conflicting constraints.
Again, it's a judgement call. Playing style and install matter, as do gaming objectives.
I think you should stick with your dwarf for now. Dwarves are great, too. You can try a halfling some other time if you think it makes sense for you.
I'm just going to lay down the advantages of each good pick for a solo barbarian run:
Half orc: Pros: highest physical stats, regeneration in BGI Cons: no saving throw bonus
Dwarf: Pros: exceptional STR, regeneration in BGI, saving throws are excellent Cons: 17 DEX to start
Halfling: Pros: saving throws, ability to equip Arvoreen Cons: low STR, reliant on potions, no regeneration without equipment.
For me, I really need to balance out the regeneration vs. Arvoreen. I know I can get through BGI without a natural 20 CON (and I can equip Buckley's Buckler for that 20 pretty early). I think halfling is best though, because I don't think dual wielding is all that great in BGI anyway.
I'm curious as to how y'all build your proficiencies with barbarians.
I personally like to start with ++ dagger and ++ flail, building to ++ two weapon style in BGI. I'll add the +++ two weapon style at the beginning of BGII and go get both the FoA and DoE right away.
I usually build towards ++ in maces next for the IMoD, but this is nice, but not needed. Should I plan short sword instead?
Which is better will depend on how you like to fight.
If you essentially rely on ranged attacks then the halfling THAC0 benefit helps cancel out the damage deficit from lower strength and makes that look an attractive option.
Alternatively you might like attacking in melee, but rely on speed 0 weapons to avoid most retaliation. In that case regeneration is less of an issue and again the halfling looks good.
If you like your combat a bit bloodier then regeneration is more useful, as is higher strength. The improved saves of the dwarf vs half-orc in that scenario will be a significant benefit if, like me, you rarely use potions. However, if you're happy to buff up as necessary then the slightly higher damage of the half-orc may tempt you.
Mages with save vs suck are more dangerous than melee Regeneration is essential (so Con19 with early game buckler via selling mage ring hidden in tree)
Put the two together and dwarf wins out.
In second place is half-orc for Con20 as early as possible.
Which is better will depend on how you like to fight.
Agreed. That and, again, install and gaming objective.
My ranking -in light of my playing style, as an SCS/Ascension solo no reloader- would be as follows:
1) Halfling. I value saves and immunities over stat bumps- especially stats in categories that can be readily adjusted, such as strength. I've never found innate regeneration essential, though I appreciate why others enjoy it. My playing style is also well suited to leveraging the base dex of 19 and the +1 to slings
2) Dwarf. Close second. Dwarves are great. I agree. They just don't bring anything to the table that I value more than stun and slow immunity
3) Half-Orc. Distant third, to my eye. The lack of a shorty save bonus makes them more vulnerable.
Are there other valid ways of viewing the tradeoffs. Of course. And I'm sure the conclusions others have reached make sense for them, in light of their circumstances.
I will also add that if a player doesn't min-max STR, DEX and CON (for example, take rolls as they come), there's a big chance her characters won't be 18(19)-18(19)-18(19) machines, and thus what will be left are CON-related and race bonuses, and an option to equip the Sword of Arvoreen, as well as class/kit abilities.
For example, I've come to a conclusion I find it more appropriate and less meta-gamey when I take rolls as they come, without any adjusting, or with 1 or 2 points to adjust. This way, chances of getting an ideal dwarf, halforc, or anyone else, are minimal. Heck, for my latest attempt I've managed to get 95, but with only 17-17-17 in STR, DEX and CON, so in this situation I feel alright with a halfling.
And btw, I'm too in the halfling camp, as I've chosen a halfling for the barbarian in the MP party which is currently in SoD on a no-reload run.
I personally like to start with ++ dagger and ++ flail, building to ++ two weapon style in BGI. I'll add the +++ two weapon style at the beginning of BGII and go get both the FoA and DoE right away.
IIRC, Arkona's proficiencies were, more of less
Short Bows x 1 (for mage fighting- dispelling arrows, elemental arrows and Gessen) Darts x 1 (for darts of stunning) Slings x 1 (for strength damage stacking at extreme range)
Scimitars x 2 (for Belm) Flails x 2 (Ages and the Defender) Axes x 2 (Azuredge and the Axe of the Unyielding) Bastard Swords x 2 (Foebane!) Short Swords x 1 (Arvoreen) Maces x 1 (iMod) Halbreds x 1 (Ravager- Proved useful for killing the Mariliths in the Ascension battle. The range 2 mattered)
Comments
Best,
A.
It is partially why I chose evil
Best,
A.
I'll remedy that thisbrun.
Still, I can't see myself equipping Aboreen too often, except when I know it's coming, FoA/DoE is such a perfect barbarian combo.
Recall that warriors get more than one mainland slot. In battles where stun is a concern, I put Arvoreen in one of those slots. I click it when I'm in danger of being stunned; I unclick it when I'm not.
The advantages of having Arvoreen as opposed to relying on, say, the Greenstone Amulet or Rage are as follows:
1) You can always equip Arvoreen, whereas a clouded aura may prevent you from activating the Greenstone or Rage in a timely manner
2) Outsourcing immunities to physical items can help you avoid situations where simultaneous threats, each with associated aura use demands, could lead to tragedy. The more counters that you can deploy without consuming aura, the less likely you are to suffer death via conflicting constraints.
Again, it's a judgement call. Playing style and install matter, as do gaming objectives.
I think you should stick with your dwarf for now. Dwarves are great, too. You can try a halfling some other time if you think it makes sense for you.
Best,
A.
Half orc:
Pros: highest physical stats, regeneration in BGI
Cons: no saving throw bonus
Dwarf:
Pros: exceptional STR, regeneration in BGI, saving throws are excellent
Cons: 17 DEX to start
Halfling:
Pros: saving throws, ability to equip Arvoreen
Cons: low STR, reliant on potions, no regeneration without equipment.
For me, I really need to balance out the regeneration vs. Arvoreen. I know I can get through BGI without a natural 20 CON (and I can equip Buckley's Buckler for that 20 pretty early). I think halfling is best though, because I don't think dual wielding is all that great in BGI anyway.
I'm curious as to how y'all build your proficiencies with barbarians.
I personally like to start with ++ dagger and ++ flail, building to ++ two weapon style in BGI. I'll add the +++ two weapon style at the beginning of BGII and go get both the FoA and DoE right away.
I usually build towards ++ in maces next for the IMoD, but this is nice, but not needed. Should I plan short sword instead?
TIA
If you essentially rely on ranged attacks then the halfling THAC0 benefit helps cancel out the damage deficit from lower strength and makes that look an attractive option.
Alternatively you might like attacking in melee, but rely on speed 0 weapons to avoid most retaliation. In that case regeneration is less of an issue and again the halfling looks good.
If you like your combat a bit bloodier then regeneration is more useful, as is higher strength. The improved saves of the dwarf vs half-orc in that scenario will be a significant benefit if, like me, you rarely use potions. However, if you're happy to buff up as necessary then the slightly higher damage of the half-orc may tempt you.
Regeneration is essential (so Con19 with early game buckler via selling mage ring hidden in tree)
Put the two together and dwarf wins out.
In second place is half-orc for Con20 as early as possible.
My ranking -in light of my playing style, as an SCS/Ascension solo no reloader- would be as follows:
1) Halfling. I value saves and immunities over stat bumps- especially stats in categories that can be readily adjusted, such as strength. I've never found innate regeneration essential, though I appreciate why others enjoy it. My playing style is also well suited to leveraging the base dex of 19 and the +1 to slings
2) Dwarf. Close second. Dwarves are great. I agree. They just don't bring anything to the table that I value more than stun and slow immunity
3) Half-Orc. Distant third, to my eye. The lack of a shorty save bonus makes them more vulnerable.
Are there other valid ways of viewing the tradeoffs. Of course. And I'm sure the conclusions others have reached make sense for them, in light of their circumstances.
Best,
A.
For example, I've come to a conclusion I find it more appropriate and less meta-gamey when I take rolls as they come, without any adjusting, or with 1 or 2 points to adjust. This way, chances of getting an ideal dwarf, halforc, or anyone else, are minimal. Heck, for my latest attempt I've managed to get 95, but with only 17-17-17 in STR, DEX and CON, so in this situation I feel alright with a halfling.
And btw, I'm too in the halfling camp, as I've chosen a halfling for the barbarian in the MP party which is currently in SoD on a no-reload run.
Short Bows x 1 (for mage fighting- dispelling arrows, elemental arrows and Gessen)
Darts x 1 (for darts of stunning)
Slings x 1 (for strength damage stacking at extreme range)
Scimitars x 2 (for Belm)
Flails x 2 (Ages and the Defender)
Axes x 2 (Azuredge and the Axe of the Unyielding)
Bastard Swords x 2 (Foebane!)
Short Swords x 1 (Arvoreen)
Maces x 1 (iMod)
Halbreds x 1 (Ravager- Proved useful for killing the Mariliths in the Ascension battle. The range 2 mattered)
Two Weapons Style x 3
Best,
A.
I'm about to infiltrate the bandit camp with a nasty little halfling barbarian named Fuh Q. He's been a lot of fun.
Rolled a 90:
17/19/18/18/10/8