Perfect World – Kitty’s Handbook For Barbarians

Perfect World – Kitty’s Handbook For Barbarians 1 - steamlists.com
Perfect World – Kitty’s Handbook For Barbarians 1 - steamlists.com
This introductory guide covers various barb builds, cultivations, gear progression, skills, squadplay and other important stuff for barbarian gameplay with both PVE and PVP-hints.

Written by Kitty, a well-known long-time player from Tideswell (originally Raging Tides) with experience of all classes and all viable (and less viable) barbarian builds. And a demon-favouring barbiebias due to her experiences. Originally written for her faction site.

 

So, what’s a barbarian?

Barbarian ish the main tank class in PWI with 2nd highest versatility of all classes. Barb’s strenghts are superior tankiness and heavy damage output on some builds. To some extent, barbs in general are even better soloclass than even sins. Barb’s couple weaknesses are chance-based CC-skills and lack of elemental skills.

Kitty starts this guide with builds, then explaining the skills, how to use them and finally ends this guide with information about gears to make sure you know how to use them first.

Sage or demon?

Unless you’re going to be absolute mass-PVP tank, Kitty suggests demon. Sage does have 4,5% higher tiggy-HP at endgame, slightly higher phys. def. and attack (though not really even noticeable) and defensive 3-spark, but sage seriously lacks damage compared to demon due to lack of crit. rate so go demon if you’re not becoming endgame catabarb anytime soon.

Demon’s benefits are demon Sunder’s comboable 100% crit. rate to following attack, stronger(but shorter) Bestial Rage, higher accuracy with Blood Bath and perma-40% crit. rate boost with demon Bestial Onslaught. Demon can also spam FR faster to keep aggro better and Devour lasts longer -> less need to spam it.
Due to demon’s general OPness, Kitty writes this guide with a demon-favouring bias.

Stat builds

Pure vit. (aka. tank/catabarb-build)
per 10 attribute points:
6 str.
1 dex. (to 60)
Rest to vit.

This ish the tank build with highest survivability as long as you’re tanky enough to survive all the damage. It’s also the most common build. Due to low str. it has difficulties killing enemies, especially as sage, and keeping aggro can also be very difficult these days.
This type usually attempts to kill their enemies with oh-so-predictable Arma-combo. Demon vit. barb has somewhat decent damage, though, thanks to demon Bestial Onslaught. (similar single-target DPS as sage str., higher AoE-DPS than sage str.)

Pure str.
per 10 attribute points:
9 Str.
1 Dex (to 60 at 100)

This ish the damage/killer build with highest average skillspam DPS. As pure str. demon ish pretty much the only viable choice, no matter what people say, due to demon’s far higher crit. rate. The base damage difference between sage and demon ish just 35% weapon damage, or 3-5% base damage to sage’s advantage. But demon has about 25% higher DPS thanks to demon Bestial Onslaught spam and demon Sunder-Berserker’s Wrath tends to 2-shot lots of stuff thanks to 100% crit. rate.
Pure str. barb has a lot lower HP, though, so well-sharded+refined gears recommended.

APS-barb
per 10 attribute points:
6 Strenght
4 Dexterity (to 200 at 100)

If you want to solo older stuff like TT and Lunar and deal highest DPS, clawing APS-barb ish the easiest build to do it on. At 4APS APS-barb can stay perma-sparked. APS-barb’s lose to sins in DPS, but due to all the barb’s survivability stuff and ability to use R8r/r9rr-set for APS, APS-barb ish far tankier than a sin.
To reach higher APS easier and due to Kitty’s beloved demon Bestial Onslaught, demon ish the choice of culti for APS-barb. Kitty does have sage APS-barb too, but she never plays it due to inferior damage.

Arcane barb
per 10 attribute points:
6 Str.
1 Dex.
3 Mag.

This build does have the potential for highest total defenses a barb can have, but at too high HP-cost. Kitty does have it, but she can’t recommend it to anyone. Though panda with robes and dragonfly wings does look kewl.

Bowbarian(/pure dex.)
per 10 attribute points:
5 Str. (to axes’ requirement)
5 Dex. (to bow’s requirement)

Tired of mobs running away? Wanna stay away of Fire pav’s suicidal mobs? This build ish the answer to your prayers! Why run when you can just pewpew dem mobs? This build has highest crit. rate, allows you to use bow to pewpew stuff (especially useful in FSD if you’re feeling lazy), claws to APS stuff down, TT99-pike to purge stuff and ofc axes to play like a proper barb. Though some may consider this build a good joke…it’s actually the most versatile barb build available. Get an APS-set, T3-HA set and bow, claws, purgepole and axes and you have your multipurpose killing machine! Remember to go demon!

Skills(Passives, buffs and Human-form)

KEY:
Max : Maximize this ability
Efct1 : Effective at level 1, you may decide to conserve mana by leaving it there
Opt : Levelling Optional
Halt : Levelling not advised
Pace: Ability should be maximized, but not necessarily immediately
NA : Usage of this ability Not Advised, generally leave it at level 1

PASSIVES/BUFFS
Axe/Hammer Mastery (Max) Boosts all your damage with axes/hammers.
Demon: Increases damage by 75% of weapon damage and crit. Rate by 2%.
Sage: Increases damage by 100% of weapon damage.
Beast King’s Inspiration (Max) Boosts your and squad’s HP.
Demon: Generates 20 Chi for you and your allies. (Useful for giving chi between bosses)
Sage: Lasts for 1 hour. (Useful for buffing alt)
Strenght of the Titans (Pace) Boosts your and squad’s phys. attack. Costly at higher levels so level at your own pace.
Demon: Increases your and your allies’ damage by 40% of weapon damage (for 30 mins) and crit. rate by 5% for 1 minute. (Helps casters’ crit. rate, too!)
Sage: Increases your and your allies’ damage by 50% of weapon damage. (Very, very slightly stronger than demon, not really noticeable these days)
Blood Bath (Pace) Trade some of your HP for accuracy. Useful if you need to kill some elusive stuff
Demon: Increases Accuracy by 300%. (You simply can’t miss.)
Sage: Only reduces maximum Health by 5% while increasing Accuracy by 225%. (Leaves you more HP and your enemy more chances to miss.)
Poison Fang (Max) Gives 30% weapon damage worth Wood-add to your attacks. Allows you to take aggro of phys. immune bosses by using Flesh Ream.
Demon: Increases damage 50% of weapon damage. (Compensates for weaker Titans)
Sage: Increases the damage by 40% of weapon damage for 30 minutes. (Good if you’re lazy…seriously?)
Bestial Rage (Max) Grants you chi every time you take damage and gives weak shield against magic damage if your HP falls below 50%.
Demon: Increases Chi generation to 8 per hit. (Helps you spam high-chi skills without gaps between)
Sage: Lasts for 20 seconds. (Lasts longer…but weaker so makes you wait between high-chi skills and wastes good sparked time at pulls)
Tiger Form (Max) Boosts your HP and speed while allowing you to use Tiger form-skillset.
Demon: Does not reduce weapon damage.
Sage: Increases maximum Health by 40%. (5% total HP-difference compared to demons these days.)
Panda Form (Max) Boosts your HP and speed while allowing you to use Tiger form-skillset + retaining lvl 11 Tiger Form bonuses
Demon: Decreases crit. rate against you by 5% for 6 seconds. (Only useful for PVP)
Sage: Generates 20 chi when transforming. (Mainly useful out of combat)
Shapeshifting Intensity (Max) Boosts your phys. def. in Tiger Form/Panda Form.
Demon: Increases Physical Defense by 80% of gear value and Critical Rate by 2%.
Sage: Increases Physical Defense by 120% of gear value. (Makes no difference to demon at endgame where both have defense capped)
Feral Regeneration (Pace) Boosts your HP-recovery rate, mainly out of combat
Demon: Increases Health Recovery Rate to 35 per second.
Sage: Also increases Mana Recovery Rate by 10 per second.

HUMAN FORM ATTACKS
Stomp of the Beast King (Max) Your first, very basic damage skill. Part of basic skillspam combo.
Demon: Increases the cooldown by 3 seconds, but never misses.(Helpful at killing high dex. enemies)
Sage: Has a 25% chance to generate an additional 20 Chi.(Helps gather sparks faster when DDing)
Garrotte (Opt) Basic damage skill with minor bleed. Gives less chi than other attacks so not much of use.
Demon: Reduces the bleed duration to 6 seconds(Meh.)
Sage: Increases bleed damage by 30% (Moar meh.)
Mighty Swing (Max) Damage skill with chance to stun. Super-useful against fleeing magic mobs to hold them still.
Demon: Increases the stun chance to 60%. (Makes stunlock more reliable to maintain)
Sage: Decreases the cooldown to 5 seconds. (Shorter gaps between stuns IF stun procs)
Penetrate Armor (Pace) One of your 2 attacks with p. def. debuff. You use this mainly when DDing in human form but usually not in squads unless you’re tanking while DDing.
Demon: Reduces the chi cost to 20. (Helps conserve chi for sparking while DDing)
Sage: Reduces Physical Defense by 45%. (Almost as good as Devour. Almost.)
Swell (Max) Your first basic fan-shaped AoE. You’re going to use it a lot. Remember to make sure mobs are in fan-shaped area in front of you to hit them all.
Demon: Reduces the cooldown to 6 seconds. (Helps you AoE moar often.)
Sage: Increases the range by 50%. (Might be helpful against escaping mobs. Maybe.)
Firestorm (Pace) Line-shaped AoE that causes fire-DoT on hit targets. Good as part of your pull-killing combo. Remember to position yourself and mobs so that they’re all in line in front of you! Uses 1 spark which makes it a bit situational.
Demon: Has a 25% chance to consume no Sparks. (Can be useful at pulls to throw another sooner.)
Sage: Adds 2500 Fire damage. (Mehhhh…that’s nothing these days.)
Slam (Max) AoE-attack that knocks all mobs away. Another skill you’re going to use a lot.
Demon: Generates an additional 18 Chi. (Helps you a ton at getting chi faster for sparking)
Sage: Reduces the cooldown to 6 seconds. (Lets you AoE moar often.)
Bestial Onslaught (Pace) Hard-hitting ranged attack with evasion-debuff. Start your skill with this skill.
Demon: Increases your crit. rate by 35% for 6 seconds. (THIS makes the biggest constant DPS difference between sage and demon. Pretty much perma-35% crit. rate boost for demon.)
Sage: Increases channeling time by 0.7 seconds, but never misses. (Helps you hit the high dex. enemies…if they don’t run out of range during long channeling.)
Armageddon (Pace) Vit. barb’s most powerful suicidal killer attack. Takes half of your current HP and MP to deal damage according to amount of HP/MP lost. Very costly to level, though.
Demon: Deals an additional 10% damage. (The reason why demon vit. barb’s are überdangerous.)
Sage: Reduces the Health and Mana cost to 35%. (Essentially decreases arma-damage by 30%, usually bad choice to learn)

Skills (Tiger Form, 79 and 100)

TIGER FORM ATTACKS
Flesh Ream (Max) Your basic aggrokeeping attack that you’ll spam when trying to keep aggro (if your DD-damage alone isn’t enough to keep it). Forcibly takes aggro, giving you skill damage+15k damage worth aggro over everyone else.
Demon: Reduces the cooldown to 2.5 seconds. (=helps you spam this moar ofter -> better aggro)
Sage: Reduces Chi cost to 15. (Chi isn’t really an issue for a tanking barb ’cause Bestial Rage.)
Alacrity of the Beast (Pace) Attack that interrupts enemy’s channeling. Use it if you see a mob/boss channeling some special attack.
Demon: Reduces the cooldown by 1 second. (Helps you interrupt dem meanie magic attacks more often)
Sage: Deals an additional 800 damage. (MEHHHH, that’s nothing these days.)
Devour (Max) Your stronger attack with p. def. debuff. Make sure mob/boss ish always debuffed with this (unless there’s a veno in squad). Also has short att. lvl debuff.
Demon: Reduces Physical Defense for 15 seconds. (=Less need to spam -> less chi spent)
Sage: Has a 25% to generate 35 Chi instead of consuming it. (Can be nice if it procs)
Surf Impact (Pace) A weirdly-shaped AoE that slows enemies.
Demon: Has a 25% chance to immobilize targets for 4 seconds. (Less chance than sage Frighten, but lasts longer)
Sage: Reduces speed by 65%. (May be useful against escaping caster-mobs.)
Roar (Max) Force all the enemies in range to attack your by reseting aggro and adding 5k damage worth on every mob it hits. Use ONLY if you’ve pulled and you’ve lost aggro of majority of mobs. If you have good aggro and you use Roar, you lose all the aggro you’ve gathered this far for 5k damage worth and first DD to hit the mobs gets the aggro again.
Demon: Reflects 100% of incoming physical damage back at the attacker for 10 seconds. Does not affect players in most circumstances. (Makes your Roar far powerful at keeping aggro against melee mobs.)
Sage: Reduces enemies’ magic attack by 30% of weapon damage for 10 seconds. (Makes caster mobs do less damage, has no real effect on players.)
Frighten (Pace) Lowers the enemies’ physical attack by % of weapon attack. Good against mobs/bosses to reduce incoming damage, but useless against enemy players.
Demon: Has a 20% chance to stun enemies for 3 seconds. (Omnomnom, AoE-Stun proc…)
Sage: Has a 33% chance to freeze enemies for 3 seconds. (More reliable but shorter than demon Surf Impact.)
Sunder (Pace) A strong AoE with strong Bleed and heals you over time. Costs 2 sparks but usually worth it when you need to kill a biiiig pull. Demon version gives 5-sec 100% crit. rate which you can use to have 100% crit. on Sunder+Arma or Sunder+Berserker’s Wrath. If demon Sunder doesn’t 1-shot the mobs, that ish.
Demon: Only restores 4000 Health, but makes every hit a critical strike for 5 seconds. (Here’s another very good reason to go demon. You can get 100% crit. rate Sunder+Arma, Sunder+BW or many other nice 100% crit. AoE killer combos!)
Sage: Restores 6666 Health. (That’s so little these days ._.)
Invoke the Spirit (Max) Gives you 90% damage reduction buff and a slow. Use this at the end of pulls for 20 sec. God mode. Remember to use Bestial Rage just before using Invoke to get chi for all kinds of funny stuff during Invoke. (Like Kitty’s favourite, 3spark-demon Sunder-Berserker’s Wrath-Bestial Onslaught-Arma-Slam).

79 SKILLS
Violent Triumph: Makes you immune to movement-debuffs for 10 secs with cost of 50 chi. Good for pulling immobilizing/stunning mobs and for popping an IG in mobless Warsongs.
Untamed Wrath: Stun enemies shortly and gives you nice aggro. Stun lasts just as long as channeling, though, so be careful.

100 SKILLS
Cornered Beast (Shroud): Nullifies an attack that would otherwise kill you, granting 2 sparks, 45% HP and purifies you of all debuffs.
Raging Slap (Corona): Forces enemy player to target you for a short time. Good for trolling.
Blood Rush (Luminance): Boosts your physical attack with every hit taken, up to 200% weapon damage.
Stomp of the King(AEU-skill): Stronger AOE-line version of Flesh Ream, taking aggro of mobs/boss and generating skill damage+100k damage worth aggro.
Berserker’s Rage/Wrath(lvl 80/AEU-skill): A super-long range AoE with large radius that does 120% base damage. Does 3x damage to flying enemies and forces them to land. Good for 1-shotting flying nuggets in Bridge Battles and for luring Minister in TTs.
Ancestral Rage(Celestial): Str. barb’s hardest-hitting skill with long range and nasty immobilize. Does 200% base damage to enemies at 20m range and immobilizes for 8 secs. Use demon BO before AR to 1-shot squishies easily ^^
Clean Sweep(Celestial): A basic…or not so basic attack with 20% chance to purge the enemy. Reported to actually have higher proc. rate than 20%.

Skills (Primal and Homestead)

PRIMAL SKILLS
Mighty Swing: Replaces stun with Paralyze and immobilizes if paralyze doesn’t proc.
Demon: Increases chance to paralyze to 60%.
Sage: Cooldown reduced to 5 seconds.
Stomp of the Beast King: Adds a stacking skill damage amp-debuff against players for 6 seconds, 8% more damage taken per stack, stacking up to 5 times (40%).
Demon: Never misses.
Sage: Increases chi generation by 15.
Bestial Onslaught: Hits harder than lvl 11 version and reduces channeling time.
Demon: Increases crit. rate by 40%. (Makes any attacks have higher crit. rate, unlike sage that is bound to one of weaker skills.)
Sage: Never misses. Increases crit. rate of next Primal Stomp of the Beast King within 6 seconds to 100%.
Sunder: Powers up the bleed to dangerously high numbers.
Demon: Instantly restores 4000 HP and makes every attack within next 5 seconds a critical hit.
Sage: Restores 8500 HP. (Not that meh anymore…but still a bit.)

HOMESTEAD PRIMAL SKILLS
Flesh Ream: Gets a damage boost on initial hit and bleed does base damage.
Demon: Cooldown reduced to 2,5 seconds.
Sage: Costs only 15 chi.
Slam: Slightly boosted damage. Reduces players’ damage by 100% of weapon damage.
Demon: Generates 18 extra chi.
Sage: Has cooldown reduced to 6 seconds.
Bestial Rage: Increases the mag. damage absorb to 50% of base physical damage.
Demon: Increases Chi generation to 20 per hit. (That’s OP chi regen. for you so keep that aggro!)
Sage: increases Chi generation to 12 per hit. (Partly solves the waiting issue, but still far weaker than demon.)
Prehistoric Frenzy: Hit all enemies with 12 meters every 3 seconds up to 5 times. Each attack hits base damage+300% weapon damage+50% Max. HP+9545 and has a chance to paralyze for 2 seconds. Each attack uses 10% of HP+Mana. Just…OP.

Grinding and Questing

In general, using Tiggy form and starting kills with Alacrity -> Devour ish easiest “grind ’em all”-solution with Sunder in the macro for health recovery. If you have good damage, you can use some skillspam macro starting with Bestial Onslaught in human form.

Player vs Player: The Basics

Kitty rarely PVPs on barbs so she can’t say she’s any good at it and most of what she writes here are just how Kitty would try killing those classes based on her knowledge about them (and how she’d kill/she’s killed a barb on them). But she knows a thingie or 2 regardless.

Basic PVP Tactics (assumes use of a HP charm): In PVP as a barb, you rely a lot on your tankiness, survival skill and high single hits to defeat your enemy. If you know the enemy’s strong, start by buffing Cornered Beast.

If you’re a vit. barb, try to purge your enemy to make it easier to kill while avoiding taking too much damage and after purge start a stunlock to force them to use their genie/apoths. When you know their genie ish on CD, go for the kill with Penetrate Armor -> Tangling Mire -> Armageddon combo. It should be enough to kill if you’ve forced your enemy’s HP to around 60% before using Arma. If you’re demon, use Bestial Onslaught after Penetrate Armor-TM.

If you’re a str. barb, you can be more straightforward by keeping the enemy stunlocked while spamming skills. When you’ve forced your enemy’s genie on CD, start Penetrate Armor-TM-BO-skill spam to kill your enemy quick.

Player vs Player: Killing the Casters and Stomping the Stunners

Fighting Arcane Armor Classes

Arcane classes tend to have somewhat low’ish p. def. but they can usually either heal themselves or CC you to keep you away while trying to stay out of your range.

If they’re fully buffed, try to purge them while using your survival stuffs to withstand their damage and then you can try to 1-shot them with demon Bestial Onslaught-Ancestral Rage combo if you feel you have enough damage. If BO-AR doesn’t succeed or you’re a vit. barb, start a stunlock to make them use their charms and try to look for an opening to kill them with Arma.

Clerics tend to use Plume Shell to reduce damage taken, so try to kill them during that 10-sec window when it’s on CD and stunlock them to prevent them from using it if 10 secs aren’t enough for a kill.

Psychics may be annoying opponents with their souls and Voodoos. If they use Soul of Stunning, just use Violent Triumph to nullify the stun. If they use Soul of Retaliation, use Garrotte first to avoid getting your own nasty debuffs on you.Lots of psychics like to camp in White Voodoo so best window to kill them ish when either your purge procs or when they go on offensive and use Black Voodoo. Start a stunlock if they spark to make sure they don’t kill you while you kill them. If psychic uses Psy Will after spark, stay close and use Solid Shield to tank the damage while staying close to attack when Psy Will is over. At that point they have no chi.

Venos shouldn’t be too difficult to kill. Just be wary of their purge, possible demon Ironwood, magic res. Myriad debuff and Bramble Hood. Kill their pets if they’re using one.

SBs might be problematic due to their mobile casting. They are likely to start with Ice Bullet-stun, so use Violent Triump and try to use Alacrity on them. If Alacrity immobilizes, swap to human and start a stunlock to prevent them from using Lunar Blessing and try to kill quick. If SB uses Ad or something to escape, try BO-Ancestral Rage to possible catch the fairy off-guard to get close again to start another stun-lock. Just make sure you don’t use Ancestral Rage when SB has anti-stun on. Try to kill SBs quick ’cause they do hurt a lot and they can become very bothersome enemies in prolonged fights. Try to kill them when they’re not in Reaper.

Try to 2-shot wizzies with BO+AR. Otherwise they’re very difficult to catch. Use Alacrity if they start channeling a nuke so they need to stick to basic spells (that aren’t that likely to kill you). Once you’ve caught a wizzie, start a stun-lock and hope Purify doesn’t trigger. Otherwise you’ll need to start over.

Fighting Light Armor classes

LAs tend to have relatively low phys. def. and they use mainly phys. attacks. But, they have high evasion, so in 1vs1 against LA-class Kitty suggests using Blood Bath.

Sins usually try either Tackling Slash -> Spark -> TM -> Subsea -> Elimination -> Life Hunter spam or plain TS -> Spark -> TM -> APS. If they use first option, you can counter the high incoming damage with Solid Shield and stunlocking them. In latter option you can just use Solid Shield, Bestial Rage and laught while they give you free chi. Especially fun against r9rr+12 sins.

Archers usually try to kite a bit and use metal combo on you. Just try to stay close to them and force them to use Winged Grace and genie to avoid getting stunlocked and you’ll eventually catch them. BO-AR might work here, too.

DBs are very nasty enemies thanks to their stun/paralyze-arsenal. But they are squishy and their paralyzes rarely last long and their stunlock doesn’t do high damage.
When they’ve used most of their stuns/paralyzes and start charging a longer skill, you can AD and start your own stunlock to get them down. Don’t AD right at the start or the DB just continues stunlock when AD ish over.
If they escape your stunlock, just start over. Beware of DB’s Reaper form, though.
If DB goes reaper and starts TM -> Galemark -> Everlasting Ode spam, they can do heavy damage in a short time so take notice of when they use Reaper.

Player vs Player: Thrashing the Tanks and Protecting your HP

Fighting Heavy Armor classes

Seekers can be somewhat problematic enemy for a barb. They’ll either try to keep distance or stunlock you while they’re using Edged Blur and metal attacks and they’ll run away when EB ish over. So try to stay close to them and stunlock them a lot as they lack in anti-stun section and CCs. If you get them to around 60% after BO, you can try Tangling Mire-AR to bypass charm. Just be careful of their SacriSlash-QPQ combo. If they silence you shortly, you can be sure there’s Ion Spike -> Heartseeker -> Battousai-combo incoming, which can be lethal with SS-debuff on you.

A battle between barbs ish mostly about who ish luckier with paralyzes and zerkcrits and who manages to waste enemy’s survival skills faster. But unless the gear difference ish huge, this one’s likely to end up in a draw.

BMs are bothersome, but not too impossible to kill. They usually try to stun-HF you hoping for crit chain. Stay close or they might try kiting you, try to stunlock and make them use their genie and they’ll eventually die if you’re lucky enough with crits. Otherwise, you’ll have a long fight with no winners.

Protecting your HP

If you notice your HP dropping too quickly or your opponent sparks, focus on avoiding damage while your HP charm catches up and the threat passes, by use of:
-Invoke if enemy’s sparking/you’re getting ganked
-Solid Shield if Invoke ish on CD
-AD-IG if you’re under a heavy gank and Invoke and SS are on CD
-ToP if you want to save genie a bit and you can use Violent Trump for slightly shorter IG-immunity.
-distance to buy time to get stuffs out of cooldowns
-Cornered Beast if you feel like death becomes a possibility
-Bestial Rage if your HP ish low and you see a magic hit coming in
-Stunlock to prevent enemy from using nukes
NOTE: Seeker’s Edged Blur hits thru AD/IG.

Dealing with Dungeons and Bashing the Bosses

DUNGEONS
In dungeons, barbs are mainly pullers and tanks taking most of the damage.
At normal pulls, start by buffing Cornered Beast and start pulling. Make sure you’re not too far ahead of the mobs and that they don’t get stuck in corners to avoid resetees.
At the end of pull, use Bestial Rage -> Invoke -> Spark -> Sunder -> Berserker’s Wrath(if you’re str.)/Armageddon(if you’re vit) -> Bestial Onslaught -> Arma/BW -> Slam. If most mobs aren’t dead by the time you Slam, use Solid Shield to avoid taking too much damage when Invoke wears off. Then continue by spamming Firestorm, Swell, Slam and Surf Impact.

If mobs like to silence, like those at Metal pavilion, use AD when you approach last group and Invoke before AD wears off.

If mobs stun/immobilize, start pull with Violent Triumph, use AD when VT’s about to wear off and Vacuity Powder when AD’s about to wear off to gain maximal amount of anti-stun pulling time. That should be enough for pulling Wood pavilion.

BOSSES
At bosses, barbs are usually tanks unless they can’t keep aggro at all due to too OP squad/nabby or unusually weak barb. If barb doesn’t tank and tank ish squishy, barb tries to take aggro every now and then with FR to reduce amount of hits the tank takes, as well as uses Frighten to reduce boss’s melee power and Alacrity to stop their powerful magic attacks.
If someone else’s tanking without problems, you can just DD in human form by skillspamming.

If your DD-power isn’t enough to keep aggro by pure damage(vit. barbs usually lack damage), use Flesh Ream (and Stomp of the King) as often as possible. Make sure boss ish phys. def. debuffed all the time by using Devour if you don’t have a veno and use Alacrity, Surf Impact and Frighten to get chi.

As APS-barb at APSable bosses (FWS/Lunar/TT etc…), just spark -> Penetrate Armor -> Bestial Onslaught -> APS unless boss does something weird.

How to: Full Warsong

At clearing phase…
…pull all mobs in Metal pavilion and AD or Sutra Orb at the end of pull to use Invoke without interrupts and try to use Roar when you get rid of silence to take the aggro from DDs. At boss, tank like usually and at Vile keep the boss facing away from squad to prevent boss from stunning others than you. If you can’t tank by damage, try to enter Tiggy and throw some FRs/Stomp of the King between frogging.
…in Fire pavilion, you should be able to pull all of it at once. Run from corner to corner and avoid running too fast so you don’t outrun the mobs and make them reset. If you pulled properly, no mobs should’ve reseted. At the end, clear the pull like usual. Pull the boss away from the plaza to BB to avoid the flowers it summons. At vile, either interrupt the boss’s buff when it spawns or grab aggro and run around the plaza ’til buff runs out.
…in Earth pavilion, kill the first group and then pull with usual anti-stun combo. That should be enough to 2nd-to-last group. At boss, hit it as fast as possible when it spawns and AoE when it dies to kill adds. At vile you can tank normally.
…on the way to wood pavilion, pull with usual anti-stun combo. You should be able to reach the boss in 2 pulls. At boss, keep aggroing the boss ’cause it likes to randomly switch aggro to clerics. At vile, be careful of boss’s max. HP debuff. You can avoid it by sparking when boss spawns.
…pull the mobs with usual anti-stun combo, beware of that massive chi-drain they have.
Tank the boss like usual and use Violent Triumph when Vile spawns to avoid stun.
…at Incacerate, try to keep aggro as well as possible and avoid AoEing when it calls the 3 adds to avoid making Incacerate accidentally disappear. Buff the squad after Cannon-add ish dead. At Vile, just tank like usual and perhaps try to purge the phys. def. buff it has.

How to: Flowsilver Palace

In Flowsilver Palace, barb’s job ish mainly tanking but if some DD ish tanking most bosses without problems, you can just DD. But tank at Toad unless there’s some experienced r9rr-player telling you not to tank.

-At Batlord, tank like usual.
-At Drake, use AoE when adds spawn and avoid the circles if you don’t feel too tanky. Don’t bother with math (unless you can use some bow) in Judgment mode or you’ll have difficulties getting it done in time. Ask some ranged class to do.
-At Toad, keep the aggro at any cost or you’ll risk squadwipe. If you feel weak, ask your squad to watch their aggro.
-At Succubus, try to keep the aggro. If you lose it when boss tells to disperse, either grab it with Stomp of the King or run away. When Succubus ish casting a healing skill, interrupt it with Alacrity of the Beast. In Judgment mode, move after boss tells to disperse or stay together because otherwise Envy Blossom kills you. Run to nearest Guardian Blossom if boss says so.
-At 5 kings, take Linn Shoyo(elem. immune) as your target and spam AoEs as much as you can.
-At Mushi, spark when it gives chi and tank/DD as usual. Around 4mil HP, start gathering chi and make sure you have aggro so you can Invoke to survive his rampage. Try to purge it if your squad doesn’t have a veno.
In Judgment mode, remember to run to yellow bubbles and kill the crystals.
-At Belle Leun, tank like usual and kill the phys. adds. When the Dark Curtain falls, avoid using skills or they go on 3 minute CD.

How to: Endless Universe

Barbs are usually runners, so Eternity or Creation ish your usual choice. Pull the mobs and keep aggro of them to help DDs do their carrier’s job.

-In Alpha, sparked Berserker’s Wrath works well against those aerial mobs. You can also aggro them and run away so they’ll slowly descend. Kill them quick when they’re at ground level.
-In Beta, mobs purge. Shouldn’t be much of an issue.
-In Gamma, mobs use tremendous slow so Violent Triump works well.
-In Delta there’s lots of mobs. Which means lots of chi. AoE ’em all!
-In Epsilon, mobs throw a DoT on you that 1-shots you after 10 seconds when they’re aggro’d. So use Cornered Beast to avoid the killing blow, pull some and spark off the debuff or use AD/Faith to avoid the debuff. Be patient! And careful.
-In Zeta, it’s all elem. immune mobs. Should be easy.
-In Eta, it’s all phys. immune mobs. You can take aggro of them with Roar and Flesh Ream (thanks to Poison Fang), but you’ll take a loooong time to kill them.
-In Theta, it’s phys. hitting mobs with mana drain. Doesn’t sound too hard, does it?

If you kill enough mobs in your area, you can get a 2x skill damage buff! Remember to stay in your area (if not Eternity or Creation) to avoid failing!

At Gorath the Worldrenderer, aggro the boss and go next to a wall to avoid loooong knockback. Nothing too special.

At Mistress of Night, spark with the squad and spam strongest DD-skills if you’re nuking it, or attack the Mistress without Invoke-like buff when it multiplies to make the clones disappear.

At Ghost Wing, you can use Spark -> Demon Bestial Onslaught -> Cloud Eruption -> Berserker’s Wrath to do massive damage to boss. Yush, this might be the boss you hit hardest on in whole PWI as it’s the only aerial boss in 10-man-instances and BW does 3x damage on such.
When Ghost Wing lands, just tank like usual. Nothing special.

Barbarian’s Choice of Weapons

Weapon: Axes/Hammers(/claws/purgepole/bow)
Soulshards: Garnet (+Physical Attack), Amber (+Accuracy)

Barbs can use polehammers/axes and dual hammers/axes.
Pole-versions have faster attack rate but lower damage while duals are slower but have higher damage.
Hammers have more stable damage while axes have higher high-spike and lower low-spike.

At 19 you get Minister Axes from culti. At 29 you can get Duke Axes from “Missing Yansheng”. At 40 you can get Royal Axes from “The Showdown”. Then you can start using QSM Axes at 55, 70 and 85. Optionally you can use TT/mold-axes instead. If you like seeing high numbers every now and then (with a risk), you can get Calamity Axes of Blood which have Sacrificial Strike-proc. SS(aka. zerk, GoF ish more proccing version) takes 5% of your HP to make your attack deal double damage. And if that attack crits, it’s whole 4x damage. That’s the infamous zerkcrit for joo.

At 100 you can choose between T2, T3, Warsoul, R9 and G17 depending on how much you can spend on weapon. T2 and r9 have GoF available while T3, Warsoul and r9 give attack levels. Kitty’s quite poor but she likes highest possible numbers so she uses T2 with GoF on her barbs. T3 has a bit more consistent damage than T2-GoF but can’t hit as high and in PVP you’re likely to need those 2xdmg hits.

If you’re going to be a catabarb, r8r-polehammer with def. levels helps your survivability. If you have the patience and you’re allowed into UP-squads, you can aim for G17r5 def. level weapon with Purge+Purify-procs.

If you’re going to be a killer barb, r8r-polehammer with Spirit Blackhole-purge proc can be super-useful for purging your opponents to make them easier to kill. Purge ish also useful in PVE on buffing bosses.
If you’re going for the end-game, get r8r-purgehammer for purges and aim for G17r5-dual axes with attack levels and GoF+Purify to become to ultimate killer barb.

Barbarian Coat o’ Armors

Armor Type: Heavy armor
Soulshards: Citrines (+HP), Sapphires (+m. res.), Vitality, Jade of Steady Defense(Def. lvl)
Useful Modifiers: Strenght, Dexterity, Vitality, HP, Magic resistance, crit rate%
Accessories: Elem. ornaments recommended
Headgear: Best helmet available(with possible set-bonus)

At lower levels, try to get whatever mold/3* gears available. Bosses in instances also drop good ornaments and quests give you some minister/duke/royal pieces you can use until you can farm your first QSM-set at 55. You can use QSM55, 70 and 85 gears until you get better gears farmed at 100.

At 100, you’re best off aiming for T3-set unless you’re a dirrrrty CSer rich enough for r9rr.
For ornaments you most likely want elemental G14 or higher Cube-neck and Warsong-belt, or r9rr-belt if you’re going r9rr.
For rings you’d want Star’s Destiny-phys. G16 rings for phys. attack+accuracy if you’re a killerbarb or Moon’s Embrace-elem. G16 rings for elem. res. if you’re a catabarb.

The reason barbs use elem. belt and neck. ish because heavy armor gives low elem. resistance and elem. ornaments help you cover that weakness.
With physical ornaments anything using elemental damage (includes more than half of classes) hits you for high numbers.

If you’re an APS-barb/Bowbarian, get APS-set. (TT99-LA boots+wrists, TT99-HA belt+neck, T2-legs, -int cape, -int tome)
If you’re going to be endgame APS-barb, get r9rr-wrists, belt, plate and legs, r8r -int-boots, G17r4/r5-claws, G13 Lunar-int cape, r9r-ring, G16-phys. ring and elem. neck, Emperor-tome and base-helm or CoM. Or you can replace r9rr-plate with r8r-int plate to use T2/T3-helm+cape or CoM+WoA.

Untamed Genies

For a barb, there’s 2 genie-types Kitty can recommend depending on skills: mag. or str. genie. Mag. genie helps you spam genie skills more often while str. genie has some skills boosted a lot.

There’s some skills Kitty can recommend for barb-genie:

Solid Shield: A bit weaker and shorter-lasting invoke
True Emptiness: Good skill to reduce magic damage taken at lower levels.
Alpha Male: If you can’t keep aggro at all, Alpha Male gives you another Roar to use to get aggro of mobs.
Reflecting Aura: If you can see a magical nuke incoming, you can make the caster suffer big part of that nuke with you.
Cloud Eruption: gives 1 spark+some chi, str. boosts that amount of chi give. Leave at whatever levels uses energy equal to your most energy-heavy skill.
Absolute Domain: Gives 5 sec immunity against most thingies+2 sec anti-stun after immunity ends.
Tangling Mire: Slows enemies and casts p. def. debuff at a huge radius around the target. Stronger with str. genie.
Extreme Poison: single-target 20% dmg amp. debuff, useful if there’s no Subsea’ing sin in squad. Dex. makes duration longer.
Faith: Energy-heavy skill that purifys debuffs and gives 5 sec. immune to ALL debuffs/CCs. A bit cheaper to use on str. genie.
Occult Ice: Prevents enemy from doing anything for 6 secs if procs. A lot more reliable on high str. genie.
Tree Of Protection: a buff/heal skill that buffs your max. HP for 6 secs and heals certain amount of max HP every 3 secs. Last longer and gives stronger buff with str. genie, stronger heal with dex.

The End.

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Written by KittysamaRT

This is all about Perfect World – Kitty’s Handbook For Barbarians; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!


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