Pillars of eternity 2 barbarian.Best Pillars of Eternity 2 Barbarian Subclass/Multiclass
Barbarian Builds and How They Work.Barbarian | Pillars of Eternity 2 Wiki
Nov 24, · Self: +20% Damage, +50% Area of Effect with Carnage attacks, 30% of Hits converted to Crits, +50% Crit damage. The barbarian deals a massive blow, increasing the likeliness and damage of Critical Hits and applying Carnage in a larger area. (Barbaric Smash) – If . Feb 19, · Berserker – Pillars of Eternity 2 Barbarian Subclasses Berserker is essentially a straight upgrade to the Barbarian class, taking its signature ability (Frenzy) and vastly improving it by giving it better stat bonuses as well as an additional 30% crit ted Reading Time: 4 mins. Barbarian Class Guide for Pillars of Eternity 2 Deadfire. In this Guide, we give you tips on how to Multiclass a Barbarian effectively, and we explain what t.
Pillars of eternity 2 barbarian.Barbarian abilities (Deadfire) – Official Pillars of Eternity Wiki
Jan 01, · Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) Barbarian multiclass builds Barbarian multiclass builds. Nov 24, · Self: +20% Damage, +50% Area of Effect with Carnage attacks, 30% of Hits converted to Crits, +50% Crit damage. The barbarian deals a massive blow, increasing the likeliness and damage of Critical Hits and applying Carnage in a larger area. (Barbaric Smash) – If . Barbarian Class Guide for Pillars of Eternity 2 Deadfire. In this Guide, we give you tips on how to Multiclass a Barbarian effectively, and we explain what t.
Barbarian abilities (Deadfire)
Best Pillars of Eternity 2 Barbarian Subclass/Multiclass – Bright Rock Media
Barbarian – Pillars of Eternity II: Deadfire Walkthrough & Guide – GameFAQs
Version: 1. Class that focuses on taking on a lot of mobs, with a secondary focus on mobility and behind-the-front-lines disruption.
Compared to other classes the subclasses are little on the weak or niche side. The ability tree is relatively sparse of active abilities for a martial class; much of the barbarian’s strength comes from its passives, really.
Carnage is a crucial contributor to damage for barbarians. How it works is a bit shrouded in mystery, so let’s clear it up. First, carnage only triggers off of hits grazes don’t count. It’s a special spell-like effect that has an approximate base AoE of 1.
The spell-like effect targets deflection and works the same regardless of a graze, hit, or crit because it’s raw damage it doesn’t even care about penetration. Because it’s a spell-like, accuracy and damage are not affected by weapon-based modifiers. Instead, it’s solely affected by generic accuracy modifiers, perception, and might. The long and short of it is that if you’re used to carnage from PoE1, you might be in for a disappointment.
The area of effect is smaller and the damage is much smaller, and very hard to increase to significant levels. However, this does not mean that carnage is bad.
For example, if you are affecting just one other enemy with carnage, the extra damage means that a normal weapon is essentially upgraded to Exceptional quality.
The more enemies you affect and the more your PL scaling, the greater the damage potential. It’s never going to be as good as PoE1, but perhaps that’s for the best. Note: there’s a bit of a bug where if you’re dual-wielding, carnage damage only checks the main hand, even if you’re triggering a carnage off the attack made by your off-hand. Whereas with most other classes you should almost always choose a subclass, for the barbarian I think it’s perfectly fine to just roll a vanilla barbarian.
Berserker is probably the best overall, giving you a dramatic upgrade to your frenzy ability–most notably getting your inspirations upgraded to Tenacious and Hardy. The drawbacks can be severe, but the worst Confusion while frenzied can be countered by being equipping Modwyr which grants immunity to intellect afflictions multiclassing or pairing with a fighter, wizard, or priest all of which have access to intellect inspirations , etc.
However, as srulz from the Obsidian forum points out, in practice the self damage is a major problem as well, since it scales with might, damage bonuses, and even PL, and is not as easily mitigatable as the Confusion effect.
On top of that, lacking the ability to use potions really limits your ability to recover from damage. And the spell disruption it applies is a bit niche since it by definition only influences fights mostly against other kith which while probably the most prevalent in Deadfire is not necessarily the most dangerous threat , though when it does work it works spades.
Corpse-eater has bigger problems. But the downside is pretty severe, increasing the cost of your ability by 1 Rage. This actually means that the first corpse you eat mostly just helps to cancel out the effect of the downside. And the more rage you have, the more corpses you have to eat just to make up for the downside. Add to the fact that you have to be disengaging from enemies to go eat corpses and suddenly this barbarian can’t be expected to hold back enemies in the heat of a fight.
Plus, a critical issue is that if you don’t disable “enemy gibs” in the settings, if you kill an enemy with a critical hit, they explode and leave no corpse. Lastly, in every fight that doesn’t involve kith, wilder, or beasts, you’re just strictly worse than a normal barbarian.
A problem similar to Mage Slayer above. Note that oddly enough, the bonus PL from these foods stacks with generic PL active bonuses normally active keyworded PL bonuses and active generic PL bonuses don’t stack, like cipher’s ascended state and Acute inspiration , so it must be implemented weirdly.
Whatever; it’s a bank error in your favor. Meanwhile, the 4. They get up to three different “ward” abilities though only one can be active at a time.
However, using the wards is risk vs reward payoff. While enemies will rarely go out of their way to attack the ward, if a ward is destroyed in combat and not simply replaced you gain a -1 PL penalty stacking per ward destroyed until end of combat and you take about raw damage scaling with PL.
The upshot is that wards make furyshapers very versatile and the promise of their third ward at AT8 gives the barbarian a compelling reason to be single-classed. Barbaric Yell AT1 : the game really wants you to choose this or frenzy at AT1 and you’ll be forgiven for giving this one a pass. Shaken is not a bad effect, but it certainly is a little underwhelming compared to some other afflictions.
It makes enemies a bit easier to hit with deflection-targeting attacks, significantly easier with will-targeting attacks, debuffs last longer, and makes all their abilities a bit weaker. But to get mileage out of it you really need a lot of perception and other accuracy bonuses so you can actually land it on a harder difficulty. Prepare to be disappointed with lots of whiffs even with lots of perception. Fortunately the upgrades are much better. Furyshaper ward s AT1, AT4, AT8, Furyshaper only : all wards have a 5m radius not boosted by intellect that have inherent -3 defenses and health and varying innate duration.
Only one can be active at a time; creating a new one will destroy the earlier one though it will not trigger the penalties. All ward buffs are implemented as a passive aura from the ward, so it stacks with any other similar effect. Thick-skinned AT2, passive : a great passive to get a wee bit of extra stacking AR against physical damage. However, the bonus engagement promised by the ability appears a little flaky; I’ve not been able to get extra engagement out of this passive at times, but then other times it works just fine and when it starts working, it appears to work consistently for the entire play session.
Barbaric Roar AT3 : gives you a wider and longer area of effect, but importantly adds a prone effect. Works real well for a mobile barbarian, who can detach and target appropriately to maximize prones, but less well for a barbarian who’s trying to hold down the front lines.
Barbaric Blow AT2 : overrated. Note that because carnage doesn’t benefit from crits, the hit to crit only affects the initial weapon strike or strikes plural for dual-wielders. Also carnage doesn’t benefit from the damage bonus, which is only applied to the weapon attacks. So this is mostly about trying to get some extra crit-based damage from the initial hit, and trying to get an extra foe or two into the carnage. The first can be a situationally good effect particularly as an attempt at a finisher and has synergy with crit-based effects like barbarian’s own Interrupting Blows.
But the carnage component is minor at best Note that this doesn’t work so well with Blood Thirst AT7 because while it has a duration effect, it’s only a duration threshold until you make your next attack so you don’t get anything much out of it. Most barbarians will probably generally want to stay in place taking on a bunch of foes at melee range. For a single-class barbarian, you can e. Spirit Frenzy with the huge area of effect of Barbaric Shout and spread Staggered to lots of enemies.
Do note that carnage doesn’t trigger the effects even for Blood Frenzy on a carnage “crit”. However, upgrading Spirit Frenzy to Spirit Tornado loses this effect and only applies stagger to weapon hits. Which is the buggy behavior and which is intentional is a bit unclear, but it does mean if you’re multiclassing the barbarian with a caster or just taking advantage of staggering on a Barbaric Yell it might not be worth taking the upgrade to Spirit Tornado.
Brute Force AT6, passive : you’ll be forgiven for ignoring this based on experiences with this in PoE1, because enemies generally had super high fortitude.
In Deadfire, enemies have more situationally appropriate fortitude, and there are many ways to debuff fortitude defense a might or constitution affliction at the very least.
For style points, equip a morning star and use its weapon modal which reduces foritude by to skyrocket your effective accuracy against many enemies.
Barbaric Retaliation AT9, passive : I completely overlooked this ability, but it has a lot of potential. A barbarian is inherently more vulnerable to crits due to the ability to use frenzy to lower one’s deflection, on top of having lower inherent deflection.
However, a barbarian also has high inherent health and a lot of survival skills, including bonus AR. But with Barbaric Retaliation triggering full attacks every time you get crit, your slow speed becomes irrelevant because now you’ll be as fast as a mob of enemies swarming you.
Combine with Blood Thirst at AT7 to get lots of recovery-free attacks as you take down enemies mostly outside of your own turn. On PotD with upscaling, you’ll probably need to do a lot of AR metagaming since on crits enemies will still likely be able to dodge any underpenetration and possibly still overpenetrate you.
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