Expertise skill
Expertise is the Barbarian-only skill. This skill represents the ultimate combat mastery that barbs have.
Spells and abilities that boost Expertise
None
Spells and abilities that decrease Expertise
None
Training
Expertise is learned from either using Charged Combat Maneuvers (CCM), which will train no matter the level of the critter you are hunting, or Barbarian Combat Maneuvers (BCM), known as self analyzes, which will only train if the critter will train the weapon you are using.
Barbarian Combat Maneuvers
Barbarians now have a unique form of Tactical Combat that uses Expertise instead of the Tactics skill. These BCMs are self-only, cannot be refreshed and give a selective bonus when finished. Each form of ANALYZE unlocks with more Expertise skill.
- ANALYZE <type>
- Barbarians can analyze specific the specific type (listed below) to begin a self combo. If you forget the combination required, you can ANALYZE <Your Name> to see what attacks are still required to complete the combo. These combinations work very similar to Tactics-based analyze combat maneuvers, except they use Expertise skill and can only be advanced by the Barbarian while engaged in combat. BCMs do not have a strength, and subsequent ANALYZE attempts will be wasted. It is possible to ANALYZE FLAME, ACCURACY, DAMAGE, INTIMIDATION, FATIGUE, BALANCE, VITALITY, RAGE or CALM.
End Messaging if you do not complete the combo in time: "The battle shifts away from you, ruining any tactical openings you were attempting to exploit."
Type | Expertise | End message | Duration | Effect |
---|---|---|---|---|
Flame | 0 | n/a | Instantaneous | Regenerates a small amount of Inner Fire. |
Accuracy | 50 | You sense your combat accuracy decrease as the battle shifts before you. | ~ 6 to 7 minutes | Increases your combat accuracy to hit with weapons. |
Damage | 125 | You sense your ability to land deadly blows decrease as the battle shifts before you. | ~ 6 to 7 minutes | Increases your combat damage. |
Intimidation | 200 | n/a | ~15 seconds | Prevents opponent from retreating for a short period of time and generates roundtime for them. |
Fatigue | 350 | The moment of respite brought by your attack combination is lost as the battle shifts. | 1.5 minutes | Reduces the amount of fatigue from attacking (will be expanded to include other sources of fatigue in time) |
Balance | 600 | Your enhanced balance escapes as the battle shifts before you. | 2 minutes | Reduces balance lost from combat. |
Vitality | 900 | The invigoration brought by your attack combination diminishes. | ~ 3 to 4 minutes | Recovers some lost vitality in combat. |
Rage | 1200 | The rage enhancing your movements diminishes. | 1.5 minutes | Allows the next Berserk to be started at reduced initial IF cost. |
Calm | 1600 | The calm strengthening your resolve slips away. | 6.75 minutes | Allows the next meditation to be used at no IF cost. (confirmed 1/6/2020) |