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Magic Find Barbarian Author: Flux |
Version: 1.09 Page 1 |
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Introduction
High Magic Find + Hell
Mephisto runs = Tons of great items.
This simple formula has
been proven time and again by D2X players, and if you don't have a hell item
runner, you probably want one. This guide will tell you exactly how to
do that, and all the best equipment and techniques to use. There are
lots of other things that are great to kill besides just Mephisto, but he's
the fastest and best Item farming target. Eventually you'll grow bored
with him and want to try Baal or Pindleskin, for the potentially higher
level items, stuff that Meph can't drop, and that's all covered here as
well.
The Barbarian is one of the
best characters for MF'ing, probably the best for Hardcore play. He has a
number of skills that help him a lot in
getting the equipment set up, making his way to the boss kill, and of course
actually killing the monster. He is definitely the best at it
Hardcore, since he can go full out MF and still be quite hardy. The Sorceress is probably better
for Softcore, she can kill super fast in full MF gear, but she becomes quite
fragile then, and death is inevitable.
This guide is written from my
playing experience in Hardcore, but the build is virtually identical
Softcore, with just a bit less emphasis on hit points.
Even if you've been playing
for a long time, and have lots of high level characters with good gear, once
you begin doing Mephisto runs at high speed with high MF, you'll very
shortly have much better gear and will be upgrading all of your characters
with new stuff you've found. I did that myself, as I had a couple of
chars in the 80's, a Javazon over 90, and good MF on most of them, and
didn't think I'd really benefit much by doing those "cheesy Meph
runs". After a few days of it with a Barb at around 450% MF, I
had found better equipment for at least two or three slots on all of my
characters, and proven myself quite wrong.
Mephisto is the most
popular such item run, since he drops very well, and can be reached very
quickly. However there are lots of other good places to find items,
and Baal runs, Pindleskin runs, and various Nightmare boss runs are also
quite profitable and popular. All of these are covered in detail in
this guide.
This guide also covers the
creation and stat/skill planning for a MF Barb, how best to level him up,
selecting his equipment, and the strategies you should use when playing him
to ensure the best success in your item finding.
You can see much more
info about various types of Magic Finding characters in our full Magic
Find Guide. This guide covers the Barbarian exclusively, but many
players have very good luck using other characters for this purpose, and you
can see tips and strategies for that in our Magic Find Guide. [Top]
Abbreviations
and Terms
- MF = Magic Find
- GF = Gold Find
- AR = Attack Rating
(to/hit)
- lvl = level. Mlvl,
Ilvl, Clvl, Slvl: Monster, Item, Character, Skill
- Str/Dex/Vit =
Strength/Dexterity/Vitality, character stats.
- BO/WW/Hork = Battle
Orders/Whirlwind/Find Item, Barb skills.
- Seed = Refers to the
variable stats on an item. For example a Stealskull can spawn with
30-50% magic find. 32% would be a poor seed, so 43% would be a
good seed, 50% would be a perfect seed.
- 1s/2s/3s/4s = Number of
sockets on an item, 1-4.
- HC/SC =
Hardcore/Softcore. Mortal/Immortal char types.
- A = Act. A1, A2, A3, A4,
A5.
- NM = Nightmare, H =
Hell. Difficulty levels.
- MP/SP = Multi-player,
Single-player.
- 1H/2H =
One-handed, Two-handed.
Barbarian
Creation
The best possible way to
make your MF Barbarian is to create him from scratch, with this as his long
term goal. You can of course convert an existing Barb to an MF'er,
but there might be some skill or stat points wasted on things you don't
really need for your MF'ing.
The equipment is extremely
important for such a character, and you'll really do well if you have all or
most of his long term gear ready before you begin. If you are just getting
started finding good gear you'll have to work your way into it, and you will
find better stuff as you go, but it's better to have enough good stuff to
plan most of your equipment out in advance. It's much faster also. [Top]
Sword
Barbarians
A Sword Barbarian is the
best option for an MF-Barb, for two reasons.
Ali Baba:
The best way to kill a boss is while dual wielding The
Blade of Ali Baba Unique Tulwar. If you have points in Sword
Mastery you'll have better damage and Attack Rating when you switch from
your main weapon to the Ali Baba(s), and that makes it quicker to get that
last hit. If you have a different weapon mastery it's not impossible,
it will just take more swings. You might offset this with AR gear, or
more points in Berserk or Whirlwind.
Shield:
Sword Barbs can easily use a shield, since a Barbarian can use any sword
one-handed with a shield. A Shield is very helpful (almost mandatory) for
dedicated MF'ers, for the defensive and stat bonuses. Hardcore characters
need to pay special heed to this, of course. If you are running through
Durance two with a 2H weapon, it's just a matter of time until you lag out
or get desynched and die. There are good one-handed axes
and hammers, but you'll have to switch from the two-hander you use for
faster leveling, and you'll still have the low AR problem with Ali Baba.
A third, lesser reason is
that it's generally easier to find/make a big damage sword than a Polearm,
Spear, Blunt, or Axe. If you already have one this is irrelevant, of
course. More on this in the equipment section. [Top]
Long Term
Goals
You can begin doing Hell Meph runs at Clvl
65 or lower, but you'll need pretty good
equipment to be safe and successful at that point. We'll use Clvl 75
as the base level here, for the amount of skill points and stats you'll have
then, so subtract some if you are looking at a lower target Clvl. Your
Barbarian will of course level up from Meph kills, but slowly, and hardly at
all past 85.
I began doing Hell Meph
runs with my current MF Barb at Clvl 71, and he's 79 now, almost exclusively
from killing Meph. Being higher level helps in many ways; you get more
hit points, you have a better to/hit based on the Clvl vs. Mlvl comparison,
you get more skill points (though you should be pretty well set for Meph
runs by Clvl 70), etc, so leveling up never hurts. My last Barb was
doing Meph runs at 72, and with virtually the same equipment at 86, he was
MUCH faster at the Meph kill, and I'd added to nothing but Vitality.
Being a higher level helps a lot on your to/hit against very high level
monsters.
Your MF-barb gear will
contain few, if any, +skill items, so you'll generally just have the amount
of skill points you've placed.
At Clvl 75 you'll have 86
total points (74 points +12, 4 for the skill quests on each diff
level). Here are where your skills should be at that point. This is 71 skill points at
the minimum levels recommended, leaving you 15 more to assign. You can add
more to WW or Berserk or Natural Resistance or Faster Run, or try some of
the optional skills listed in the skills section.
The main attack skill I
recommend most is Whirlwind. You can also use Berserk or Frenzy.
More on that in the skills section. WW is the easiest to use, and the
fastest to use when you are leveling up from 30 to 70+, and is best for
Super Uniques or Baal runs. Berserk is best for Meph runs.
- Battle Orders:
20
- Howl
and Shout
are pre-reqs.
- Sword Mastery:
20
- Whirlwind:
10+ (if this is your main skill)
- Bash,
Stun,
Concentrate,
Leap,
and Leap Attack
are pre-reqs.
- Berserk:
1+ (requires Whirlwind, 6-8 if this is your main skill)
- Frenzy:
0, or 15+, if this is your main skill
- Natural Resistance:
10+
- Faster Run:
1+
- Increased Stamina is
a pre-req.
- Find Item:
8+ (optional)
- Find Potion
is a pre-req.
You should have around 1500
max damage on your WW, with about 2500 AR. Less of each is possible,
but will slow things down. Try adding AR on a Charm or two if you are
taking too much damage from Meph, more hits will increase your leech and
speed considerably. If you add 200 AR from charms (Grands can have up
to 125) that will be worth 800 or more AR once modified by your WW and Sword
mastery, and should make a noticeable difference. [Top]
Hotkeys
and Controls
The MF Barb doesn't need a
lot of hotkeys. At the most simple, you'll have Concentrate and Berserk on
your left click, and WW, Leap Attack, Battle Orders, and Town Portal on the
right click. Shout and Battle Command should be on the right click
also. Optional Warcries such as Battle Cry and War Cry might be hot
keyed as well as Attack or Concentrate on the left click.
You can put all of the
skills on the right click, including Berserk, Concentrate, and/or Bash, but I find it easier
to keep direct melee attacks on the left click. Hotkey Attack to the
left also if you will need to use it sometimes.
When casting your Warcries,
you should always cast Battle Command (for the +1 to all skills) first, then
cast Battle Orders and Shout. You must remember to always cast Battle
Command first though, if you cast Battle Orders later without the bonus,
you'll reset your hit points, which can be bad. [Top]
Inventory
Management
MF'ing runs are generally
very quick, create a game, do the run, exit the game when it's over.
You don't need town portals, identify books, or space to pick up more than
one or two items. I generally carry town portal scrolls in one slot of
my belt, and you can put one or an ID scroll in your cube if you think
you'll need them. You won't very often, especially as you get used to
doing fast runs and get a technique for it.
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Charms are your
friend.
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Your inventory will be
almost totally full of charms eventually. When leveling up, charms
that add to your AR and damage and hit points are most useful. At
higher levels you'll want as many MF charms as possible, and possibly some
AR, resistance, and hps ones also, if needed.
An ID tome is very
convenient, and necessary if you are doing Cows. Other places you can
wait and get your loot ID'ed by Cain in town if you really need another 2
spots for charms. Doing Meph runs you'll be running right past Ormus
at the beginning of each run, so you can buy ID scrolls, use them, and sell the ID'ed
stuff right then, or run over to Cain first.
I always carry a Horadric
Cube for the storage space bonus. It takes up 4 spots in your
inventory, but you can put 12 spots into it, so it's +8 spaces, end of
story. It's nice to have 12 (or more) empty spaces in your inventory,
so you can unload a full cube at once.
If you are going full out
MF'ing, especially if you are just doing Pindleskin or Meph runs, you can
totally fill your inventory with charms, and have just a Cube for
storage. If you get two good items at once you'll have to do some
maneuvering, but two good drops from the same run aren't all that common
(though often there will be several items you want enough to pick up and
sell next game).
If you have no space to
pick things up, you'll have to open your inventory and click on the
item. This will pick it up, and you can then drop it into your Cube
directly. If you are really out of space, you can pick up an item, and exit
the game with it still on your cursor. When you next join a game
you'll have to drop it to move, but if you create your own game this isn't a
problem, and it's certainly better than not bringing the item, or dropping
some charms to carry it. [Top]
Mercenaries
Most Whirlwind Barbs don't
use a merc, since the merc dies so often. As the WW barb spins through
and around huge packs of monsters, there will always be a few beasties who
target the merc instead of the Barbarian, and will beat him to death while
you are killing other things. Also you don't really *need* a merc,
being such a powerful character. A Might merc is very helpful for the
added damage, especially when leveling up, but if you are spending all of
your time and most of your potions to keep him alive, he's not exactly
helping you level faster.
Berserk and Frenzy Barbs
benefit more from a merc, and have an easier time keeping him alive, since
they can tank for the merc, rather than spinning all around like a WW barb
does. For those types of Barbs, a Holy Freeze or Defiance merc would
be most useful, though they could also benefit from artillery support, such
as from a rogue or Act 3 merc.
It's not uncommon to use
one Merc while you are leveling up, and then switching to another type once
you reach Clvl 75 or 80 and are going to do MF'ing full time. If you
are just leeching your Exp all the way, then this and most other strategy
points are irrelevant.
All Barbs can greatly
benefit their mercs with beneficial Warcries. Battle Orders doubling
your Merc's hit points is always a good thing, but you will often have to go
back to town to get a heal and quickly fill the merc up all the way.
And don't forget to refresh them before they run out, often times when you
refresh your own Battle Orders your merc can be out of range, if he's stuck
on a corner or still fighting one last monster, so you need to be sure the
merc is getting the benefit. [Top]
Merc
MF'ing Selection and Tactics
You can use a Merc for the
MF'ing bonus (let the merc get the kill and their MF adds to yours) but most
Barbs aren't real good at this. You'll generally have to lower the
monster to a sliver, then let it beat on you while you wait for your merc to
get the last hit. This can be painful, especially since you
are probably equipped with dual Ali Baba at that time (for the maximum MF
upon death) rather than your normal sword/shield. Meph hurts a lot
when you have no blocking, no damage reduction, low no-shield resistances,
and you aren't hitting him to leech back.
For Merc MF'ing, a high
level Might Merc is the best bet, in my experience. Some players
recommend the Barbarian Mercs, if you are only using them for boss killing.
They won't do as much damage as a Might merc, but they hit very quickly with
a sword, and that much leech can keep them alive. They also have
higher stats than the Act 2 mercs. Might mercs are more useful
elsewhere, for example you can keep one along when you are doing Bloody
Hills runs, and your damage will be increased dramatically. Also
you'll be hitting Meph or other bosses for double the damage you normally
would, which makes the fight much faster. Might mercs are great for
SuperUniques also, since those monsters don't do so much damage, and will
die quickly to the Mercs attack. Pindleskin with a Might merc is very
easy, almost as fast as doing it solo.
The problems are in keeping
the merc alive on Meph, and getting the merc over the blood moat in the
first place. When you enter Durance 3 you'll run to the blood moat and
leap over, but your merc won't warp over to join you, since he's not far
enough behind. He'll be stuck on the peninsula or other side, often
with the chasing mob of Dolls or Bremm and company next to him, which
usually results in a very quickly-dead Merc.
There are three ways to
deal with this:
- Teleport.
If you have teleport charges on your Amulet or Circlet you can use one
here, and your Merc will pop right next to you when you do. The
drawback is the expense and detour it takes to get it repaired.
- Run to the back.
This is the easiest way, when you leap over the moat, you just run up
past Meph, to the back room where the gold on the floor and chest
are. Your merc will be far enough away and will warp over.
The drawback is it takes some time to do, and there are very often Blood
Lords up there that are annoying, and can cook your Merc with their
Meteors.
- Town Portal.
This is the method I find easiest. You just leap over, and as soon
as you land, cast a TP, pop to town, and then back down again.
Often the Merc will be low on hps after being pounded some on Durance 2,
or he might not have filled up fully from your Battle Orders, and in
either case, you can run to Ormus to get a full heal for you and the
Merc in just a few seconds while you are in town. Keep the town
portal scrolls in one row of your belt so you aren't giving up MF charms
for that inventory space, and just buy a new one each game when you hit
Ormus for healing potions or to sell loot.
Whether this is worth it
depends on how fast you can do it, and how much MF you have. If you've
already got 800%, then adding to 950% with the Merc isn't going to make much
of a difference, due to the diminishing returns. Letting the merc get the
last hit generally takes 25% longer, much longer than that if he dies and
you have to resurrect, so do it if you are the type that agonizes over every
blue or yellow Shako and Crusader Bow, but otherwise you might just want to
do 15 more runs in an hour, and hope for better luck on quantity, rather
than merc-added quality.
Berserk and Frenzy Barbs
have better luck with mercs for the MF, since they can run up and tank the
monster, taking all the damage themselves, while their merc gets in free
hits. It's very hard to use WW with a merc, since the monster will
target the merc as soon as you start spinning around. Mercs and
minions take huge bonus damage from Act Bosses, so don't be surprised if
your merc seems to be dying much faster than he does normally.
The main survival problem
for Mercs comes from their equipment. Since you are using him here for the
killing blow, you must have good MF on him, or there's no point in doing it
at all. But if he has MF gear on (the easiest is a 3T helm and 4T armor)
he'll be low on resistances and hit points, and therefore die more quickly.
It's nice to have 250% MF on your Merc, but if he's dying constantly due to
no resistances, you might have to compromise some on equipment, giving him a
Smoke or Lionheart, rather than a 4T or Skullder's.
The best merc MF'ing gear
is pretty obvious, it's the same stuff you'd like to wear. If you have
enough of that stuff to stock up your Merc, then go for it, but most players
don't. This is a bigger issue Hardcore, since you have to consider
that if you die, you'll lose everything on your merc (and most likely
yourself, since MF runs are almost always done in solo games). Losing
your gear sucks, losing good stuff on your Merc also is really painful.
A Harlequin Crest is probably the best single Merc MF'ing item, since it
gives great MF, damage reduction, and a huge hps bonus.
Life Tap:
One clever suggestion we've gotten from several readers is to get a wand
with Life Tap charges,
and use that on Meph. With Life Tap on, your Merc will fully heal
himself with every hit he lands, and can tank the boss solo if need
be. Ideally you sliver Meph, then back off and switch to your dual Ali
Baba while the Merc gets the last few hits. The wand is best equipped
in the second slot with your main sword. Cast it before the Merc gets
hit, and it'll last for the rest of the fight, most of the time. (Life
Tap = 16 seconds at Slvl 1, +2.4sec per Slvl.) Wands can come with 100 or
more charges of this, and they aren't expensive to repair.
The main drawback is you
are giving up your shield to equip this wand instead, and that's risky if
you are Hardcore. It's not recommended that you hold the wand instead
of an Ali Baba, since the whole point to using a merc is to add to your MF.
You could switch to the wand from your Inventory, then back to your main
sword or shield, but that would take a bit of time. You can try to do
Baal with Life Tap, but he has so much elemental damage that Mercs rarely
survive to get the last hit, especially if they are frozen by his Cold
Wedge, so they are best used on Meph and SuperUniques. [Top]
Merc
MF'ing Gear
Mercs only have three
equipment slots, so their options are limited. Much more info and
details on all of these items in the Equipment section, later in this guide.
Remember that mercs can
wear Ethereal equipment forever, since nothing takes any durability loss
when they are using it. So if you find a good item that's Ethereal,
always consider it for the Merc. In many cases items that you wouldn't
use even if they weren't Ethereal can be great Merc gear.
The Merc's MF adds to
yours, but keep in mind how diminishing returns work on your MF, as seen in
the table below. Use this
calculator to see your exact totals.
| Magic
Find |
Magical |
Rares |
Set
Items |
Uniques |
| 100% |
100% |
100% |
100% |
100% |
| 200% |
200% |
185% |
183% |
171% |
| 300% |
300% |
250% |
242% |
211% |
| 400% |
400% |
300% |
287% |
236% |
| 500% |
500% |
340% |
322% |
253% |
| 600% |
600% |
372% |
350% |
266% |
| 700% |
700% |
400% |
372% |
276% |
| 800% |
800% |
423% |
391% |
284% |
| 900% |
900% |
442% |
407% |
290% |
| 1000% |
1000% |
460% |
421% |
295% |
The point of this is that
if you have very high MF on your character, adding more from your merc is
not a big benefit. If you have low MF, then your merc's MF makes a big
difference. If you have 700%, and your merc has 200%, that only takes
your Unique MF up 14% if you let the Merc get the kill. If it takes
you a minute longer per run to let the Merc do it, and he dies half the
time, then it's probably not worth the trouble for the tiny increase.
Whether you bother with a
Merc or not relies heavily on the "what if" factor. If it
drives you nuts when you get a magical or rare Crusader Bow, or Loricated
Armor, or other potentially great Set/Unique item, then you'll want all the
MF possible so at least then if you get a Rare Hydra Bow, you won't curse
yourself for not having just a smidgen more MF on your merc, that might have
succeeded on making the item Gold or Green.
All items mentioned in the
merc gear are covered in the main items section of this guide, with links
and stats.
Armor
Mercs get the most from MF
from Skullder's, which also has good defense. Tal's Armor is probably the
ideal, for the 40% to fire/cold/lightning, as well as huge defense and 112%
MF with a topaz. But it's almost impossible to find, so you'd probably
be using that armor yourself if you had it. Four topaz armor is easy, try
to get an elite ethereal with good defense for the merc. Another
option is the Set Ornate Plate, Griswold's
Heart, which has over 900 defense and 3 sockets. If you could somehow
find Griswold's Valor as well, the set Corona, which has very good MF and
defense, wearing both at once would give your Merc a bonus of 20 strength
and tons of defense, with nearly as much MF as plain socketed 7 Topaz items.
[Top]
Headgear
A 3 Topaz helm is the
easiest to find. Other good helms are the ones you'd want, a Harlequin
Crest, Stealskull, or even Tarnhelm. Harlequin is excellent for the
damage reduction and huge hps bonus, and Stealskull adds more life leech and
IAS, both of which help a lot. You can also find rare Circlets
with good MF along with other bonuses such as resistance or stats or hit
points or leech. Griswold's
Valor would go well with Griswold's Heart, as mentioned in the Armor
paragraph, but it's virtually unfindable.
Weapon
This varies by the merc
type. The ultimate merc MF'ing weapon would be the Runeword Silence.
It's got 30% MF, in addition to great damage, lowered requirements, and 75%
resistance to all. This would be the best possible weapon for just
about any merc situation, (short of a 6-Ist weapon) but with Ist and Vex required, it's very hard to
put one together.
All Mercs can equip a
6-socket weapon with 6 Ist runes, giving 180% MF, or more realistically put
MF jewels in, getting up to 60% or so.
Act One Mercs want the best
damage, fastest firing bow possible. They can't use crossbows or
Amazon Class bows, which rules out Buriza or Lycander's Aim. The +3
skill Lightning
Inferno trick isn't very useful for Meph, since it's not all that much
damage, and he's got a lot of lightning resistance. In any event,
these mercs kill slowly and tend to run into danger, especially if you are
using WW, so they aren't real good options.
Act Two Mercs use polearms
or spears. Just about any unique excep Spear
or Polearm
is a good option, especially if you have an Ethereal one you can't use
yourself. Look for ones that add to defensive bonuses, such as the
Unique Lance, Spire of Honor, which has a bonus to defense. IAS and
life leech are very helpful also, and a big ethereal cruel would be great.. The Unique
Fuscina Kelpie Snare and the Unique Battle Scythe Athena's Honor, both have
bonus hit points. Meatscraper, the Unique Lochabar Axe has 30% MF, as well
as decent damage, life leech, and IAS bonuses, so it's probably the best
option, if the damage is enough for your needs.
Act Three Mercs use a sword
and shield so have the highest possible MF (Ali Baba, unsocketed, and Rhyme
would be good for 105% at level 80.), possibly 180% sword and 75% shield
(got 9 Ists?),
but their elemental spell attacks don't pack enough punch for effective boss
killing, so they aren't a real good option.
Act Five Merc Barbarians
benefit from +Barbarian skill equipment, and can wear Barbarian class helms,
though nothing on those really helps much with MF'ing. They equip
swords, so same as the Act Two guys, any Ethereal Unique is a nice weapon
for them, or if you have a spare Cruel sword, they'll go well with it. They
can use an Ali Baba for the big MF, but the damage on it isn't much. [Top]
Skills
Warcries
See our Character Section
for recently-updated and very extensive info about every Barbarian skill. Warcries
are here.
All builds will want to max
out Battle Orders. The main decision to make is about Find Item.
If you are going to be doing nothing but Meph runs, there is no need to put
any points here. However Hork (the onomatopoeic
nick name for Find Item) is mandatory if you are going to be doing any Super
Unique runs, such as Pindleskin, or if you want to profit doing the Cow
Level, or want to improve your finds leveling elsewhere. I highly
recommend it.
Warcry is another optional
skill that's very useful. It stuns and damages monsters for a short
time, and can be a life saver if you get mobbed. It's very helpful in
places like the Cow Level also, but again, if you aren't going to do those
areas, you don't need it. A good connection to Battle.net (no lag) and
a shield helps a lot to replace War Cry. If you are going to add it,
you can wait until Hell to do so, though the Clvl 18 pre-req skill, Battlecry, can be quite helpful as
you are getting to Clvl 30. If you know you are going to do Warcry
eventually, put a point in Battlecry as soon as possible and use it.
More in the strategy section.
When casting your
beneficial Warcries, always cast Battle Command first, for the +1 to
all. This will make your Battle Orders and Shout more effective.
You must remember to cast BC before BO every time though, or you'll
reset your hit points.
Recommended Skills:
- Howl:
1 point, pre-req.
- Shout:
1 point, pre-req.
- Battle Orders:
20 points, know it, love it.
- Battle Command:
1 point, well worth it.
- Find Potion:
1 point, pre-req.
- Find Item:
8+ points, optional. More in the strategy section.
Optional Skills:
- Taunt:
1 point, pre-req for Warcry
- Battlecry:
1 point, pre-req for Warcry (helps on early leveling also)
- Warcry:
1+ points, at least 3 or 4 are most useful. Optional (add at high
levels, if at all).
- Grim Ward:
No points, not recommended. Of possible use in the Cow Level or
for Pindleskin runs. [Top]
Combat
Skills
The type of Barbarian you
are going to play must be decided in advance. I generally recommend
going with Whirlwind for your main skill, since it's the fastest killer most
of the time, especially if you go two-handed with your sword. Going
from Clvl 30 to 70 is far faster with WW than Berserk or Frenzy, and it's
safer, leeching back a ton, keeping you moving and less likely to be hit,
etc.
Once you are actually doing
just boss runs, especially Meph runs, Berserk is actually better, since it
has a huge AR bonus, lets you tank so your Merc will be more viable, and
does enormous damage. There isn't any leech, but you can use
Concentration for that, when needed. However going from Clvl 30 to 70
or 80 hitting monsters one at a time, one swing at a time, is very
tedious. Berserkers will need a lot more patience than I possess, or
else will want to try and party leech exp quite a bit. Berserk is so
effective (overpowered) that you can save a lot of skill points using
it. Just 6 or 8 is plenty to slaughter anything with Berserk, and
you'll save 10 or more skill points. Stick them into Find Item, Faster
Speed, Natural Resistance, etc.
Frenzy isn't recommended
for Hardcore, since you have no shield and are standing toe to toe, so any
bit of lag could be your last. You also need two good weapons for
Frenzy, and it's harder to find 2 big swords than 1 big sword. It's
great for boss killing though; 20 points in this and you can use your dual
Ali Babas all the time, if you want, and easily take down bosses with them.
All three of these work
well for MF'ing Barbs, I recommend Berserk if you have the patience to level
up with it, WW if you don't have as much patience and want to be a powerful
killing character elsewhere (such as doing Baal runs, which are very hard
with a Berserker), and Frenzy if you just want some variety, and are
softcore or very confident in your connection.
Recommended Skills:
- Leap:
1 point, pre-req.
- Leap Attack:
1 point, pre-req and mandatory for Meph Runs.
- Bash:
1 point, pre-req and useful for boss killing.
- Stun:
1 point, pre-req.
- Concentrate:
1 point, pre-req.
- Whirlwind:
10+ points, more adds damage and AR.
- Berserk:
1+, 4 or 5 is plenty. The best boss killing skill. Go to 10
or more if you are using it full time.
Optional Skills:
- Double Swing:
1 point, pre-req for Frenzy.
- Double Throw:
1 point, pre-req for Frenzy
- Frenzy:
1+ points, can be useful for boss killing with dual Ali Baba, but it's
not needed, and is not as effective as Berserk. [Top]
Combat
Masteries
Sword Mastery is best for
reasons mentioned above. If you do Axe,
Mace, Spear, or Polearm, you'll want at least 15 points, and most max them
out for the damage, AR, and critical hit bonuses. Points in your
weapon mastery are generally better than points in Whirlwind or Berserk since your
mastery adds damage and AR to everything: WW, Berserk, Concentrate, Bash,
etc.
Recommended Skills:
- Sword Mastery:
20 points.
- Increased Stamina:
1 point, pre-req.
- Increased Speed:
1+ points, optional, but very helpful for Meph runs.
- Iron Skin:
1 point, pre-req for Natural Resistance.
- Natural Resistance:
10+ points, how many depends on your other equipment. Past 13
diminishing returns really start to come in, but more points here gives
you much more freedom in your equipment choices, to go all out for MF.
Optional Skills:
- Mace Mastery:
No points or 20 points, depending on your weapon.
- Spear Mastery:
No points or 20 points, depending on your weapon.
- Polearm Mastery:
No points or 20 points, depending on your weapon.
- Axe Mastery:
No points or 20 points, depending on your weapon choice.
- Throwing Mastery:
Not useful.
More on how to use the
skills in the Strategy section, later in this guide. [Top]
Stats
The MF Barbs's stat
distribution is pretty simple. The more hit points (especially
Hardcore) the better. You'll want to plan your weapon in advance
(since it will almost certainly be the biggest Str/Dex req of any of your
equipment) and add just enough stats to use it, and no more. More
Dex is not so bad, since it'll help with your blocking and AR, but more
strength is basically a waste, since it just adds to your damage, and you
aren't really after massive damage.
You can also look to go
with less than the biggest Elite weapon. A big Cruel Executioner sword
would do enough damage, and save you 19 Strength compared to a Colossus
Blade, which you could turn into 19 Vit, worth upwards of 160 hps, once you
factor in Battle Orders. A Champion sword is 163/103 Str/Dex, compared
to the 189/110 Str/Dex of a Colossus Blade. That's 33 stat points
saved, which is worth around 264 hit points! The lesser damage might
take you a few more swings, but for the huge hit points boost, it's worth
it, especially Hardcore.
You will not likely have
much, if any, equipment that adds to your stats (since you'll be all magic
find gear) so you will probably have to achieve the minimum requirements
naked, or nearly so. War
Traveler has +10 Strength, but few other top MF items have any bonuses
to stats. If you have some great rare with MF you are planning on
wearing long term, then incorporate that into your final Str/Dex figures.
Ideally you'll have around
2500 AR and 2000+ hps when you're doing Meph runs, though you can go with
much lower hps and survive. You don't really need more than 1000 or
1200 for Meph, but more gives a margin for error, especially if you get some
lag running through Durance 2 or 3.
Strength:
As much as your heaviest item requires, and no more. Generally this
will be your sword, since none of the top MF armor is all that heavy.
Dexterity:
As much as your sword/weapon requires. You'll probably need around 100
to have sufficient AR. If you have more points in Berserk or WW you
can get away with less Dex, and you can add tons of AR with with charms or
equipment, if you need to.
Vitality:
As much as possible. Once you've met your equipment requirements,
usually around Clvl 60, you'll put every point from there on into
Vitality. Barbarians get 4 hps per vitality point, more than any other
character, and that 4 turns into about 8 with your Clvl 20+ Battle Orders, giving you
40+ hps per Clvl. Do that for 20 levels and you've got 800 more hit
points.
Energy:
Never add a point here. You only get 1 mana for a point in Energy, and
if you need more mana you can very easily add it with a charm or two.
One small charm can have 15+ mana, which is equivalent to 15 stat
points. In comparison, one small charm with 15 hit points is
equivalent to about 2 stat points in Vitality. If you have to ask if
it's better to make up 15 stat points or 2 stat points with a charm, you
should probably stop reading right here and go play checkers or something
less complicated. [Top]
Page Two covers equipment.
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