Barbarian new player guide: Difference between revisions

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This is the guide for new and returning Barbarians. If you haven't familiarized yourself with the [[General new player guide]], it is highly recommended. For those interested in older guides to see a history of the guild, you can check [[Sekhmet's Barbarian new player guide]] or [[Malkien's Barbarian guide]].
This is the guide for new and returning Barbarians. If you haven't familiarized yourself with the [[General new player guide]], it is highly recommended.


==Who We are==
==Introduction==
Weapon masters. Martial artists. Mage slayers. Masters of emotion, both rage and serenity. Barbarians are many things, though the two core philosophies they share are simple: sometimes magic fails since real strength is internal, and killing things is a practical talent.
Weapons masters and loathers of magic


Barbarians are a flexible roleplay guild, with little-to-no formal guidelines for philosophy or morality, allowing a broad range of personal expression.


==Why Play a Barbarian?==
Barbarians are a guild hyper-focused on combat performance. They cannot create magic portals. They cannot conjure a cloak of invisibility, summon icy weapons, raise the dead, heal themselves, or lead others into battle. They offer no buffs to other players in group situations.

Outside of a few token buffs to survival skills like [[Locksmithing]] or [[Outdoorsmanship]], all of their abilities either make them better at killing or make them more difficult to kill. Their skillset and [[Expertise]]-based reduction on [[Advanced Combat Maneuvers]] make them a premier damage guild, particularly at melee, and their [[War Stomp]] ability means they are among the best at actually closing to melee.

Their native suite of anti-magic and anti-debilitation wards are the strongest in the game, making them an annoying match-up for magic users.

Do you like killing? Do you prefer a war hammer to a fireball? Can you not be bothered to hide every time before trying to murder someone? Welcome to the Barbarians guild, you'll have a grand time.
{{Cat|Barbarians,Player guides,New player guides,Guild player guides,}}
{{Cat|Barbarians,Player guides,New player guides,Guild player guides,}}

Revision as of 11:19, 27 February 2022

This is the guide for new and returning Barbarians. If you haven't familiarized yourself with the General new player guide, it is highly recommended.

Introduction

Weapon masters. Martial artists. Mage slayers. Masters of emotion, both rage and serenity. Barbarians are many things, though the two core philosophies they share are simple: sometimes magic fails since real strength is internal, and killing things is a practical talent.

Barbarians are a flexible roleplay guild, with little-to-no formal guidelines for philosophy or morality, allowing a broad range of personal expression.

Why Play a Barbarian?

Barbarians are a guild hyper-focused on combat performance. They cannot create magic portals. They cannot conjure a cloak of invisibility, summon icy weapons, raise the dead, heal themselves, or lead others into battle. They offer no buffs to other players in group situations.

Outside of a few token buffs to survival skills like Locksmithing or Outdoorsmanship, all of their abilities either make them better at killing or make them more difficult to kill. Their skillset and Expertise-based reduction on Advanced Combat Maneuvers make them a premier damage guild, particularly at melee, and their War Stomp ability means they are among the best at actually closing to melee.

Their native suite of anti-magic and anti-debilitation wards are the strongest in the game, making them an annoying match-up for magic users.

Do you like killing? Do you prefer a war hammer to a fireball? Can you not be bothered to hide every time before trying to murder someone? Welcome to the Barbarians guild, you'll have a grand time.