U72 UPDATE
It's been almost two years since I posted this build. In the meantime, two more levels have been released, along with new gear, new quests, and new raids to play.
What's changed? Power creep, obviously
With the new gear, all the stats are higher.
Wood Elf Barbarian 20, FotW (41) SD (21) GMoF (21)
This time I've switched to a pure Barb and picked up the FB capstone, investing in Falconry for the 30% helpless bonus.
Other than that, in my opinion, Wood Elf is now even more essential than before.
Not just to cap doublestrike (especially if you don’t take VKF’s 10%), but mainly for hitting. To-hit is crucial and, in some cases, a real challenge.
The core of the build remains the same:
- Solid melee power (around 480 with boosts), top tier strength, and a very strong base damage to leverage Adrenaline.
- Survivability is also top tier: Evasion and no fail on 1, good dodge, Improved Uncanny Dodge, over 300 PRR (I took Deific Warding so I can reach 320), and hit points exceeding 9000 when factoring in Blood Tribute, Blood Feast, and Affirmation.
- Rages and Primal Scream provide self-healing with Unquenchable Rage.
With pure Barbarian, BAB is capped, so there's no concern in that regard.
Compared to the previous build, the main differences are: increased HP (from 134% to 155%), helpless damage (+30% thanks to Falconry), and sneak attack (from the new raid belt and 2d6 from the Curse).
One personal critique I always have is that melee characters have way too much HP and defenses. And it's not just Barbarians—other classes are just as absurd. After the Monk pass, I played a Monk with 50% standing dodge and top-tier dps.
These insane defenses combined with CC abilities make tanks essentially useless. Having a role that’s only relevant in some R10 raids is a real shame imo.
I still nostalgically remember when Reaper first came out. In those early days tanks were useful even in R10 quests.
Good old times… we also had a decent loot system like slavers crafting
Enhancements
Feats
1 Power attack
3 THF
6 Dodge
9 IC Slashing
12 ITHF
15 GTHF
18 Mobility
21 Patience
22D Perfect THF
24 OC
25D Doublestrike
27 Eerie Aim
28D Harbinger of Chaos
30 Epic Reflexes
L Scion of Arborea
31D Crush Weakness
33 Whirlwind OR Spring attack
34D Deific Warding
Some choices are mostly a matter of personal preference.
Epic Destinies
It’s still FotW, GMoF, and SD. Compared to LD, GMoF offers more movement speed (you have to run with monks), enough points for 15% helpless, 100 MRR cap, and lets you slot fire absorption or other stuff.
Gear setup
Let's discuss gear. I'll share my setup, but at this point, it hardly matters. Reaper/Mythic and Curse bonuses have a huge impact, so evaluate based on your own items. For a THF, besides the usual (MP, doublestrike, 2d6 sneak etc.), I find the +6 Strength during boosts particularly strong.
I have great bonuses on Vecna necklace and gloves—if that’s not the case for you, I’d suggest using the Stormreaver Gauntlets (I haven’t been able to pull a decent pair), freeing up the necklace slot. Agartha Belt is also a great item for Ram’s Might, but again, I haven't managed to get a good one yet.
Weapons
The Falchion is still a mandatory choice because all other two-handed weapons are light-years behind. I still hope this changes in the future, maybe with a dedicated feat (similar to Knight’s Training), but for now, this is how it is.
The best option, in my opinion, is the Undying Falchion. I crafted two and use Omen/Dino-attuned for the other two swaps.
Main Filigrees:
Sucker Punch/One Against Many x2
Dreadbringer Melee Power x2
Treachery Melee Power x2
Long Shadow Melee Power x2
Next Fall Melee Power x2
Treachery Threat Reduction
Dreadbringer Tactics DC
Dreadbringer Strength
Dreadbringer PRR
Next Fall Attack and Damage
Sentient Weapon Swaps I Recommend:
- Bloodrage set (obviously) with Brighthorn
- Prowess set for the melee power boost, Ooze
- Wisdom set for trance (one-handed weapon and orb)
I'm always happy to provide more details or answer any questions
