Malkien's Barbarian guide: Difference between revisions

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==Introduction==
=Introduction=


To shrug of magic like tickles, to make the blood of foes our mother's milk: such is the life of a Barbarian. Though lacking the flashy glamour of a magical career or the esteem of a Paladin's life of honor, victory in battle and warfare always falls to those most skilled in the art of killing.
Welcome to the Barbarian guild, whelp! You've made a fine choice of careers. Though the Barbarian's philosophy is a simple one, don't let the frail mages fool you into thinking the path of magic is more dynamic, more powerful, or more difficult. The Barbarian's path demands of him or her skin like steel, strength to wield bow and sword alike, and an endless sea of foes to sate your weapon's hunger for slaughter. Though the path is hard, the rewards are the secrets of your own rage and the power to make an army cower before you!
==Abilities==


=Overview=
As a Barbarian you've the fortune of being one of the most powerful combat guilds in the game, and rightly so! Barbarians revel in the slaughter like no other guilds. To begin, let's break down the basic Barbarian abilities.
===Inner Fire===


Barbarians are Dragonrealms' prototypical warrior class. Durable and deadly, Barbarians have a variety of abilities that make them premier front-line or melee fighters. Being masters of all form of weapon combat, however, they are as deadly at a distance with ranged weapons as they are up close. Their hatred of magic runs deep in their lore and history, so they are also one of the premier anti-magical guilds in the game, with many powerful magical barriers as well as offensive abilities designed to disrupt spell-casting.
Within Dragonrealms, Inner Fire is like chi: it is the tempestuous iron will found in all living things. Only Barbarians, however, have attained the mastery required to fuel this fire.


=Abilities=
==Inner Fire==
All living beings possess Inner Fire, the pool of indomitable inner strength from which Barbarians derive their power, but only Barbarians have learned to tap into this primal force to power their superhuman potential. Barbarians are granted the Flame meditation for free upon joining the guild, which will allow them to check their inner fire levels. The syntax is MEDITATE FLAME:<br><br>
>meditate flame


=Circle Requirements=
Inner Fire is not a river flowing into a Barbarian; Barbarians are a river flowing into it, and it is an ocean! The deeper a Barbarian's understanding of Inner Fire becomes, the more wonderous the gifts it shall bestow on him or her. Inner Fire grants the ability to push through pain, to rend muscles beyond their natural boundaries, to pull out of the dredges of fear and stun, and even to defy the grave at higher levels, pushing well beyond the boundaries of the mortal frame to feast on one last slain foe.


A barbarian's life is a life of combat, through and through, and our circle requirements reflect such. Barbarians, being the only weapons primary guild in the game, will primarily be focused on the slaughter, though their education extends to all factors of combat, as well as some training in survival skills and the use of our supernatural abilities for the sake of being well-rounded.


==Weapons==
Inner Fire can be regained in two ways. First, it will naturally recover over time. Secondly, slaying any foe that will teach you the weapon you are using will recover a small amount of Inner Fire. Inner Fire does not reward Barbarians for slaying defenseless foes!
A minimum of four weapons are required for a barbarian's training. Two of them will be your primary weapons and two secondary if you consider only minimum circle requirements, but I would heavily suggest you train all four (or more) equally, as doing so will be easy with proper hunting routines (do not leave combat until all four of your weapons are mind locked).<br>


Deciding which weapons to use is perhaps the most difficult, and fun, part of the Barbaric life. Every weapon class has merits, though you will most certainly want as your two "primary" weapons one melee weapon and one ranged weapon. Edged weapons like blades tend to have better damage spreads than blunt weapons, though blunts have a higher force of impact, which makes them more prone to stunning foes.<br>


In general, I would recommend:
Knowledge of Inner Fire comes at a price. Exposure to the unnatural forces of mana forever quenches the Fire within mages. Though Barbarians must sacrifice direct knowledge of magic to maintain their Fire, it brings with it great gifts, such as...
*A blade
*A blunt
*A thrusting weapon
*A pole-ranged weapon
*A ranged weapon that can be AIMed
*A thrown weapon<br>


Note that you can easily find weapons that cover multiple categories. A pike, for example, is both pole-ranged and a thrusting weapon, whereas there are two-handed edged weapons available that reach pole range, so it could cover multiple categories. You do not need to cover every category, though the higher spread of diversity, the better. I would optimally recommend two melee and two ranged weapons, with one ranged weapon being a thrown weapon (light or heavy thrown) and another being an aimable weapon class (slings, crossbows, bows).<br>
===Barbarian Magic Resistance===


You will be required to learn one mastery skill of either melee or missile mastery at the same rate as your two primary weapons. Just as before, though, if you pick your weapon classes well, you will be able to train both melee and missile mastery equally well, and will have no trouble keeping both masteries as high as your four weapons.<br>
Barbarian Magic Resistance (BMR) is arguably the most costly guild-based perk in the game. No other guild is required to sacrifice knowledge of an entire skillset in order to maintain their guild powers; however, it is also arguably the most powerful passive ability in the game, as well.


Parry is the melee-focused defensive skill and is required, though the requirements are low compared to your weapon requirements. If you keep training it at all times while in combat, it should easily outstrip the circle requirements.<br>


==Survival==
Inner Fire abhores magic; as such, Barbarians abhore magic as well. Inner Fire is a direct contrast to magic. It provides Barbarians with magic resistance several times greater than other non-magic users (the resistance of actual mages is practically non-existant). Any magic, be it beneficial or harmful, will first have to go through Barbarian Magic Resistance. While this may be annoying when a Moon Mage is trying to cast [[Clear Vision]] on you (why are you relying on magic?!), this is extremely wonderful when a Moon Mage is trying to cast [[Partial Displacement]] or [[Burn]] on you.
Barbarians, being warriors, are required to learn evasion. Much like parry, this requirements is much lower than your weapons, and will naturally out-strip the circle requirements if you keep it training at all times while in combat.<br>


Barbarians are required to learn four other survival skills. One of them will most likely be skinning, as the high kill count you need in order to learn your weapons will naturally result in many opportunities to train this skill. Stealth is another recommended skill, as it can be trained in combat via hiding, stalking, ambushing with your weapons (or poaching with a bow/crossbow).<br>


Locksmithing is a valuable skill to learn, though creatures that can be both skinned and drop boxes are few and far between, so you may wish to consider this for a lower requirement.<br>
Many critters are extremely difficult to hunt for most guilds for long periods of time because of the spells they cast. However, as a Barbarian, threats like a [[Rock Troll]]'s [[Tremor]], a [[Sand Sprite]]'s [[Tingle]], an [[Adan'f Spirit Dancer]]'s [[Partial Displacement]] or a warcat's [[Hypnotize]] will simply be shrugged off by your BMR. The same applies to enemy mages. In time, you will become very familiar with this message...


I would recommend you train first aid even if you do not use it enough for circle requirements. Being in combat constantly will often result in bleeding wounds, and the ability to tend them is a valuable skill.<br>
JoeMage gestures at you.


Athletics is a valuable skill to learn, as it will let you traverse rivers and climb obstacles. Outdoorsmanship is valuable for finding herbs or mining, and is easy to train anywhere.<br>.
Small motes of light flicker for a moment around JoeMage, then fade.


Recommended survivals: Evasion, skinning, stealth, first aid, athletics or locksmithing.


==Armor==
...Which indicates your BMR has completely defeated a spell. This is a very useful ability for both hunting and PvP, to say the least. Stay away from magic, and learn to love the mages cursing your magic resistance!
Barbarians are required to learn two armors. Much like your parry and evasion requirements, these will probably handle themselves naturally as you hunt for your weapon requirements.<br>


Train shield, as it is a valuable defense, especially against long-ranged attacks. The only real point of discussion here is which armor class(es) to select. Training more than one type of armor is recommended and easily accomplished by mixing armor pieces.<br>
===Berserks===


If you plan on training stealth heavily, I would recommend you consider light armor as your primary armor class, as it will not hinder your stealth skills much. Chain armor is not too hindering either. If you plan on training brigandine or plate, I would recommend you keep them only on the extremities, such as a helm or greaves or gauntlets: wearing full heavy armor, especially plate armor, can be very hindering at low levels of skill, and it is quite possible for the evasion penalty to supersede any benefit you might receive from additional protection.<br>
Berserks are the first of a Barbarian's abilities. Berserks represent a Barbarian's ability to channel his rage, granting him or her amazing powers in combat. For a long time berserks will be a young Barbarian's bread and butter. The first berserk is learned at level 2 (Blood Berserk) and grants impressive bonuses to strength and offensive power. Be warned, however, for the amazing power of berserks often comes at a steep price! Lost to madness, most berserks will not allow you to retreat. For a more detailed break-down of berserks, please go to the [[Berserks]] page.


Plate mail is feasible, but Barbarians are not Paladins, so for a player new to Barbarians (or especially new to heavy combat guilds), I would recommend you stick with lighter varients.
===Dances===
==Lore==
Our lore requirements are very light. Tactics is knowledge of the siege warfare as well as the application of positioning in combat, so Barbarians are expected to have at least a rudimentary understanding of this. Train it by using non-damaging maneuvers like circle, bob, weave, and shove: these skills are useful anyways, so you should consider throwing them into your combat routines.<br>


We must learn a token amount of one other lore skill. If you have any interest in pursuing a crafting career, barbarians get three free forging techniques, though I would not let this determine your career choice: pursue your passions. If you have no interest in crafting, you can easily train appraisal while in combat by appraising your foes every now and again.
Dances are much like the flip-side to berserks, representing a Barbarian's ability to channel his control. Dances are something of a higher-level ability. The first dance is not gained until level 10, and dances do not become truly powerful until the Barbarian is well-disciplined with many circles under his or her belt. Regardless, dances are arguably a Barbarian's most powerful tools. For more detailed information, check out the [[Barbarian Dances]] page.
==Magic==
Barbarian abilities are powered by ranks in the "magic" skillset even though they are not a mana-using guild. As such, I would heavily recommend you train every single skill available to you instead of going only by circle requirements.<br>


Barbarians abilities fall into four magic skills: Inner Fire, Augmentation, Warding, and Debilitation. Inner Fire is the primary skill, and determines important factors such as how quickly your Inner Fire regenerates after using abilities. Any ability you use will train Inner Fire.<br>
===Roars===


Most of our abilities and standard buffs, such as Famine/Avalanche berserk or forms like Dragon or Eagle or Buffalo, use the Augmentation skill. It is very easy to train through natural ability use: keeping a form active at all times should be sufficient to train augmentation to hundreds of ranks.<br>
Starting at level five, Barbarians learn to use the power of their fearsome presence to strike fear into the hearts of their enemies (or inspire the hearts of their allies). Roars can have a wonderful variety of effects, from stunning a foe, to imbalancing them, to harming their ability to control magic... even to kill them in one cruel punch! Likewise, Battle Cries (inspirational roars for allies) can have great effects, like snapping opponents out of stun, lowering a group's roundtime, or boosting their stamina regeneration. Keep in mind, though, that Barbarians are not Paladins or Bards, so do not expect roars to match the power of a Paladin's abilities. For more information, visit the [[Roars]] page.


Debilitation powers our roars, which include some of the most powerful debuff abilities in the game. Two roars are available immediately from the outset of the game: choose one as early as possible and keep it trained whenever you are in combat. Remember that you can use use ROAR QUIET <roar name> to affect all enemies engaged to you at pole or melee range, which makes training very easy.<br>
===Miscellaneous Abilities===


Warding powers defensive barriers such as Tenacity meditation as well as all our anti-magical barriers. It will be the last ability you gain access to, but it is an important ability nonetheless, especially if you ever find yourself in conflict with spell-casting critters (frequent during invasions) or have any interest in PvP. It powers the following skills: Swan Form, Badger Form, Toad Form, Turtle Form, Hurricane Berserk, Bastion Meditation, Tenacity Meditation, and Serenity Meditation.<br>
As weapon masters, Barbarians have a variety of bonuses. They can use their [[Offhand Weapon skill]] to dual-wield heavy edged or heavy blunt weapons. They can [[dual-load]] bows. They can snap necks with their [[Brawling skill]]. They can even learn to throw multiple blades at once with the [[Light Thrown skill]] earlier than most other guilds!


I would recommend you prioritize working your way up the Flame tree to get Swan form, as that will allow you to easily train Warding skill at all times for a very low cost if you keep it active along with an augmentation form.


Recommended starting abilities (in any order): Flame meditation (free), Buffalo form, Dragon form, Eagle form, Swan form, Famine Berserk, Avalanche Berserk, Meditate Power, Anger the Earth, Everild's Rage.
Barbarians can also [[Whirlwind]] to hit multiple foes at once or break free of webbing.

Barbarians also have the ability to meditate. Do so by kneeling and Meditating over a source of fire (a lit cigar works even) or on special Barbarian items made for it. Currently there is little use for this other then checking your inner fire level but should be noted there are several interesting ways to destroy runestones by meditating on them while holding them with various verb uses. Hold the rune in hand and Meditate Slam, Bash, Assault, Eat and other verbs are some examples. Destroying them can actually lower or increase your current inner fire level by very small amounts and seems very random. GM's have stated they have plans to update the use of meditate in the future.

==Training a Barbarian==
===Weapons===
Barbarians have a slew of requirements, though we begin with the most important: weapons. Weapons are a Barbarian's life-blood. Barbarians have nearly twice the weapon requirements of any other guild; even if you count a Warrior Mage's target magic requirements, Barbarians still require hundreds more ranks eventually.

As a young Barbarian, you will have primarily two weapons requirements. Almost every weapon category has pros and cons; I suggest becoming familiar with the individual weapon pages for a more thorough break-down. Put simply, there are mainly three classes of weapon: ranged, pole, and melee. Ranged weapons generally require more set-up (loading, aiming, hiding possibly) but offer the advantage of attacking at a distance. Melee weapons are more simple in nature, being incredibly destructive with each blow, though they first necessitate advancing on a foe to melee range. Pole weapons are interesting, though sadly at the moment they are not functionally different from melee weapons in many ways.

There are several types and sizes of many class of weapon, each with some differences. Classes such as Edged, Blunts, Thrown, Bow and Crossbow. There are Light, Medium, Heavy and 2-Handed varieties for Blunt and Edged weapons that usually fall in the melee range or pole range class. Some weapons have multiple classes like the ability to be used as thrown (ranged) and/or melee weapons.

If you have an interest in [[Forging]], you should train all weapons of a certain class (e.g., all edged weapons). If you plan on PvPing, it is highly recommended that you train one melee weapon and one ranged weapon. Versatility is enjoyable. Swords and bows are the most popular weapons; however, it is recommended that every new Barb tries several different weapons before learning which play styles suit their character concept best. Have fun learning what you like to use most.

Along with weapons, Barbarians also have [[Parry Ability skill|Parry]] and [[Multi Opponent skill]] requirements (both of which are weapon skills). Drowning in a sea of enemies is a Barbarian's true calling: remember to train both of these important skills whenever possible.

===Armor===

Barbarians have heavier armor requirements than most guilds. However, armor ranks tend to come naturally to Barbarians, who are often found fighting many foes at once. Very rarely will a Barbarian be held back by armor requirements. As such, instead we will focus on which armor works well for Barbarians. Like weapons, different armors have pros and cons, so choosing the right one can be important.


Firstly, and perhaps most importantly, remember to start training [[Shield Usage skill|shield]] at a young age and never neglect it. Along with parry, it will be your friend; although parry is wonderful against many foes at melee, it does not protect much against ranged attacks, and here is where shield comes into play. IGNORE anyone who tells you to forget shield. It is easily trained and wonderfully valuable.

Less clear-cut is which type of armor a Barbarian should specialize in. Many Barbarians feel that choosing only one armor is not necessary; given a Barbarian's skillset and abilities, the penalty for mixing armor types can easily be overcome.

[[Leather Armor skill|Leather]] and [[Cloth Armor skill|Cloth]] are stealth-friendly though not as protective as heavier armors. If you plan to specialize in stealth, these armors are recommended. It is highly recommended that you use one of these on the main body if you have any interest in hiding, though using chain accessories is still very stealth-friendly. It should be noted good Leather armor can rival Chain in terms of protection, though player-made leather armor tends to be much more expensive than forged chain armor.

[[Heavy Chain skill|Chain]] is the de facto choice for many Barbarians. Slightly more hindering than Leather and Cloth, it is completely possible to use Barbarian dances without any penalty while wearing chain armor. However, Barb players should remember that Barbs are not a survival primary guild, so it will be very difficult to be an effective stealth fighter while wearing all chain. Still, chain is an attractive option, providing great protection with little hindrance.

[[Heavy Plate skill|Plate]] and [[Bone Armor skill|Bone]] armor is generally not recommended as a Barbarian's primary armor. While some successful Barbarians have used Plate armor in the past, Plate and Bone tend to hinder a Barbarian's dancing too much to be valuable when worn on the body. Plate or Bone accessories, however, are quite possible with minimal penalty; it should be noted, though, that wearing Plate of any kind is extremely unconducive to stealth fighting. Barbarians planning on wearing primarily Plate or Bone armor should plan on using berserks for the majority of their careers.

===Survivals===

As a combat guild, one survival is essential, and that is the [[Evasion skill]]. Evasion, like Parry and Shield, will be your friend for life. With that said, the rest of your survival requirements are somewhat versatile.


[[Hiding skill|Hiding]] and [[Stalking skill|Stalking]] can be valuable tools, so keeping them moderately well-trained is recommended. If you plan on PvPing, the [[Perception skill]] is almost mandatory: train it religiously to help combat [[Thief|Thieves]], as well as enemies like [[Thug (Creature)|Thugs]], [[Long-fanged Warcat|Warcats]] and the like.


Eventually you will fight critters whose income potential will be largely influenced by one (or all) of the following skills: [[Skinning skill|Skinning]], and [[Lockpicking skill|Lockpicking]]/[[Disarm Traps skill|Disarm]]. I would recommend training one of these, though training them all is even better.

[[Climbing skill|Climbing]] and [[Swimming skill|Swimming]] are always valuable to get where you are trying to go. At the moment, [[Escaping skill|Escaping]] is almost completely against everything a Barbarian stands for! Thankfully, GM-Ssra has plans for Barbarians to learn Escaping for those that wish to train the skill that will help them avoid webbing and entanglement.

===Lore===
A Barbarian's place is on the field of battle, not in a classroom. As such, lore requirements are extremely light. One easy way to learn lore is to buy a {{ilink|i|Wayerd pyramid}} and drop it in whatever room you decide to be your room of slaughter: this is an easy way to learn free [[Mechanical Lore skill|Mech Lore]] experience during battle. [[Appraisal skill]] is valuable for seeing the properties of your weapons and discerning which blades or blunts or bows are strongest. [[Teaching skill|Teaching]] and [[Scholarship skill|Scholarship]] have their uses, but generally Barbarians have much better things to do than sit around listening to a lecture.

Don't neglect Scholarship and Teaching it is always extra TDP's and we need all the skills we can get to help make up for not training magic (NEVER train, or listen to magic in any way!!) and losing out on those extra points. However find ways to train it other then sitting around. Teach weapon skills to friends while hunting or read anatomy charts while traveling on ferry's and barges etc. This also teaches first aid well at the same time. Empath's love to teach people something while healing. As well learn some vocal skills by humming whenever not in combat. Not only is it more TDP's but it helps your voice recover a little faster when roaring, capping out on recover times somewhere around 100 to 150 ranks. Train foraging and even some animal lore by fishing on boats or ferry's. It always helps if you can forage up some of your own herbs to heal while in combat at least the basics like jadice flowers and yelith root and they don't take much training to be able to find.

===Magic===
Avoid it like the plague. Do not listen to anyone teaching it. Shun magical devices like CJs, flying boots and gwerest shells. Ranks in magic are slightly detrimental to you; before leaving, GM-Iayn revealed plans to make magic ranks EXTREMELY detrimental to Barbarian abilities, so it is highly recommended all Barbarian players avoid magic ranks.
[[Category: Barbarian|*]]
[[Category: Barbarian|*]]

Revision as of 03:25, 3 February 2013

Introduction

To shrug of magic like tickles, to make the blood of foes our mother's milk: such is the life of a Barbarian. Though lacking the flashy glamour of a magical career or the esteem of a Paladin's life of honor, victory in battle and warfare always falls to those most skilled in the art of killing.

Overview

Barbarians are Dragonrealms' prototypical warrior class. Durable and deadly, Barbarians have a variety of abilities that make them premier front-line or melee fighters. Being masters of all form of weapon combat, however, they are as deadly at a distance with ranged weapons as they are up close. Their hatred of magic runs deep in their lore and history, so they are also one of the premier anti-magical guilds in the game, with many powerful magical barriers as well as offensive abilities designed to disrupt spell-casting.

Abilities

Inner Fire

All living beings possess Inner Fire, the pool of indomitable inner strength from which Barbarians derive their power, but only Barbarians have learned to tap into this primal force to power their superhuman potential. Barbarians are granted the Flame meditation for free upon joining the guild, which will allow them to check their inner fire levels. The syntax is MEDITATE FLAME:

>meditate flame

Circle Requirements

A barbarian's life is a life of combat, through and through, and our circle requirements reflect such. Barbarians, being the only weapons primary guild in the game, will primarily be focused on the slaughter, though their education extends to all factors of combat, as well as some training in survival skills and the use of our supernatural abilities for the sake of being well-rounded.

Weapons

A minimum of four weapons are required for a barbarian's training. Two of them will be your primary weapons and two secondary if you consider only minimum circle requirements, but I would heavily suggest you train all four (or more) equally, as doing so will be easy with proper hunting routines (do not leave combat until all four of your weapons are mind locked).

Deciding which weapons to use is perhaps the most difficult, and fun, part of the Barbaric life. Every weapon class has merits, though you will most certainly want as your two "primary" weapons one melee weapon and one ranged weapon. Edged weapons like blades tend to have better damage spreads than blunt weapons, though blunts have a higher force of impact, which makes them more prone to stunning foes.

In general, I would recommend:

  • A blade
  • A blunt
  • A thrusting weapon
  • A pole-ranged weapon
  • A ranged weapon that can be AIMed
  • A thrown weapon

Note that you can easily find weapons that cover multiple categories. A pike, for example, is both pole-ranged and a thrusting weapon, whereas there are two-handed edged weapons available that reach pole range, so it could cover multiple categories. You do not need to cover every category, though the higher spread of diversity, the better. I would optimally recommend two melee and two ranged weapons, with one ranged weapon being a thrown weapon (light or heavy thrown) and another being an aimable weapon class (slings, crossbows, bows).

You will be required to learn one mastery skill of either melee or missile mastery at the same rate as your two primary weapons. Just as before, though, if you pick your weapon classes well, you will be able to train both melee and missile mastery equally well, and will have no trouble keeping both masteries as high as your four weapons.

Parry is the melee-focused defensive skill and is required, though the requirements are low compared to your weapon requirements. If you keep training it at all times while in combat, it should easily outstrip the circle requirements.

Survival

Barbarians, being warriors, are required to learn evasion. Much like parry, this requirements is much lower than your weapons, and will naturally out-strip the circle requirements if you keep it training at all times while in combat.

Barbarians are required to learn four other survival skills. One of them will most likely be skinning, as the high kill count you need in order to learn your weapons will naturally result in many opportunities to train this skill. Stealth is another recommended skill, as it can be trained in combat via hiding, stalking, ambushing with your weapons (or poaching with a bow/crossbow).

Locksmithing is a valuable skill to learn, though creatures that can be both skinned and drop boxes are few and far between, so you may wish to consider this for a lower requirement.

I would recommend you train first aid even if you do not use it enough for circle requirements. Being in combat constantly will often result in bleeding wounds, and the ability to tend them is a valuable skill.

Athletics is a valuable skill to learn, as it will let you traverse rivers and climb obstacles. Outdoorsmanship is valuable for finding herbs or mining, and is easy to train anywhere.
.

Recommended survivals: Evasion, skinning, stealth, first aid, athletics or locksmithing.

Armor

Barbarians are required to learn two armors. Much like your parry and evasion requirements, these will probably handle themselves naturally as you hunt for your weapon requirements.

Train shield, as it is a valuable defense, especially against long-ranged attacks. The only real point of discussion here is which armor class(es) to select. Training more than one type of armor is recommended and easily accomplished by mixing armor pieces.

If you plan on training stealth heavily, I would recommend you consider light armor as your primary armor class, as it will not hinder your stealth skills much. Chain armor is not too hindering either. If you plan on training brigandine or plate, I would recommend you keep them only on the extremities, such as a helm or greaves or gauntlets: wearing full heavy armor, especially plate armor, can be very hindering at low levels of skill, and it is quite possible for the evasion penalty to supersede any benefit you might receive from additional protection.

Plate mail is feasible, but Barbarians are not Paladins, so for a player new to Barbarians (or especially new to heavy combat guilds), I would recommend you stick with lighter varients.

Lore

Our lore requirements are very light. Tactics is knowledge of the siege warfare as well as the application of positioning in combat, so Barbarians are expected to have at least a rudimentary understanding of this. Train it by using non-damaging maneuvers like circle, bob, weave, and shove: these skills are useful anyways, so you should consider throwing them into your combat routines.

We must learn a token amount of one other lore skill. If you have any interest in pursuing a crafting career, barbarians get three free forging techniques, though I would not let this determine your career choice: pursue your passions. If you have no interest in crafting, you can easily train appraisal while in combat by appraising your foes every now and again.

Magic

Barbarian abilities are powered by ranks in the "magic" skillset even though they are not a mana-using guild. As such, I would heavily recommend you train every single skill available to you instead of going only by circle requirements.

Barbarians abilities fall into four magic skills: Inner Fire, Augmentation, Warding, and Debilitation. Inner Fire is the primary skill, and determines important factors such as how quickly your Inner Fire regenerates after using abilities. Any ability you use will train Inner Fire.

Most of our abilities and standard buffs, such as Famine/Avalanche berserk or forms like Dragon or Eagle or Buffalo, use the Augmentation skill. It is very easy to train through natural ability use: keeping a form active at all times should be sufficient to train augmentation to hundreds of ranks.

Debilitation powers our roars, which include some of the most powerful debuff abilities in the game. Two roars are available immediately from the outset of the game: choose one as early as possible and keep it trained whenever you are in combat. Remember that you can use use ROAR QUIET <roar name> to affect all enemies engaged to you at pole or melee range, which makes training very easy.

Warding powers defensive barriers such as Tenacity meditation as well as all our anti-magical barriers. It will be the last ability you gain access to, but it is an important ability nonetheless, especially if you ever find yourself in conflict with spell-casting critters (frequent during invasions) or have any interest in PvP. It powers the following skills: Swan Form, Badger Form, Toad Form, Turtle Form, Hurricane Berserk, Bastion Meditation, Tenacity Meditation, and Serenity Meditation.

I would recommend you prioritize working your way up the Flame tree to get Swan form, as that will allow you to easily train Warding skill at all times for a very low cost if you keep it active along with an augmentation form.

Recommended starting abilities (in any order): Flame meditation (free), Buffalo form, Dragon form, Eagle form, Swan form, Famine Berserk, Avalanche Berserk, Meditate Power, Anger the Earth, Everild's Rage.