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 Post subject: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 9:33 am 
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Joined: Tue Mar 02, 2010 6:21 am
Posts: 12
I know Throwbarbs are very rare/odd sort of things. But I don't think a Throwbarb set would be entirely out of the question, and it would probably promote people to make some. I find the Throwbarb to be a fun build, and so I suggest the following set:

The Poacher's Prizes
The Poacher's Lance (Hurlbat)
The Poacher's Dart (Francisca)
The Poacher's Hide (Heavy Bracers)


The Poacher's Lance (Hurlbat)
Req Level: 55
Req Strength: 25
Req Dexterity: 88
Durability: 24

+275% Enhanced Damage
+3-70 Lightning Damage
+3 Double Throw
+35 Dexterity
10% Increased Attack Speed
Replenish Quantity (1 Every 25 Seconds)
Increased Stack Size
Socketed (2)

Set Bonus: 10% To Cast Level 15 Lightning Strike On Attack

The Poacher's Dart (Francisca)
Required Level: 56
Required Strength: 25
Required Dexterity: 97
Durability: 28

+255% Enhanced Damage
+125 Poison Damage Over 3 Seconds
+3 Throw Mastery
+15 Dexterity
15% Increased Attack Speed
Replenish Quantity (1 Every 25 Seconds)
Increased Stack Size
Socketed (2)

Set Bonus: 8% To Cast Level 16 Plague Javelin On Attack

The Poacher's Hide (Heavy Bracers)
Defense: 65 (25 Base)
Required Level: 54
Required Strength: 20
Durability: 28

+40 Defense
7% Life Stolen Per Hit
+11 Mana After Each Kill
10% Increased Attack Speed

Set Bonus: Level 11 Blessed Aim Aura When Equipped

Full Set Bonuses:
+100-200 Magic Damage
+2 to All Skills
+25% Increased Attack Speed
+20% Resist All
Cannot Be Frozen


I admit first and foremost that I know very little if anything about game balance, game economy, or if anyone thinks Throwbarbs are valid/viable or should be supported. All I know is that I play them, have a lot of fun with them, and it'd be nice to have a set for them.

If the numbers are too high / too low / just plain crazy, let me know. I tried to look at other Uniques and Sets of around the same level req, and based them off of there.

Thanks for looking.

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Last edited by Almost on Tue Mar 02, 2010 3:59 pm, edited 4 times in total.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 9:38 am 
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Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
Good start - thanks for posting that up.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 9:40 am 

Joined: Tue Jan 05, 2010 5:53 am
Posts: 212
I think a throw barb could be fun. The problem is that even if your axes or javelins replenish you will go through 500 in about 3 minutes or so. I think for people to actually consider making a throw barb the replenish quantity on throwing weapons for them should be replenish 1 every 2 seconds instead of replenish 1 every 30 seconds.

The items you suggested I think are fine. Might actually use a little more mods if you wanted without being too overpowered.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 9:46 am 
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Joined: Tue Mar 02, 2010 6:21 am
Posts: 12
Thanks Blue. :)

Ghost,
Perhaps a Blessed Aim aura with full set? Or what other mods would you suggest?

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 11:02 am 

Joined: Tue Jan 05, 2010 5:53 am
Posts: 212
Almost wrote:
Thanks Blue. :)

Ghost,
Perhaps a Blessed Aim aura with full set? Or what other mods would you suggest?


Well the full set bonus is a little lacking. So maybe add like:

+1 to All Skills
+30 Ias
+15% Resist All
Cannot Be Frozen
lvl 5 Blessed Aim Aura when Equipped

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 11:22 am 
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Joined: Thu Dec 24, 2009 5:36 pm
Posts: 337
Location: BCN [ Spain ]
take note that "full set aura bonus" causes conflict with other "lvl X aura when equipped". for that reason, I dont reccomend adding auras to full bonus sets .



add-on: dagger and javelin.... weird looking barb >.<

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 11:34 am 
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Thanks Ghost, edited those a bit and added them in. No aura for the reason tony stated.

Tony, yeah it may look a little weird, but even if we change the other one to a throwing axe of some sort, all throwbarbs look a little funky. :P

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 12:00 pm 
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Posts: 337
Location: BCN [ Spain ]
Almost wrote:
Great Pilum
Req Strength: 25
Req Dexterity: 88

=======
War Dart
Required Strength: 25
Required Dexterity: 97




Throwing weapons, and spears req 50% str / 50% dex in HU . Those requeriments are from Vanilla :P
War darts: 44 str / 44 dex
Great pilums: 42 str / 42 dex

Almost wrote:

The Poacher's Dart (War Dart)

Set Bonus: 8% To Cast Level 16 Plague Javelin On Attack


Maybe I'm wrong, but I think that only javelins can proc. "javezon" ranged skills on attack.

Almost wrote:
The Poacher's Hands (Sharkskin Gloves)[/b]


How about using "Heavy Bracers" instead of sharskins?
( reason: Sharkskin's are alrdy used by Orphans call set )

Almost wrote:
Tony, yeah it may look a little weird, but even if we change the other one to a throwing axe of some sort, all throwbarbs look a little funky. :P


double axe thrower looks cool! 8-)
Hurlbat - Francisca combo, for example :P


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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 12:37 pm 
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Changes made, thanks tony. :)

Are you sure about the jav skill thing? I'd hate to have to change those.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 1:31 pm 
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Joined: Mon Aug 31, 2009 5:05 am
Posts: 422
You could give them a bit more %ed actually. As the unique counterparts have 200% (fransisca) and 300% (hurlbat) and they can be eth aswell.

Blessed aim is a good idea as he struggles with that (I have one at lvl 84 atm).

Also, give atleast one of the axes knockback or 2-3 sockets for nef etc.


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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 2:22 pm 
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Location: BCN [ Spain ]
Almost wrote:

Are you sure about the jav skill thing? I'd hate to have to change those.


no, I'm not :oops:

Utter wrote:
Blessed aim is a good idea as he struggles with that (I have one at lvl 84 atm).


Adding it as "partial bonus" instead of "full bonus set" can be the best fix vs aura issues.
Utter wrote:
Also, give atleast one of the axes knockback or 2-3 sockets for nef etc.


agreed.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 3:07 pm 
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I'm pretty sure you can code skills not to reduce quantity from a stack or quiver. There is a column for it in skills.txt I think or some other text file. Look at magic arrow.

If I am not mistaken, you can make throwers easily viable. They'd just need some better weapons in early-mid game.

Yes, ethereal 511's would be OP.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 4:00 pm 
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ED% upped, sockets added, gloves set bonus is now Blessed Aim aura.

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 Post subject: Re: Throwbarb Set?
PostPosted: Tue Mar 02, 2010 4:54 pm 
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Joined: Thu Sep 03, 2009 1:02 pm
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Location: Youngstown OH
LmT wrote:
I'm pretty sure you can code skills not to reduce quantity from a stack or quiver. There is a column for it in skills.txt I think or some other text file. Look at magic arrow.

If I am not mistaken, you can make throwers easily viable. They'd just need some better weapons in early-mid game.

Yes, ethereal 511's would be OP.



*sighs* skills txt. noammo column set to 1 for no use of ammunition on skills that use ammunition(magic arrow is set as this)

i've said this before in another throw barb thread

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