Friday, April 13, 2012

Barbarian Traits

[:1]And here we are finally, the last class that still needs a list of traits... thanks go again to Judgehype for writing them all down, for all classes!

Link: http://diablo3.judgehype.com/index.p...tences-barbare

There are quite a few traits that are not very clear as to what they do... I tried my best to translate them in a way that makes sense.

Enjoy! Seems like my translating days are now finally over.



Level requirement: 10 or lower

Bad Temper (5 points max.) : Increases fury generation and decreases fury decay.

Toughness (5 points max.) : Increases your vitality.

Legendary Might (5 points max.) : Increases your strength.

Iron Skin (5 points max.) : Increases your armor.

Lucky (3 points max.) : Monsters drop higher amounts of gold.

Intimidation (3 points max.) : Increases damage done and reduces vendor costs.



Level requirement: 11

Poind of Flesh (3 points max.) : Increases your chance to get health globes to drop.

Natural Leader (3 points max.) : UNKNOWN FOR THE MOMENT



Level requirement: 15

Frenzied Attacks (3 points max.) : Increases the chance to deal critical strikes and increases critical strike damage when the Barbarian is wielding two weapons.

Shield of Iron (3 points max.) : Increases your chance to block attacks.

Thunderous Blows (5 points max.) : Increases damage done when the Barbarian is wielding a two-handed weapon.



Level requirement: 19

Inner Rage (5 points max.) : Reduces fury loss (Note: decay?) and increases fury gain while attacking the same target.

Slaughter (5 points max.) : Melee attacks can hit other targets closeby. Requires one point in Double Strike.



Level requirement: 23

Beast Hunter (3 points max.) : Damage bonus against Beasts.

Demonbane (3 points max.) : Damage bonus against Demons.

Just...Stay...Dead! (3 points max.) : Damage bonus against Undead.



Level requirement: 27

Cruelty (5 points max.) : Increases your chance of dealing critical strikes.

Battering Ram (3 points max.) : Reduces slowing effects.



Level requirement: 31

Shield Slam (1 points max.) : You have a chance (Note: no idea when or after doing what) to hit your target with your shield and interrupting them.

Massive Blow (1 points max.) : You have a chance (Note: no idea when or after doing what) to hit all targets closeby with a single hit. Requires a two-handed weapon.



Level requirement: 35

Pug Sticker (3 points max.) : Increases damage done when the Barbarian is wielding a polearm, spears or when he throws weapons. (Note: not sure whether this means throwing weapons or any weapon that can be thrown with a skill, such as Weapon Throw)

Die by the Sword (3 points max.) : Increases damage done when the Barbarian is wielding swords.



Level requirement: 39

Axe Murderer (3 points max.) : Increases damage done when the Barbarian is wielding axes.

Brain Basher (3 points max.) : Increases damage done when the Barbarian is wielding maces.

Level requirement: 43

Superior Skill (5 points max.) : Increases your dexterity.

Second Wind (3 points max.) : Automatically regenerate a certain amount of health per minute. Requires one point in Bloodthirst.

The Wall (3 points max.) : Reduces melee damage taken.



Level requirement: 47

Disbelief (3 points max.) : Reduces magical damage taken.

Natural Resistance (5 points max.) : Increases all resistances.



Level requirement: 51

Weak Spot (1 point max.) : Increases critical strike damage.

Insane Courage (3 points max.) : Reduces damage taken by 10% if the Barbarian's health goes below 50%.|||seems the barb has a lot going for him/her judging by the traits.

It seems to me that the barb is the character class blizzard has come the furthest with when it comes to the traits.

seems like you you have plent of choices not matter what weapon you choose to use.|||That's a lot of damage survival abilities. I like how the descriptions are just copy pasted from when they were part of the skill trees. I mean, "requires Double Strike?" Lulz, that's not even a skill anymore.

I wonder what's the actual point of Slaughter. Almost every attack he does hits nearby opponents anyway.|||Quote:








That's a lot of damage survival abilities. I like how the descriptions are just copy pasted from when they were part of the skill trees. I mean, "requires Double Strike?" Lulz, that's not even a skill anymore.

I wonder what's the actual point of Slaughter. Almost every attack he does hits nearby opponents anyway.




The fact that a lot of these abilities are pretty much copy and pasted from when the abilities were in skill trees shows how much these traits are going to be modified within the next year, in my opinion. We're only seeing the tip of the iceberg, and I'm hoping for a lot of interesting choices for traits like we have interesting choices for skills at the moment.|||I think the Barb has a lot of traits because he had a lot of passive skills in the previous versions. So they were directly transformed into traits.|||http://www.diablowiki.net/Barbarian_traits

Great job on the translations, and they've all been added to the wiki. As others have said, they were directly ripped from the barb passive skills, and the descriptions aren't all updated. Double Strike and Bloodthirst are removed passive skills, neither of which made it into the Traits.|||I've looked through the traits of all classes, and I was highly underwhelmed by it. I mean, at least half of the skills can be found at another character, and stuff like the weapon masteries is the D2 barb weapon masteries all over again: 'invest in this skill or you WILL miss out'.

The 'Damage bonus vs. Beasts/Demons/Undead' is lame, and so are +str/dex/vit/wpw. The Witch Doctor used to have Jungle Fortitude (or something) that increased his vit by a percentage of his str/dex/wpw, and that seemed OK, but this is just... lame. Then there are more skills which just do one thing, like, increase damage, increase blocking, decrease damage taken, receive more health from health globes, blah blah blah. Too straightforward, way too boring, even for passive skills. I like how it was earlier, with passives that gave bonusses to specific skills and/or under specific circumstances.

Also, the trait Lucky is literally trading in killing power for gold, which should not be, IMHO. At least the Toughness trait (+damage and reduces vendor costs) gives you damage as well, but again... lame.|||Quote:








I've looked through the traits of all classes, and I was highly underwhelmed by it. I mean, at least half of the skills can be found at another character, and stuff like the weapon masteries is the D2 barb weapon masteries all over again: 'invest in this skill or you WILL miss out'.

The 'Damage bonus vs. Beasts/Demons/Undead' is lame, and so are +str/dex/vit/wpw. The Witch Doctor used to have Jungle Fortitude (or something) that increased his vit by a percentage of his str/dex/wpw, and that seemed OK, but this is just... lame. Then there are more skills which just do one thing, like, increase damage, increase blocking, decrease damage taken, receive more health from health globes, blah blah blah. Too straightforward, way too boring, even for passive skills. I like how it was earlier, with passives that gave bonusses to specific skills and/or under specific circumstances.

Also, the trait Lucky is literally trading in killing power for gold, which should not be, IMHO. At least the Toughness trait (+damage and reduces vendor costs) gives you damage as well, but again... lame.




quite true, but i think blizzard's philosophy is traits are not suposed to be flashy or spectacular, that's runes job|||They don't need to be flashy or spectacular, but less straight-forwarded, in my opinion. Like in my example, you have traits to increase your stats, while the Witch Doctor used to have Jungle Fortitude, which would have made you think a lot more about what you want to increase using your equipment/talisman: "Do I want to increase my vitality directly, or should I pump dexterity for better blocking, and benefit from a little more health at the same time?".|||I think once we know exactly how each trait and level will affect your stats/char... along with a good amount of different traits, limited by a certain number of trait points... hopefully this will help add some diversity to each and every char. But they just have to make sure the traits don't turn out to have a bunch of useless ones that don't really change anything and a few that are must haves where most of everyones points will be spent regardless of build.

No comments:

Post a Comment