Category Archives: Dark and darker

Navigating the Barb Meta: Strategies for PvP Dominance in Goblin Caves

Embarking on the journey of a Barbarian in the tumultuous realm of “Dark and Darker,” I found myself entangled in the intricate dance of PvP encounters within Goblin Caves. As I pursued the coveted PvP kills for my quest, I encountered challenges against Fighters, Rogues, and elusive Wizards. In this exploration, I sought to decipher the new meta, experimenting with skills, perks, enchantments, and gear to unlock the Barb’s potential for dominance.

Skills: Unleashing the Fury

  1. Solo Berserking (Rage + Achilles): The go-to for solo engagements, providing a formidable boost to damage and survivability.
  2. Zweihänder, War Maul, or Bardiche (Rage + Reckless Attack): For wielding these mighty weapons, pairing Rage with Reckless Attack maximizes damage output.
  3. Team Coordination (Rage + War Cry): In the chaos of 3v3 battles, War Cry becomes a pivotal choice to bolster the team’s strength.

Perks: Tailoring the Arsenal

  1. Crush – Robust – Iron Will – Final Perk: The foundational trio, offering increased damage, resilience, and magic resistance. Iron Will can be swapped for Berserker or Shirtless in normal lobbies, adapting to the lower magical threats.

Ideal Enchantments on Gear: Crafting the Perfect Arsenal

  1. Movement Speed: Prioritize swift maneuverability to close gaps and navigate the battlefield with agility.
  2. Resists (Armor over MR): Emphasize armor resistance, providing additional protection against a variety of attacks.
  3. Agility or Dexterity: Enhance your character’s agility or dexterity, adding finesse to your movements and strikes.

Gear: Equipping for Victory

  1. Viking Sword vs Squishies: Opt for the Viking Sword against more delicate opponents for swift and efficient eliminations.
  2. Felling Axe vs Other Barbs & Plate Users: Deploy the Felling Axe against formidable foes, utilizing its effectiveness against other Barbs and those clad in plate armor.
  3. Armor Ensemble: A carefully chosen array of helm, gloves, legs, and boots, selecting the best combination for your playstyle and the specific threats you face.
  4. Chest Optional: Depending on your chosen playstyle, the chestpiece becomes an optional addition, with the Padded Tunic or Northern Full Tunic being the preferred choices.
  5. Cape and Jewelry: Prioritize enchantments over aesthetics, selecting items that enhance your survivability and combat prowess.

Combat Strategies: Mastering the Dance

  1. Dip, Dice, Duck, and Throw Axes: Employ agile movements, utilizing throwing axes strategically as you close the gap with your adversaries.
  2. Axe-throwing Techniques: Jump, crouch, and master the art of throwing axes with precision. Crouch to increase throwing axe speed and jump to mitigate movement speed penalties.
  3. Adapt to Weapon Swaps: Jump as you swing and swap weapons, maintaining fluidity in combat. Adapt your strategy based on the weapon in hand.
  4. Targeting Specific Body Parts: Tailor your attacks to specific body parts, aiming for the chest with most Barb weapons, legs against Fighters, and transitioning to the head during a swing animation against Longswords.
  5. Against Shield-wielding Fighters: Exercise patience when countering Fighters using shields. Wait until they initiate their swing animation before launching your attack to avoid falling into the shield block trap.

As you embark on your journey through the Barb meta, remember that movement speed and gap-closing prowess are your greatest allies. Jump, crouch, and strike with precision, bringing down your foes in the darkened recesses of Goblin Caves. Good luck, and may your axes find their mark in the dance of battle!

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Dark and darker – Let’s consider a scenario

To illustrate the point, let’s consider a scenario: if you possess a white weapon and attempt to inflict damage on a blue tank fighter, you may eventually observe that you have landed three times as many hits on them as they have on you.

However, it’s important to clarify that this assertion is mathematically implausible. Upon reevaluation of your statement, it becomes apparent that there might be an underestimation of the substantial damage potential even associated with a white weapon. Alternatively, there could be an overestimation of the damage reduction obtained from a full set of blue gear. In isolation, wearing full blue gear, even without incorporating taunt, would typically yield around 50% damage reduction (DR) at the very least, based on the lowest plate and dark plate rolls.

A 50% physical damage reduction doesn’t translate to a 3-fold increase in effective health; it actually results in a doubling of effective health. Furthermore, if it indeed requires three times as many hits on you as you do on them, the number should be six hits, not fifteen. Even with this adjusted calculation, a situation where someone can only endure 3-6 headshots remains plausible. In the case of a rogue, who can execute some of the swiftest attacks in the game, the 3-6 headshots equate to a mere two seconds of actual contact time with the weapon – a relatively short duration. This argument is further negated for rogues, as they can choose to engage with taunt if the fighter employs it, exploit weak points, and outmaneuver the opponent with ease. Absent weak point, the fighter is rendered helpless, as the rogue effortlessly maneuvers around them, particularly if an ambush is executed.

It’s apparent that the “napkin math” used doesn’t accurately align with the actual figures involved. To provide a clearer illustration, let’s conduct a straightforward calculation:

Consider the white rondel with the lowest roll of 19 damage. For simplicity, disregard any perks or modifiers, and assume that the negative modifiers on the rogue’s damage are negated by your gear.

Imagine ambushing the fighter from stealth, who remains unaware of your presence. In this hypothetical instance, let’s assess the number of headshots required to eliminate the fighter, assuming they refrain from using taunt due to panic:

First Headshot:
19 damage x 1 + (50% damage from headshot – 18% headshot reduction + 50% weak point damage) = Approximately 34 damage before resistance.

Fighter’s DR ~50% x 0.5 from weak point = 25% physical resistance.

34 x 0.75 = Roughly 25 damage. Even with 50% DR, a quarter of their health is diminished by a single swing, without factoring in any additional rogue perks that would further lower their DR (which often leads to rogues opting for thrust attacks).

Subsequent hits deal normal damage, yet the resistance is still diminished. This converts the initial 34 damage to 25, which is then further reduced to 20 damage after factoring in resistance. Consequently, four more hits are required to eliminate the fighter. In essence, five hits are needed to dispatch a fighter wearing full blue gear as a rogue with a white weapon, even without accounting for a negative damage modifier.

In conclusion, it’s evident that the initial assertion is not accurately grounded in the numerical realities.

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