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Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Crazy Barbarian is also a more suitable way for novices to pass the level, he is a typical melee game, fast attack speed, high mobility, the pace of battle is fast, giving people a feeling of blood boiling.

The Frenzy skill requires dual-wielding weapons, so there are different emphases: on the one hand, you can't use high-attack two-handed weapons, and you can't use shields to enhance defense measures; on the other hand, the consideration of weapons is more complicated, you have to choose two weapons to take into account both attack and auxiliary, and there are also one-handed weapons + shields or two-handed weapons that can't achieve the effect at all (such as the combination of the main attack weapon + law enforcement weapon mentioned later).

Crazy Barbarians – An Introduction

introduction

The Mad Barbarian must have dual weapons with medium damage (dependent on weapons, damage can be high if the weapon is good). Frenzy is both an attack skill and a short-term state, after opening the state there will be wind around the body, there is also a way to play, that is, first let the frenzied state open, and then use the two-handed swing as the main attack skill, which is called "double swing barbarian", which is different from the bonus point of the crazy game, but there are many similarities. The two-handed swing gameplay is briefly introduced later. Let's start with some basic knowledge about dual-wielding and frenzied skills

peculiarity

(1) Medium attack power, faster attack speed (the limit speed is every 5f attack, that is, 5 attacks per second, which is much faster than the concentration and berserker gameplay, but it is still slower compared to some other limit speeds of 4f or faster), which is a typical melee physical output class;

(2) The state of frenzy will increase the speed of movement, greatly improving the mobility of the character, whether it is attacking or escaping, it is more convenient;

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

(3) Security can be greatly improved by stealing life, but can not use shields, the level of defense is medium, and the security is still not as good as concentrating on playing;

(4) In all the gameplay of barbarians, it is relatively suitable for novices to pass the level, the equipment requirements are not very high, and the efficiency exceeds the concentrated gameplay;

(5) In terms of brushing equipment, the ability to brush equipment in the wild gameplay is also OK, because the movement speed is fast and the running efficiency is high.

Dual Weapon & Crazy Skills Basics

Overview of dual-wielding weapons

There are a few basic points to know about double holding

(1) In Diablo 2, only barbarians and assassins can hold a weapon in one hand, and other classes can only use two-handed weapons or one-handed weapons + shields.

(2) There are requirements for the dual-handed weapon type, the Assassin can only hold one claw in one hand, while the Barbarian can only hold a one-handed weapon in one hand.

(3) Barbarians can use the two-handed sword as a one-handed weapon, and two damages can be seen, one is damage when used as a one-handed weapon, and the other is damage when used as a two-handed weapon (pictured). However, other two-handed weapons (two-handed hammers, two-handed axes, spears, long-handled weapons, etc.) cannot be used as one-handed weapons.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Left hand vs right hand

In the character's equipment slot, the right-handed equipment is above the gloves, and the left-handed equipment is above the shoes. In general, the weapon of the right hand is called the "main weapon". The concept of left-handed right-handedness is important for classes that can dual-wield weapons, such as the following mention of the attack speed of the Crazy Skill that has nothing to do with left-handed weapons, as well as dual-weapon BUGs. note! The concept of left hand and right hand is different from that of the main hand deputy. The main hand and deputy fingers are two sets of left and right hand equipment switched by pressing the w key, and the main hand and deputy hand equipment are divided into left and right hands.

The attack effect of dual-wielding weapons

In most cases, dual-wielding weapons attack monsters are alternate, first A weapon hit, determine whether to hit the monster, if hit is A's damage, and with A effect; and then use B to attack the monster, determine whether to hit, if hit is completely B effect. (Note that even the hit rate is calculated separately) is not what some novices think, and the dual-wielding monster is the effect of adding the damage of two weapons. Of course, passive attributes are always added, for example, if one of the weapons has all the resistance attributes, you will always add all the resistance, and you will not wait for the weapon to attack and then add all the resistance. Looking at the figure below, once you have a dual-armed weapon, the damage and accuracy rate will be written in two rows of data, corresponding to the respective damage and accuracy rates of the two weapons.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

The weapon's range of attack

The melee weapons in Diablo 2 are all within range, divided into 5 levels, 1 is the closest range, 5 is the farthest range, for example, long-handled weapons such as giant axes can reach the farthest range of 5, while small weapons such as daggers only have a range of 1. The closer the attack range, the more you need to stick to the monster to hit the monster, so it is best for melee classes to choose weapons with a larger range to increase their security. In addition, if the weapon range is too close, it may cause a very bad situation, that is, when you stand not too far away from the monster but are beyond the range of the weapon attack, you click on the monster to make an attack action, but because the weapon range is not large enough, you will never be able to hit the monster. If you think that you are always unable to hit the blame, but the accuracy rate is not very low, it is likely that the range is not enough.

Weapon base attack speed (abbreviated as WSM) and dual-wielding

The weapon in Diablo 2 has the original attack speed, which is the most basic attack speed after deducting the effect of the "Fast Attack Speed (IAS)" attribute on the equipment. This attack speed is expressed as an integer, and the smaller the number, the faster the base attack speed (which is best to be negative). If you take two weapons, then in terms of attack speed, the formula is more complicated I will not go into details, but it can be roughly understood that the basic attack speed, which is the average of left and right hand weapons, will be a little faster and slower than slow. Therefore, dual-wielding weapons are not what many novices understand, as if the attack speed must be faster than taking one after dual-wielding.

Characteristics of the Frenzy skill

This knowledge is not written in the description of the skill itself, but it is more important, and it should be emphasized here. As can be seen from below, the concept of left and right hands is still quite important.

(1) The Frenzy skill itself has a high IAS (Fast Attack Speed) bonus. However, the "Rapid Attack Speed (IAS)" attribute on left-handed weapons does not affect the attack speed of the Frenzy skill. However, the basic attack speed of the left-handed weapon (the one mentioned above) still has a great impact on the overall attack speed.

(2) The attack range of the Crazy Skill is only related to the range of the right-hand weapon.

(3) The Frenzy skill cannot be interrupted, which is a very advantageous point, no matter how much damage you take, the Frenzy attack will not stop.

*Dual Weapon BUG Introduction (Non-Focused)

When a barbarian attacks with a dual weapon, there is a bug that can be used (which is another good one for us), that is, the dual-weapon BUG (or weapon base attack speed BUG, abbreviated as WSM BUG), which originates from a rule, that is, "the weapon that is put up first is the main weapon". As we said above, the primary weapon is the right-handed weapon (that is, the weapon on the glove), but if the right-handed weapon is put back, it will produce contradictions and lead to bugs. The specific method is that when you have a dual-armed weapon, remove the right-handed weapon and equip it, and the BUG will occur. So what are the consequences of this bug? This will cause errors in the calculation of the weapon's base attack speed, which will greatly increase or decrease your overall base attack speed. When there is no BUG, the base attack speed = (right hand weapon base attack speed + left hand weapon base attack speed) ÷ 2; however, when there is a BUG, the base attack speed = 1.5× the left hand weapon base attack speed is -0.5× and the right hand weapon base attack speed. It can be seen that if the basic attack speed of the right-handed weapon is very slow (that is, the number is very large), the final BUG calculation result causes the overall basic attack speed to be very negative and fast. To sum up, it is that the hand above the glove (right hand) takes a weapon with a very slow basic attack speed, and the hand above the shoe holds a weapon with a fast basic attack speed, and then removes the weapon above the glove and then equips it, which can generate a BUG to greatly improve the attack speed. There are a few points (1) that apply not only to the Frenzy skill, but also to two-handed swings, two-handed throws, normal attacks, etc. (2) Not only for barbarians, but also for assassins. (3) Once you press the w button to switch the main secondary weapon, the BUG will disappear, you have to re-remove the right hand weapon and then install it, so if you want to use this BUG efficiently for a long time, you must take other more ingenious measures, such as the right hand weapon needs high strength, the left hand weapon plus strength, the weapon that can not be taken in the right hand, you must first take the left hand weapon after adding strength to the right hand to take. In this case, the system will always think that your right-hand weapon is equipped later, you do not need to remove it yourself and then install it, even if the w key is switched and then cut back, it also maintains a BUG state. The above is indeed a bit of a detour, if you don't understand it, it's okay, because for novices to open up the wilderness, this is not very needed. Dual-weapon BUGs are mainly used in pursuit of an efficient brushing equipment process.

This BUG should still exist, because bloggers do not choose barbarians, and those who choose barbarians can try

Wild Savage - Allocation of skill points

The main idea of the Berserker's bonus point is to fill up the related weapon domination and frenzy itself, while adding some of the barbarian's common auxiliary skills as the concentration and berserker gameplay. The surplus skill points depend on personal preference, and the damage is added to defensive skills or crazy bonus skills.

Assignment of skill points

(1) Main attack skill, Frenzy full, a weapon domination full, two-handed swing full, mockery as high as possible, Berserker plus 1 point.

(2) Auxiliary skills, Howl 1 point, Battle Howl 1 point, Battle Constitution full, Battle Command 1 point, Iron Cloth Shirt 1 point, Natural Resistance 1 point, Shout 1 point.

(3) Passing skill, passing skill means useless skill, but as a precursor skill to some of the above skills, it is necessary to add 1 point to achieve the above distribution. Hit 1 point, stun 1 point, concentrate on 1 point. Supplement: (1) You can add 1 jump to cross obstacles and repel monsters. (2) Acceleration skills can be added according to preference, because the frenzy itself has a high acceleration, in general, the movement speed is not lacking; but if you encounter the monster of the Holy Ice Aura, the acceleration of 1 will be better than nothing.

Summary of skill point assignments

The above allocation, as high as possible are calculated according to level 10, a total of 100 points are required to complete, of which 12 mission rewards can be obtained, and the remaining 88 points are upgraded by the player, so at least the character level of 89 is required to complete completely. The picture shows a screenshot of the three departments of the skill tree (after removing the equipment)

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay
Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay
Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Discussion of skill point assignment

(1) Which is better to add weapons?

First of all, it should be emphasized that there is no suitable dual-wielding melee in the spear, long-handled weapon, and throwing class, so the weapon can only be dominated by a long sword, a nail hammer, or an axe. However, the wild gameplay is still recommended to add swords to dominate, the choice is greater, and there are enforcers runes on the left hand can be of great use.

(2) What is the use of those that only add 1?

I will not repeat it here, it has been mentioned in the previous Berserker and Concentration Gameplay Introduction, you can go there to see. Just to emphasize that the Berserker at 1 point is used against physically immune monsters, and if you have other reliable methods, it's okay not to add it.

(3) Why should the combat constitution that has nothing to do with the main offensive skill be filled? Is it enough to scream and only add 1 point of defense?

Combat Constitution is a signature auxiliary skill of barbarians, which increases the blood cap, increases safety very well, and can also add status to mercenaries. Therefore, as long as it is a barbarian, it must be filled with combat physique. Crazy play is very lacking in skill points, it is inevitable that all bonus skills are full and auxiliary skills are taken into account, so it can only be increased as high as possible. Heavy attacks can only add 1 yell to the rest of the shouting and all the others can be mocked, but if you are more defensive, you can only add 1 taunt to the rest of the yelling.

Wild Barbarians - Attribute Points and Mercenaries

Assignment of attribute points

Crazy gameplay must take two weapons can not have a shield, so it is necessary to play a blood cow vit type character is more appropriate: agility enough equipment can be, physical strength added to the battle physique shout after the blood more than 3500, the rest of the strength to increase damage, energy does not increase. (The general requirement for the Magic Blade is 136, players with swords should pay attention to it, agility is not too low)

Selection of mercenaries

In order to increase damage, you generally choose Nightmare Difficulty to attack the Lancers, bringing a power aura to give you more attack power. If the accuracy rate is really lacking, you can also choose the ordinary second act attack gunner, with a blessing aiming aura to greatly increase the accuracy. In terms of equipment, general clothes and helmets are similar to other gunners in other ways, and you can refer to other ways of playing, which will not be described in detail. Mention a little knowledge, + all skill equipment is effective for mercenaries, mercenary aura is also a skill, all skill levels increased, the power of the aura will also become larger. For the Power Aura, every level increase is 10% more damage, as shown in the "Arrow of Arionk" has +4 all skills on it, and the output is good, if you use the "Enforcer" Rune Sword, this is a better mercenary equipment choice. Of course there are invisible ones best used with invisible ones, and the damage is high. If you don't use enforcers, mercenaries use the "Death Knell" is the most appropriate, with an aging curse, which not only slows down the monster's speed control field, but also reduces the monster's physical resistance by 50%, increases your output, and breaks most of the monster's physical immunity. When killing bosses, mercenaries can use the word "forced" runes to have crushing blows, speeding up the speed of killing bosses.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Frenzied Barbarians – The Choice of Equipment

Overview

Due to the dual-handed weapons required for frenzied gameplay, the range of available weapons is much smaller, with only three types of swords, axes, and hammers to choose from. As mentioned earlier, the sword has a certain superiority over other types, and there are more powerful rune words such as enforcers, death gods, and regret (some rune words can of course not only be made with swords, but also with others, and axes can be used as "regret"; but swords are better substrates). The weapon selection section below focuses on swords, and the rest is briefly described. The local tycoon equipment is not introduced separately, it is nothing more than a combination of the words of regret runes + the words of fortitude runes and other high-level rune words. Also note that Frenzy is a typical melee gameplay, so there should be concepts such as "stealing life to ensure safety".

Choice of weapons

In terms of swords, there are two very strong rune words, one is the "Enforcer" rune language, which has a strong auxiliary effect, especially the aging curse and the sanctuary aura; the other is the "Death God" rune language (requires 5 grooved white swords or axes, rune order 15#+1#+26#+9#+25#), preferably with the sword of the giant god (don't forget that barbarians can use the two-handed sword as a one-handed weapon), because of the inability to destroy attributes, it is best to use invisible substrate. It has both attack assist, high output, lethal attacks, crushing blows, high stealing mana, and the ice field effect of the icing column, which can be described as everything. The other sword can choose to focus on the output, and the strongest is of course "remorse". Novices can't make runes such as death and regret in the short term, so the most common combination is a stronger dark gold sword (such as the saber of light) + the rune language of the enforcer. Of course, the "oath" rune is also a powerful relatively cheap choice. Other types of weapons, not one by one, if you can do rune language, of course, you can follow the above sword collocation, choose dark gold weapons, you can refer to the focus on gameplay and Berserker gameplay related introduction.

Selection of clothes

Clothes are of course the best "fortitude" rune words, but novices will not have it in the short term, just choose some typical melee professional clothes, such as "forced" rune words, "careful" rune words (only need 2 grooved white armor, rune order 23 #+3#), dark gold can choose Durrell's shell, Aquaman Viriasan, The Bane of the Gladiator... Since the crazy barbarians can't hold shields, defense becomes slightly more important, and when combined with armor, you can consciously choose a higher defense.

The selection of the helmet

Similar to other gameplay, "Yoshinaga's Face" is the best choice if you focus on attacking, or "Arrit's Face" if you focus on the improvement of comprehensive attributes. If you don't have these two pieces of equipment, you can also use other helmets, such as "Vampire Gaze", which are introduced one by one. (If the helmet has a blood-sucking attribute, there is no need to pursue high blood-sucking elsewhere)

The selection of the necklace

Or "The Wrath of the Maharajah". Other dark gold necklaces, such as "cat's eye", are also very good choices (with high accuracy). If you don't have one, you can casually find a + skill, + resistance and other auxiliary attributes, according to your own needs.

Selection of gloves

Gloves that increase attack speed and damage can be selected for the placement of the palms. If the accuracy rate is not enough, you can choose the "Lava Horn" below, because the frenzied attack frequency is very fast, which helps to trigger the Flame Enhancement skill, greatly improving your accuracy. The previously mentioned "Grip of Drogula" is also quite suitable for crazy gameplay, and the life stealing curse above greatly enhances your safety. (Note that stealing the life curse will cover other curses, so when using the Enforcer or the Death Knell, it is best not to use Drogula at the same time, you can put the Enforcer in the deputy, and replace the monster with less dangerous level)

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

The choice of belt

You can use the defensive", "Wildengo's heart knot". Other belts, like the ears of the long string, the power of the god of thunder are also good. In the early stage, you can even synthesize orange belts, and some orange belts have very good attributes.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

The selection of rings

There must be a "Raven Frost", if your other equipment does not steal life or mana, the other ring is better with a double suction ring that steals life + steals mana, and has other attributes. In the early stage, if there is a lack of mana, you can use "Madna's Treatment", and the lack of accuracy can take two crows.

The choice of shoes

Or "Carnal Knight", which is standard for melee physics output classes. If not, choose shoes according to their own needs, such as yellow shoes that lack resistance and can be used to add resistance and quickly hit recovery.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Selection of amulets

It is also the preferred "sharp" oversized amulet, + maximum damage value is useful for your damage boost. Others can choose + hit rate (in the case of poor equipment or it is easy to lack hit rate), + skill, + resistance, + health and so on, according to their own needs.

Selection of deputy equipment

You can use equipment that transmits concentrated energy to speed up your efficiency, or use skilled equipment (such as the "Spirit" rune language) to increase the shout level, change to a deputy when shouting, and then cut back after shouting. You can also use equipment that adds item-finding skills, such as the Dark Gold Dagger "Carver", and you can turn over the corpse with a few clicks to find items.

Diablo 2 Remake Barbarian "Plus Point" Newcomer Guide: Crazy Gameplay

Frenzied Barbarians – Tactics and Strategy

General principles

Start shouting, first turn on the battle command, then shout and fight physique, to ensure that the mercenaries are within the shouting range. Attacks basically use the Berserker skill, and for monsters that can be replaced with berserker skills to kill. Note that usually develop the habit of walking and moving, one is that the running state will make your defense drop to 0, it is easy to be hit, and it is much safer to walk; second, the speed is very fast after the crazy start, and the speed is too fast to control if you run.

Tactics against the average mob

Pick out the single mob first, go up and attack a few times, beat out the crazy state, and then attack the relatively concentrated mobs later.

Tactics against dangerous mobs

For wild barbarians, dangerous mobs are those besieged by large groups of melee and ranged salvo monsters.

For the melee siege of the mobs, to detour, do not love war, crazy skill state once opened, your mobility is very strong, escape is very convenient, you can keep retreating, monsters catch up with a line, can greatly reduce the chance of being besieged. Although you only have 1 howl skill, you can also use it more than usually, scaring away hordes of monsters to increase your safety. Once you are really under siege, don't mess around, you can try to scare away monsters with the howling skill, even if you can't send it out, you can keep attacking, find an opportunity to escape, don't forget that you must have life-stealing equipment on you, attack means that you can return blood and increase safety. Those who add a jump skill can try to use the jump to jump out of the encirclement.

For long-range salvos, first use the single mob to play a frenzy, and use the maneuverability to quickly fight in close quarters. You can cleverly use the mocking skills to attract monsters, so that a small number of monsters are attracted to come and fight with you.

In addition, elite monsters who encounter burning mana are likely to not have enough mana, and switching to the two-handed swing skill is a good choice if the mana is not enough, because the two-handed swing does not consume mana when added to the back.

Tactics against physically immune mobs

Generally there are law enforcers, the above aging curse can break the physical immunity, but generally even if the immunity is broken, but the physical resistance is still very high, at this time it is still recommended to use the Berserker skill to fight, it will be faster. Note that the physical immunity of undead creatures is ignored by the vault aura on the enforcer, so physically immune undead creatures are generally not a problem.

Tactics against bosses

Nothing special, just fight as usual, use the Battle Howl skill to weaken the boss before fighting. If you find it difficult, you can wear a little more crushing equipment, such as mercenaries using the word "follow" runes. If the mercenary uses the "Water Devil Trap", it can cause a double deceleration effect with the aging of the enforcer, which is also a good choice. There are plenty of other weapons in Diablo 2 that can slow down monsters, and the mid-transition can be used.

Character development strategy

In the gameplay of the wild barbarians, the wild barbarians are relatively suitable for novices to pass the level.

In the early stage, the point is still preferential to fill up the main attack skill, such as adding two-handed swing before level 24, and adding frenzy to level 24, filling up in one breath. Battle physique and battle command can wait until the nightmare late monsters are more dangerous before starting to add.

If you want to equip it during the clearance process, you can brush Mephisto, and to do practical rune language, you can brush the countess. You can use some very good speed-up gloves in the middle, such as "Skin of Magnus", low-level rune words for novices, synthetic orange equipment, etc., which are very helpful for early clearance. If you use a sword, the Countess of Nightmare Difficulty brushes a little more, or wait until the middle and late stages of the nightmare, you can use a random three-hole white sword to make the "Enforcer" rune; the late Enforcer must use the Illusion Blade to do it.

After completing the level, the crazy barbarians can brush some level 85 scenes or big bosses, such as brushing the "Ancient Passage". There are no fixed physically immune monsters in the ancient passages, and most of them are undead creatures, which is still a good place to brush equipment for the crazy barbarians who take the law enforcers.

Introduction to other dual-wielding related gameplay

Two-handed swing gameplay

The two-handed swing gameplay is very similar to Frenzy, and it can be said that except for the difference in skill points and points, the others can be exactly the same (including attribute points, equipment matching, mercenaries, etc.). Since the bonus skill of the two-handed swing is a heavy blow, it is necessary to fill the heavy hit; the two-handed swing itself, because the increase level only adds the accuracy rate without the attack, so it can be slightly less added in the case of no lack of accuracy rate; the frenzy must be 1, before fighting the monster, first open the frenzied state, and then use the two-handed swing to hit; other bonus points are the same as the frenzy (except for mockery, mockery is a crazy bonus skill, and the double swing gameplay naturally does not need to be added). Compared with the frenzy, the main disadvantage of the two-handed swing gameplay is that the attack power is much lower and can be interrupted, but there are also many advantages, such as the two-handed swing after level 10 does not consume mana, so stealing mana attributes is less important; the two-handed swinging game saves skill points and so on. This gameplay can also be tried if novices are interested, and some people even think that it is better than crazy.

Two-handed throwing gameplay

This is a game of remote physical output, and the main attack skill is two-handed throwing. Therefore, you must take the throwing weapon, and the bonus point must also be dominated by the throwing weapon, and the two-handed swing is used as an additional bonus skill for both-handed throwing, and to be full, the other bonus points are almost like madness (of course, it is still ridiculous that there is no need to add). Mercenaries are similar to Frenzy, but at stat points, agility should be as high as possible (as long as the strength is enough to equip), because throwing weapon damage is related to agility. In terms of equipment, try to use throwing weapons with high attack speed, the most common ones are "War Bird", "Ripper", "Necromancer Night Flight" and so on. Multiple stacks of high IAS (Fast Attack Speed) and utilizing the dual-weapon BUG mentioned above can reach the limit of 4f throwing speed. In addition, it is best to have equipment with a knockback effect to ensure safety. Of course, this is clearly a non-mainstream gameplay and is not suitable for novices. There is a big hard injury in this kind of play, that is, the number of throwing weapons is generally small, and if you throw a few times, you will have to go back to repair; and without a good weapon attack power, you will not be able to go up. Therefore, this kind of gameplay is very inefficient, but the damage is not bad in the case of very rich equipment. The ability to brush equipment is also not good, because the number of throws is too small to be suitable for large spawners, and the ability to accurately strike a certain monster is limited, it is impossible to bug brush chaos, and can only brush some elite monsters and minions in the 85-level scene. If you are interested, you can play after fully understanding the skilled operation. The real mainstream remote physical output profession is the Physics Bow Amazon.

brief summary

Crazy Barbarian is a typical melee gameplay, must be dual-armed, high attack power, fast attack speed, strong mobility, security is better than berserker gameplay, but a little worse than concentrated gameplay.

In terms of skills, the wild barbarians add high crazy skills and related bonus skills, taking into account various auxiliary skills, weapons mastery can only add one of the swords, hammers or axes, it is recommended to add swords.

The Wild Barbarian attribute point chooses the Blood Bull vit type, which has a higher strength and can increase the attack power. The mercenaries choose Nightmare Act 2 Attack Lancers to increase their attack power.

The equipment of the crazy barbarian is generally matched with the strategy of using the main attack weapon + auxiliary weapon, and the auxiliary weapon is most commonly used in the "Enforcer" rune language and the "Death God" rune language (the death god is originally very high in attack and can be used as the main attack weapon).

In terms of the tactics of berserker barbarians killing monsters, be good at using mobility to prevent being besieged by monsters. Physically immune monsters can be killed with Berserker skills.

In addition to the wild, barbarian dual-armed weapon gameplay also includes two-handed swinging and two-handed throwing. The former is similar to Frenzy, with a slight difference in skill points; the latter is a hunting entertainment game and is not recommended for novices

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