what soulgem to use

Soul_Allure - Sanctuary
Soul_Allure - Sanctuary Posts: 10 Arc User
edited January 2009 in Barbarian
hey guys, i'm just wondering what soulgem should i use for my equipments and armor

i am on tank build and i was thinking Hp on armor and phy attack on weapon and boost accuracy with blood bath

but someone pointed out to me tanking with blood bath is a no no, so have accuracy on my weapon

so what do you guys thinking
Post edited by Soul_Allure - Sanctuary on

Comments

  • XAsch - Sanctuary
    XAsch - Sanctuary Posts: 855 Arc User
    edited January 2009
    Accuracy + Phys. Att shard on your weapon, and HP shards for armor (in my opinion), as it absorbs all forms of damage. :3
  • Erado - Heavens Tear
    Erado - Heavens Tear Posts: 149 Arc User
    edited January 2009
    a barbarian always has low accuracy due to low benefit from dex, so an accuracy stone in the weapon gives a big boost relatively seen.

    armor is best with hp stones or maybe physical def ones.
  • Fleuri - Sanctuary
    Fleuri - Sanctuary Posts: 1,763 Arc User
    edited January 2009
    Barbarians might also want to consider evasion stones. Evasion stones have a benefit similar to physical defense stones, but evasion's benefit multiplies with your physical defense benefit.

    For example (using unrealistic made up numbers to illustrate my point), if you have 1000 health and your physical defense means that you can "absorb" 2000 damage, and you have 50% evasion that means that you can "absorb" 4000 damage because you only get hit half of the time.

    Both evasion and physical defense seem to be mostly ignored when fighting really high level opponents with lots of physical attack, so presumably a balance of evasion and physical defense would be useful.

    Evasion only works "reliably" when you get hit frequently, but you can do that, right?

    So, anyways, if you can get an improvement of 1% in your chance to evade, you can think of that sort of like you have increased your health that much. And remind your archer friends to buff you when you are in a squad with them. Sometimes we forget.
  • Soul_Allure - Sanctuary
    Soul_Allure - Sanctuary Posts: 10 Arc User
    edited January 2009
    thank you very much people for all your inputs
  • Arravis - Lost City
    Arravis - Lost City Posts: 197 Arc User
    edited January 2009
    Barbarians might also want to consider evasion stones. Evasion stones have a benefit similar to physical defense stones, but evasion's benefit multiplies with your physical defense benefit.

    For example (using unrealistic made up numbers to illustrate my point), if you have 1000 health and your physical defense means that you can "absorb" 2000 damage, and you have 50% evasion that means that you can "absorb" 4000 damage because you only get hit half of the time.

    Both evasion and physical defense seem to be mostly ignored when fighting really high level opponents with lots of physical attack, so presumably a balance of evasion and physical defense would be useful.

    Evasion only works "reliably" when you get hit frequently, but you can do that, right?

    So, anyways, if you can get an improvement of 1% in your chance to evade, you can think of that sort of like you have increased your health that much. And remind your archer friends to buff you when you are in a squad with them. Sometimes we forget.

    Not to mention that they are also very useful for pissing off other barbarians or vit-built blademasters.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited January 2009
    Accuracy + Phys. Att shard on your weapon, and HP shards for armor (in my opinion), as it absorbs all forms of damage. :3

    HP doesn't absorb damage, it just increases the pool before you die.

    If you're soloing then HP is important because you probably aren't going to be healed.

    However, if you're in a group with a cleric, p.def is more important IMHO. Say your base p.def gives 60% damage reduction, and over the course of tanking a boss it dishes out 100k damage before your party can kill it. In this base case the cleric would have to heal slightly less than 40k damage to keep you alive.

    Now say you add a bunch of stones which give you +500 HP. You still end up taking 40k damage, which the cleric has to heal. The extra HP help against spike damage and maybe a goofup by the cleric, but it offers zero benefit for long-term tanking in a party setting.

    Say you add some p.def stones instead which improve your damage reduction by 1%. Now instead of 40k damage, you're only taking 39k. The cleric doesn't have to heal you as often. In fact, if that boss represented the limit of what your party could tackle with you as tank, you could now take on a slightly more powerful boss, one which dished out 102.6k damage in the same amount of time.

    Put another way, avoiding dying in a fight is like keeping water (HP) in a leaky bucket. Adding +HP increases the size of the bucket and the initial amount of water, but the water still leaks out just as quickly. Adding +p.def reduces the rate at which water leaks out. Your cleric is adding water to the bucket a cupful at a time. The size of the bucket doesn't change his effectiveness - if you're losing 1 cup of water every 10 sec, then the cleric needs to add 1 cup every 10 sec to maintain the status quo regardless of the size of the bucket. But slowing down the leak makes him more effective - now he only needs to add 1 cup every (say) 11 sec.

    Edit: Evasion acts similarly to p.def, except I can't figure out any way to translate your evasion score into a % chance to evade. That makes it impossible to judge the effectiveness of adding evasion.
  • The ferenczy - Sanctuary
    The ferenczy - Sanctuary Posts: 275 Arc User
    edited January 2009
    i agree with the above how ever in my two sided build up i started trying to make "compact barb" with a high def and latter i switched to low damage higher hp build.

    true the high hp will not "lower the damage" but high defence doesn't help much because like you said spike damage and cleric fumbles.

    if you have 7k hp and a boss hits for 3k twice you still have time to compensate for your cleric fumble and pop some hp pot from the apo to keep you alive.

    but if you have 6.5k hp and a boss hits 3k twice you don't have time to compensate for cleric fumbles. i died alot cuz of cleric fumbles in fb 39 due to this.

    the numbers are made up but the point is yeah hp is just more breathing room but to me it is the most important room there is. plus a higher base hp result in even higher buffed hp.
    not to mantion that being able to soak 2 hits give the cleric time to res the squishy bm who died in the aoe tha the boss is throwing out like fb 49/51.
    one day the world will shout to me save us....
    and i will whisper no.
  • The ferenczy - Sanctuary
    The ferenczy - Sanctuary Posts: 275 Arc User
    edited January 2009
    needless to say i stuff my armor with hp wep with accuracy. and i incurage my dper (barb) to stuff his armor wiht phys def and mag def so he can take a little harder aoe hit when the time comes.
    yeah we work a cleric in a couple of directions at once but we keep him alive while doing so :)
    one day the world will shout to me save us....
    and i will whisper no.