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AuthorAll about Barbarian faction: Stats, Talent, Tactics, Strategy et cetera
Can someone tell me what is the best artifact choice for lvl 7 Barbarian. I mean cost-effectiveness.
Thxs a lot
up...
i am new at lvl9 so plz help in recruiting,setup,etc
for B-A-R-B1997:
For ST:
Max orcs,max hobs, and chose between rocs and ogres for best results

For PvP/PvE:
Max orcs,you have a choice of max ogres + hobs or raiders.

Talents : 1.advanced offence + battle fury +retribution if have morale rings
or get cold blade if no morale

And try to get chiefs,you will be too op for almost all factions then:)
any way to defeat DE in duels?
any way to defeat DE in duels?
since there shrews move faster than your Roc, there is only one way protect shooters and then use them to shoot shrews down, other troops can be not much problem for barb.
up
up
for B-A-R-B1997:
another option is to be shadow barb with advanced leadership and the talent which gives +1 speed.
taking max max rocs + boar riders, 20 ogres, 16 casters divided into 4 stacks of 4 each.
But the above setup will be effective only if you have mass delay
otherwise rocs and board are easy pickings :(
I have been playing with shadow barbs recently
And suddenly defeating knights has become so easy :D
when i was level 10, beating knights was hard for me too :)

The darkness spells are always great against knight... delay and curse almost makes guards useless, which is the main problem people face.
Those alts, seems so weak.

At least the shadow barbarian, has some useful moves, but the fury one... Looks weak... And useless...
for Lycanthrope:
Shadow by no means is weak
It is best in PvP, you just need some luck and skill
And try as hybrid,total magic is not as good
Fury , I agree is hopeless :(


for virtual_vitrea:
Large no of rocs also allow you to move ogres to block those shooters.And the quick debuff of orcs and gob warlocks are super :D

Shadow vs Holy: https://www.lordswm.com/war.php?warid=588660690&lt=-1
Shadow vs Knight: https://www.lordswm.com/war.php?warid=588436215&lt=-1
at your levels the quick debuff must feel great, at my level the darkness spells alone arent good enough to win most of the games. You need to be less magic more might to be efficient.
@74, if you need luck to win, when something is wrong after all.
Skill and luck doesn't combine.

The problem with those factions, are the settlement, which greatly reduce the total hp, dmg output of those alt upgrades, and that reflect on battle field, like a faction under level than the ones they're fighting.

Also some talents build, doesn't make any sense early on, only become useful later one. For example, why the hell some one supposed to pick luck for fury barbarian, which cost only 7 points, if defence and morale is much more recommended for them, since this will help to farm and save their spirit... But hey, defence cost 8, and morale cost 9 if I'm not wrong. Even offensive is cheaper than defence, which supposed to be the opposite, defence supposed to cost 7, and offence to cost 8.

The settlement recruit, is overall a big mess.
Combat redness overall is designed to be most useful in hunts than in pvps, since a good player won't will give you enough time to farm a good amount of extra attack, or will let you take his retaliation freely, actually a good player knows exactly how to attack with all creatures at same time.

So we're expecting something better for pvp right? At least the main idea of tribal spirit is more likely to be useful in pvp, since on PvE it takes some time until reach level 2 - 3, could take 1 hit kill from big stacks like 100k farmers. Ok, so we've a more pvp based racial talent, we're expecting a faction good on it, such Dark Demons which are easily to play on pvp than normal demons which has a advantage on PvE.

But when we look to settlement, the first thing we saw is.
We need to max goblin archer, which is totally PvE based, any player that put his unit inside the enemy range, is someone without any skills in my opinion, unless he had no option, since the enemy has to many walls and better range overall. But let's being piratically, don't expect anybody to put their troops inside your range power.
Their hp overall is a bit weak, but can be easily saved with avoidance + vitality + level 1+. Problem is, this cost 16 - 32 talent points, which supposed to be 14 - 28 or less.

Their damage output, is just lame. They really need fury, which is another 14 points added, and maybe even archer, which will lead to 28 total spend.
Until now we've 60 points spend, which is a CL 15. To cover all weakness of his creature, but without add anything useful to any other creature after all, and without making those goblin archer god likely as well, they'll become a 'ok' creature, instead a useless one.

And we didn't even touch on morale, to increase our spirit, or even taken advantage of fortune for only 7 points... We'll need to be something like CL 21+ to actually start making a good build for a fury barb.

Backing to settlement. another huge point of weakness, is we're forced to use some wolfs/boars, and depending the level, they're just not useful at the currently moment, and to become useful later one, they'll need to be maxed or almost it, which will decrease other creatures stacks number. Overall all stacks numbers are decreased, making things much worse.

They does lose A LOT of total hp, and damage output, which is always bad. Together with settlement limitation, points spend on talent to 'cure' some units weakness, mess on PvP/PvE based style, which turns not good in any path. They need a lot work to be done...

I should starting increasing their settlement recruit count. And review all talents cost, example, I'll increase offensive to cost 8, and decrease defensive to cost 7, decrease morale to cost 6 - 7, increase luck to cost 9 - 10.
Maybe also add erudition, because after CL 16+ they're the best cost benefit for take the basic, and boost their status.

There's many issues with their base composition, which only will lead to a feature, or something much weaker than normal barbarian, or any faction or this level. They're like something down graded.

__

About
There's many issues with their base composition, which only will lead to a failure, or something much weaker than normal barbarian, or any faction of this level. They're like something down graded.*


(Oh man, big posts are big.)

About your PvP fights, this HK was maxed warrens without taking any other units, put everything together to be easily blocked, and didn't even make a wall, he's a extremely beginner, any one shouldn't have any problem to beat him, actually a normal barbarian could easily win this match, with much less loses.

This knight, doesn't have a good settlement, nor a good talent build.
He's a easy prey for anyone, any barbarian can transport his troops to block enemy range, he didn't won because he's a shadow barbarian. The darkness spells, strength army, has nothing to do about it.
okay, fury barb is horrible to even play. I know that. When it was released, the troop number was even lower and i had some so called friends who wouldn't let me complain about it. When i tried gathering response from fellow barbs, i could see more of other factions like knight calling me a whiner and saying how cool fury barb is. That is a humiliating thing :)

Nevertheless, the troop number for fury barb has been slightly increased since the last minor update. We can recruit 1 more behemoth and 1 more bird. But its still very inferior to classic barb, i can never give up classic for something as lame as what it is right now:)

But then, i mailed arctic, he does acknowledge the fact that fury is still unplayable and needs more nuking:) Also he said that shadow is okay according to him, and it will get confusion and weakness when other factions will get MG5 (i really dont understand the logic, it feels like discrimination to me :P) But i have learned to resist switching to those useless alts.. SO this is pretty much everything from a barbarian :)
Sad part is, barbs are my favourite faction.
I'm just going to give time, I know eventually they'll fix this faction and make more balanced, also the art concept is great! I mean, every new unit, has a unique design and very well made.
Sounds, image animation etc.

I just think, instead they try to make 2 new alts, they could merge both into a powerful single one. Also isn't fair to be the only castle to has 2 alts.
Was thinking.

The first easily solution to fix this faction, should give a huge increment their recruitment count, but that will make them god like on PvE, tournaments etc.
Mainly if they keep increasing goblins number.

So, instead of that, we could boost goblins hp to 4, and change their level 1 spiritual ability to something else, like +3 attack.
That will make them a little more harder to kill on PvP, and won't will affect much on PvE. (Maybe they could give even +2hp, depending what they're planning.)

Also increase the number of orcs, because the only reason to some one pick this faction, is because he's wanting to play on range, and orcs also has no melee penalty, making them excellent to shoot and protect the army.

Allow switch more creatures freely.

Increase their total hp and dmg output.
For example I'm a CL 5 barb.

I've 59 hobs, 3 wolfs, 21 orcs, 8 ogres.
Which is.

Total dmg: 229,75 (outside orcs range/ no melee) or 268,5 (Inside orcs range/melee)
Of course talents aren't included, nor ap.

Hp: 918

That's the classic barb.

Now, let's take fury barb. (65 gobs archer, 15 wolfs, 11 orcs, 4 ogres.)

Dmg: 173 (outside range, no melee orc etc.) or 241 (inside range, melee orc etc.)
Hp: 677

So, the main problem on this cl, is I'm forced to have 15 useless wolfs, which won't will help me in anything, and it does makes something like 75 dmg, 150 hp.
With a totally vulnerable, useless creature. If I could switch them for something more useful such orcs, or ogres, that will make the tricky, and improve greatly their army strength.

Another point is, they should increase the final dmg to something around of 200 outside army range, and to something around 780. the reason to not make it even to classic barb is because they have spiritual advantage, plus range which will give tactical advantage.
Which will lead to a improve of:
- Gobs +1 hp
- + 10 gob recruitment count.
- +5 orcs recruitment count.


Final damage outside range (189,25)
Final hp: 842

Isn't perfect, but better than normal state.
(I was trying improve ogres count, but it does add so much hp.)

Anyway, the wolf count, must be traded with something with same valour, such +3 ogres for example. That will make them with similar status, but better on melee combat, without need to change on this part.

With 75 gobs plus 16 orcs, they'll become descent on range, probably equal to elves or even better, on melee they'll have 16 orcs plus 7 ogres. which is pretty much weak, but it's much better than before.

I think, the've made a huge mistaken taking a tier 1, as range.
That makes things harder to balance out.

Another different option is.
Focus fury barb on PvE, change their racial to combat redness, and make those improvements on recruitment count I've said above.

Also just to remember once again, the talents must be changed anyway.
This topic is long since last update and considered obsolete for further discussions.

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