Calamity axes? Yay or Nay

kalsoon
kalsoon Posts: 2 Arc User
edited October 2013 in Barbarian
For a tank barb build, would Calamity axes be good or bad?

I see it that it adds HP and can add shards for even more HP.

Any help appreciated.
Post edited by kalsoon on
«1

Comments

  • Freizer - Lost City
    Freizer - Lost City Posts: 210 Arc User
    edited March 2011
    Calamities are sort of like a forbidden fruit, they are great for the HP and ability to zerk and have decent damage for their level.

    Unfortunately, for 7x/8x barbs the zerk will kill you more than it would help, so if you're going to get a pair of calamities make sure you have a secondary tank weapon (TT80) that does not have a zerk ability, other wise you will tend to die on bosses (in some cases) not to mention pvp.


    In short: calam's are great DD weapons, and everyone loves the zerk just as a barb 5% of your hp is alot, and you shouldn't be wearing them for tanking 100% of the time just yet.

    Pvp: zerk-arma-crit b:nosebleed


    EDIT:
    Seems I've been outvoted, which is more than alright ^^.

    At 7x/8x I was expected to tank 79/89 for my guild. The highest level cleric we had at the time was 82. I am not a fan of them, because more often than not when our cleric went down the zerk would kill me shortly after.

    Calamity axes are fine if you have a cleric, but I still say have a secondary weapon (be it TT70 or 80) and if you go with TT70, I say go for Thunderbolt. (No point in having two weapons that give hp, specially since one gives less)
    -for when/if the cleric dies-
    This might be an outdated view, since we have so many people leveling so quickly, and so many high levels across the boards, but still it's a valid reason specially since with those high levels you can farm a TT70 in about an hour, and calams are dirt cheap.

    @Saku:

    That's a bit harsh, but once again I may be outdated :P calams didn't fall from the sky at one point.
    Lost City Sage barb and Retired Coven Marshal.
  • kalsoon
    kalsoon Posts: 2 Arc User
    edited March 2011
    Thanks for the reply, Freizer.

    I wont lie, reading your comment was like telling a kid Santa Clause isn't real haha. I guess for now I should stick with TT 60 axes then? Or go for TT 70 axes?

    But I do see your point. Does the zerk happen quite often for it to be that big of a deal or is it completely random?
  • Rawrgh - Raging Tide
    Rawrgh - Raging Tide Posts: 6,790 Arc User
    edited March 2011
    Just go for calamity axes. Unless it's grinding you shouldn't have an issue, as any time that you would be tanking you'll have a cleric healing you, and losing 600 or so HP every 20 seconds isn't really a big deal and more than likely you won't even notice the HP loss while tanking.
    [SIGPIC][/SIGPIC]
    "My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."
  • Dagnatic - Sanctuary
    Dagnatic - Sanctuary Posts: 207 Arc User
    edited March 2011
    i used calams from 70-80, For tanking DD, w/e i was needed to do, they do better dmg than TT70, so better fro DDing, they give more HP than TT70 so better for tanking, Only reason i dont use them any more is because TT80 do more damage, in other words, go for it, but i still sugest getting tt70, because you will need to have them to make tt80.
  • MrSyko - Raging Tide
    MrSyko - Raging Tide Posts: 515 Arc User
    edited March 2011
    Unless you aren't tanking with Calamity's (just a DD) and therefore getting no heals, you may want to keep track of your HP. Other than that, they are good for decent spike damage. Useful in both PvE and PvP in my opinion.
  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited March 2011
    Definite Tanking Weapon.

    When I was that level the +185 hp and +11 vitality helped alot for pulls, whether I attacked with them or not. The +350 hp turns into about +550 hp when buffed and in tiger form. For most barbs levels 70-85 this is at least 5% of their hp or more. When a cleric is healing and your hp pool is alot larger who cares if your weapon procs a few times for 5% hp loss because your larger hp pool will allow you to take boss dmg and sacrificial strike damage without being in danger while the cleric heals. The IH heal will easily cover the 30% proc rate of calams.

    I have seen barbs kicked for having Heraldry Axes. I have kicked barbs for having Heraldry Axes. Seeing those is a dead giveaway you don't know how to play your class or know what you are doing. When a barb has Heraldry Axes they will have less hp, and about 35-40% less damage output which means less aggro ability. Why would I bring a barb that isn't geared for hp or holding aggro?

    Why do I say 35-40% more damage and aggro from calams? Think of the 30% proc rate of sacrificial strike as a +30% crit rate, or 30% increase in overall damage. Then add on 1/3 of your crits will land on zerks, too. Not to mention legendary equipment has higher base stats than TT equipment. Calams are also grade 10, TT is grade 9 so calams will refine better. You will get no heals when you can't hold aggro or force the cleric to play aggro bounce because you chose a weapon with half the damage output because you were afraid of 5% hp loss every 5 seconds.


    Go with TT70 if you want a weapon that gives you less hp and less damage. Go with calams if you want more hp, better damage, and better aggroing ability. As long as you get healed once every 10 seconds, which any cleric can manage, the sacrificial strike shouldn't scare you.
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory
  • DangerField - Dreamweaver
    DangerField - Dreamweaver Posts: 114 Arc User
    edited March 2011
    I never had cala axes, they cost 10m when I was lvl 70b:cry

    They are clearly the best wep from 70-80. That said I dont think you will be kicked from squads for having tt70.

    I thought there were general consensus that sac strike procs ~19-20%. I think the old zerk was 30% but not really sure.
  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited March 2011
    I thought there were general consensus that sac strike procs ~19-20%. I think the old zerk was 30% but not really sure.

    Actually, you might be right since I've heard that too. I use this for most my proc rates

    http://pwi-forum.perfectworld.com/showpost.php?p=10817872&postcount=23

    but have heard zerk was actualy reduced to ~20%
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory
  • XSloth - Harshlands
    XSloth - Harshlands Posts: 41 Arc User
    edited March 2011
    Calamity for a tank, yes. Why: as stated before, better health, better damage and therefore better agro ability.

    Calamity for a DD, Preferably not unless your using your own pots to heal or the boss is really easy. Why: Clerics primary job is to protect the tank, DDs are secondary, If you chose to use Calamity then you know you can lose health becasue of it, and there are moments where the cleric cant heal you and the hp loss could prove fatal

    I persoly dont like Calamity becasue it has lead to a few almost full wipes where the DD has lost >half his health and i cant stop healing the tank or he dies. And the first time I encountered a DD using Calamity i thought agro got switched and healed him then the barbie died <.< To this day I ask dds with calamity if they can use something else on the harder bosses
  • Redmenace - Heavens Tear
    Redmenace - Heavens Tear Posts: 908 Arc User
    edited March 2011

    I have seen barbs kicked for having Heraldry Axes. I have kicked barbs for having Heraldry Axes. Seeing those is a dead giveaway you don't know how to play your class or know what you are doing. When a barb has Heraldry Axes they will have less hp, and about 35-40% less damage output which means less aggro ability. Why would I bring a barb that isn't geared for hp or holding aggro?

    Thanks for the warning. Based on your response, I'll be happy to recommend to anyone who asks to avoid your server at all costs.

    Since you also have a barb, you of all people should know that barbs have been overlooked in the aggro department, and it's mind-numbingly difficult to keep aggro these days.

    Or maybe it's because the Sins/BMs/Archers/Wizzies are even worse at modulating their damage - so the damn tank can tank. Now that everyone has power-leveled to 100 in a month or 2, they have no idea how to play their class. Instead, everyone is a Crit Ho, and whines like a baby when they grab aggro.

    Good job using your vast and encyclopedic knowledge to help *train* barbs who are trying to learn and level. I'm sure they'll learn more by you just spitting on them and kicking them out of squad.

    No wait - you *tell them* "You're an idiot for having those axes" then kick them out of your squad.

    That'll learn 'em.

    To OP:

    Calamities are great damage axes, and are good to have along with another set of axes to use when you *don't* have reliable heals. There will be plenty of instances where a bad aoe, or multiple squad "grab aggro/die" instances will distract the cleric from you. Have another set handy as well, and keep your eyes open for situations where you might be on your own.

    For PvP, calamities are the bomb, until you get GX's.

    RedMenace
    A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
    Robert A. Heinlein
  • Furries - Dreamweaver
    Furries - Dreamweaver Posts: 966 Arc User
    edited March 2011
    Definite Tanking Weapon.

    I have seen barbs kicked for having Heraldry Axes. I have kicked barbs for having Heraldry Axes. Seeing those is a dead giveaway you don't know how to play your class or know what you are doing. When a barb has Heraldry Axes they will have less hp, and about 35-40% less damage output which means less aggro ability. Why would I bring a barb that isn't geared for hp or holding aggro?

    First off. DD aggro we generate while tanking is absurdly minimal. our aggro comes from flesh ream. having a little more damage, while it does technically generate more DD. will have little to no noticeable gain in aggro holding.

    DDing in human for with calas also as stated casue issues when they ticks start adding up.

    And while calas really do give you a nice boost in max hp. that is almost if not completly negated by the loss of hp the cleric has to make up for when your proc activates. And while YOU wont notice the loss in HP. your cleric mostly likely will if they are not a pure build or don't have the a decent wep.

    And while your not really responsible for the gear or build of the cleric. its never a good idea to get a wepaon that you know is ganna make tanking harder.

    So while cala might be great for pvp. i dont recommend them for tanking.
    Killing level 80's with a lvl 60 is a lot more fun than killing level 90's with a level 100.
  • BloodyOne - Dreamweaver
    BloodyOne - Dreamweaver Posts: 88 Arc User
    edited March 2011
    i personally cant stand the cala axes b:shutup
    First the extra hp it gives works ageanst u cause it takes 5% from your max hp so more hp u got = more it takes away. also my thinking is if you want a wep as a barb with extra damage add wait til 79 and get that polehammer that drains mp instead of hp with each crit. hp is worth waaaay more then mp if you want that extra. but if you reeeeealy like the cala axes just carry alot more pots n use em even when your hp isnt below half cause between the mob hiting you and the 5% you lose every crit, you gonna fall over quickly
    and i had heraldy axes, n squads loved to have a barb so sakubato idk what drugs you are on when u squad barbs XD but u needa get off em
    b:shocked no signature
  • Freizer - Lost City
    Freizer - Lost City Posts: 210 Arc User
    edited March 2011
    and get that polehammer that drains mp instead of hp with each crit. hp is worth waaaay more then mp if you want that extra.

    Just no to that weapon, (nimble? ) I think the ADD is called
    Lost City Sage barb and Retired Coven Marshal.
  • Rawrgh - Raging Tide
    Rawrgh - Raging Tide Posts: 6,790 Arc User
    edited March 2011
    Calamity for a DD, Preferably not unless your using your own pots to heal or the boss is really easy. Why: Clerics primary job is to protect the tank, DDs are secondary, If you chose to use Calamity then you know you can lose health becasue of it, and there are moments where the cleric cant heal you and the hp loss could prove fatal

    If the boss doesn't AOE then there's no way they could be fatal. Once your current HP goes below 5% of your maximum HP sacrificial strike just doesn't proc.


    Also, calamity axes are pretty much free now. All you need is 4 divine order of the shadows for calamity axes.
    [SIGPIC][/SIGPIC]
    "My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."
  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited March 2011
    Thanks for the warning. Based on your response, I'll be happy to recommend to anyone who asks to avoid your server at all costs.

    Since you also have a barb, you of all people should know that barbs have been overlooked in the aggro department, and it's mind-numbingly difficult to keep aggro these days.

    Or maybe it's because the Sins/BMs/Archers/Wizzies are even worse at modulating their damage - so the damn tank can tank. Now that everyone has power-leveled to 100 in a month or 2, they have no idea how to play their class. Instead, everyone is a Crit Ho, and whines like a baby when they grab aggro.

    Good job using your vast and encyclopedic knowledge to help *train* barbs who are trying to learn and level. I'm sure they'll learn more by you just spitting on them and kicking them out of squad.

    No wait - you *tell them* "You're an idiot for having those axes" then kick them out of your squad.

    That'll learn 'em.

    To OP:

    Calamities are great damage axes, and are good to have along with another set of axes to use when you *don't* have reliable heals. There will be plenty of instances where a bad aoe, or multiple squad "grab aggro/die" instances will distract the cleric from you. Have another set handy as well, and keep your eyes open for situations where you might be on your own.

    For PvP, calamities are the bomb, until you get GX's.

    ...*sighs* being trolled by idiots. We are talking about axes that are used between level 70-90. Barbs don't have too much trouble with aggro until hitting the 80's but its still managable until 90+. My point was if a barb is brought into a squad and doesn't have the ability to hold aggro and doesn't have the ability to tank then they are little more than a buff monkey looking for a free ride. Barbs weren't kicked until they proved themselves absolutely useless to the squad and just freeloading from others work. This could be anything from missing equipment, not having a weapon, having broken weapons, not having pots, or not being willing to tank.

    You criticize hyper noobs but would be perfectly fine having someone in your squad that doesn't do anything but watch? I'm polite if I need to kick someone. I tell them why they were kicked and what they can do to correct it.

    Your last comment points out that squad wipes can be caused by aggro change and the cleric not knowing who to heal. Calamity axes majorly help prevent that. You are focusing on taking a very tiny bit of damage every 6 seconds like its a huge flaw, but the almost guaranteed risk of aggro changing doesn't concern you at all?

    You're right. Please avoid my server.

    First off. DD aggro we generate while tanking is absurdly minimal. our aggro comes from flesh ream. having a little more damage, while it does technically generate more DD. will have little to no noticeable gain in aggro holding.

    DDing in human for with calas also as stated casue issues when they ticks start adding up.

    Multiple times I have joined squads with two barbs. When discussed who would tank I allowed them and attacked in human. Several barbs were unable to hold aggro from me while I auto attacked in human form with calamities and they spammed flesh ream. Damage adds up. After that we switched to tanking because it was obvious they couldn't hold aggro from a single squad member.

    If you don't believe damage plays any effect the unequip your weapon and try tanking. There is no 5% zerk penalty from that.
    Just no to that weapon, (nimble? ) I think the ADD is called

    Nimble is the accuracy proc. You guys are talking about Cudgel of Ancient Alloy with the Gloom proc. Gloom is usualy around a 30% dmg boost if I remember. I used it on my bm and tested it out then. Sacrificial strike doubles damage but effects hp, Gloom gives about a 30% bump but effects mp.
    If the boss doesn't AOE then there's no way they could be fatal. Once your current HP goes below 5% of your maximum HP sacrificial strike just doesn't proc.

    Umm... Yes it does, lol. Duel someone but have them get healed by a cleric. It'll take about 3-4minutes for calams to proc enough to kill you but your hp continues to drop and calams continue to proc.


    Last comments. PvP, it's awesome. PvE tank, it's awesome. PvE DD, it's awesome but you have to be willing heal yourself and not distract the cleric. It's about 1 hp food every minute or two. If the boss has an aoe the squad heal will heal what sacrificial strike removes.

    As a cleric I love when my barb has calamities because I trust they'll hold aggro better. I know my bosses well enough to know if my DDers are recieving aoe dmg, or zerk damage. I normally notice long before we get to a boss that they are using zerk axes because I see them taking zerk damage within the first 20 seconds of fighting mobs.

    Consider zerk doubles an attack to a 15k dmg hit on a blood painted tank with 10k hp. 500hp removed 300hp healed. 2% hp loss total. Less if you deal better dmg.

    It is a tanks job to hold aggro and have enough hp for that. If you are focusing on hp so much that your damage is poor, maybe you should make your hp work for you for holding aggro also. We all try and create huge hp pools then complain about aggro. You don't survive or die from bosses over 5% hp. Your goal should be to have enough hp to use calamity axes safely. If you are level 85 and have 6k hp buffed and in tiger form you prolly should pick a weapon without zerk on it.
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory
  • Redmenace - Heavens Tear
    Redmenace - Heavens Tear Posts: 908 Arc User
    edited March 2011
    ...*sighs* being trolled by idiots.

    Hi, Sparky! ( pats n00b on the head, and washes that hand).

    Son, handing out *accurate* information, instead of your rants, isn't trolling.
    We are talking about axes that are used between level 70-90. Barbs don't have too much trouble with aggro until hitting the 80's but its still managable until 90+. My point was if a barb is brought into a squad and doesn't have the ability to hold aggro and doesn't have the ability to tank then they are little more than a buff monkey looking for a free ride. Barbs weren't kicked until they proved themselves absolutely useless to the squad and just freeloading from others work. This could be anything from missing equipment, not having a weapon, having broken weapons, not having pots, or not being willing to tank.

    Instances of all kinds in this game are a *team sport*. That means they *require* several people to squad together and *work together* in order to kill something big. If you can't be bothered to work with the members of your squad and work with their *weaknesses*, as well as their strengths, then you should just run the instance yourself.

    Barbs are not equipped to hold aggro at *any level* against the full damage power of the current crop of DD's at this time. With Cheap rank weps, and cheap shards, and everything else uber that the packs drop nowadays, lvl 70-80-90 DD's are more powerful than they have ever been.

    When was the last time you saw an Aggro Stone drop from a pack?
    You criticize hyper noobs but would be perfectly fine having someone in your squad that doesn't do anything but watch? I'm polite if I need to kick someone. I tell them why they were kicked and what they can do to correct it.

    This is the part where you start making up ****. If you can't argue your point on the merits, don't try. someone in your squad that doesn't do anything but watch ? Really?
    Your last comment points out that squad wipes can be caused by aggro change and the cleric not knowing who to heal. Calamity axes majorly help prevent that. You are focusing on taking a very tiny bit of damage every 6 seconds like its a huge flaw, but the almost guaranteed risk of aggro changing doesn't concern you at all?

    If you are holding aggro from fleshream without calamities, you will grab it repeatedly *from* calamities. Then when the cleric switches to you, to save your hide, or rez your hide, or the sin who has done the same, then the barb's IH runs out and there he is, tanking a boss while everytime his axes crit (and they do, pretty often - thats why they're PvP axes) he loses another 5% of is HP until he's dead.

    Gratz, now you all get to play the aggro game by yourself.
    You're right. Please avoid my server.

    I would *love* to hear from others on Sanc, to feel how they like you owning that server.
    Multiple times I have joined squads with two barbs. When discussed who would tank I allowed them and attacked in human. Several barbs were unable to hold aggro from me while I auto attacked in human form with calamities and they spammed flesh ream. Damage adds up. After that we switched to tanking because it was obvious they couldn't hold aggro from a single squad member.

    Here's the bit you can't seem to grasp. If you're taking aggro from the tank, unless you want to start over with someone else, back down your damage.

    Or you can continue going all out, and crying to everyone else about how fail the tank is.
    If you don't believe damage plays any effect the unequip your weapon and try tanking. There is no 5% zerk penalty from that.

    There's really no point in making up false equivalencies and pointing them at me, in order to try to win the argument. Calamities have their place, but if you are relying on them to keep your aggro, you have bigger problems than what weapon you're wearing.

    And if you're in a squad with other players who insist on wailing all out on the boss without any consideration for the tank and what he can do, then you're biggest problem is your taste in squads.

    I built my barb specifically to try to do as much damage as possible, in order to hold aggro. But the higher level you get and the more OP chars PWI creates, the closer to impossible it becomes. Do your best, learn your char, and learn from other barbs.

    Some of them, at least.

    RedMenace
    A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
    Robert A. Heinlein
  • Rawrgh - Raging Tide
    Rawrgh - Raging Tide Posts: 6,790 Arc User
    edited March 2011
    Umm... Yes it does, lol. Duel someone but have them get healed by a cleric. It'll take about 3-4minutes for calams to proc enough to kill you but your hp continues to drop and calams continue to proc.

    No, it doesn't.


    Run up to a pillar in TT and auto attack it with calamity axes equipped. You will NEVER die. I've tried it just auto attacking and spamming armageddon trying to kill myself and after 10 minutes I gave up. If you're below 5% hp then it simply wont proc.
    [SIGPIC][/SIGPIC]
    "My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."
  • BloodyOne - Dreamweaver
    BloodyOne - Dreamweaver Posts: 88 Arc User
    edited March 2011
    im senseing some hostility on this thread b:shocked if were all barbs here then lets be nice. who wants 2 sing kumbaya? =D
    b:shocked no signature
  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited March 2011
    im senseing some hostility on this thread b:shocked if were all barbs here then lets be nice. who wants 2 sing kumbaya? =D

    Only if we can hold hands and sway rhythmicaly while Redmenace braids my hair.

    I think we're just talking about two different things. Sounds like he's arguing its merits for DDing and I'm arguing its merits for tanking. Or we just tend to have different views on what a barb should be. I know the two camps of barbs are "more dmg/aggro" and "more hp". I tend to be on the squishy side but never had a problem with aggro. Considering he says holding aggro past level 70 is impossible, I think he is in the hp camp. Just different views and not worth arguing someone who doesn't get the points in my post.
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory
  • BloodyOne - Dreamweaver
    BloodyOne - Dreamweaver Posts: 88 Arc User
    edited March 2011
    Only if we can hold hands and sway rhythmicaly while Redmenace braids my hair.

    oh Hell no. Redmenace is braiding my hair D:< lol
    b:shocked no signature
  • Dagnatic - Sanctuary
    Dagnatic - Sanctuary Posts: 207 Arc User
    edited March 2011
    From the day i hit 70 to the day i hit 80 i have used Calams, to tank, to grind to DD, to do everything, i did in fact have TT80 heraldry axes in my invet to, for if we had another barb, or higher lvl player running and they tanked, so i wouldn't kill my self.

    Zerk still procs after 5% HP, i dont use skills when i grind, nor heal my self until im down to less than 1k HP, and when i had my calams on, it still proc'd when I had less than 2k HP, and thats a truck load less than 5% of my HP

    Sakubatou, please dont claim Sanctuary as "your" server, it clearly isnt, i could of sworn you gave it to wizzled for 5coin

    As a tank, that can still remember using Calams to tank, and can still remember using them, I had absolutely no problems at all what so ever with tanking anything with calams.

    I would recommend using them, they give more HP than their TT70 counterparts, Do more Dmg than the TT70 counterparts, and because they are a grade higher than TT70 they refine better, use them, but always have a second pair of axes in your invent just in case your not tanking and the cleric cant spare the time to heal you.

  • Victory_V - Lost City
    Victory_V - Lost City Posts: 84 Arc User
    edited March 2011
    i say no if u soloing anything or grinding
    i dont like the idea of losing heath but everyone still use it when they get 100 if they broke
    [SIGPIC][/SIGPIC]
  • DangerField - Dreamweaver
    DangerField - Dreamweaver Posts: 114 Arc User
    edited March 2011

    No, it doesn't.


    Run up to a pillar in TT and auto attack it with calamity axes equipped. You will NEVER die. I've tried it just auto attacking and spamming armageddon trying to kill myself and after 10 minutes I gave up. If you're below 5% hp then it simply wont proc.


    When you have less than 5% hp sac strike still proc as in x2 dmg, you just dont loose any hp.
  • Baalbak - Dreamweaver
    Baalbak - Dreamweaver Posts: 1,624 Arc User
    edited March 2011
    I personally hated the calamities while soloing. I did use them to tank from level 70-79, but carried a pair of tt70 thunderbolt axes for soloing with (hated the hp cost of the cala's). Of course, when it came to tanking fb69 time in and time out - i swapped to the thunderbolts for tanking, favoring the absence of the sacrificial strike taking away my hp, which could cause problems if I missed a cancel and got debuffed - and clerics were slow on purifies. Any other boss though I used calamities. However, once I hit 79 I started using the cudgel of ancient alloy all the way until 90 when I got the Star Axes. I personally never had much issue with holding aggro when squaded with damage dealers my own level. But then again, this was over a year ago when there was far less -int in the game and far less players running around with high refined FC gold weapons that were purchased by an end game main. There were no sin's or psys that broke the aggro game. Tanking as a barb was as easy as "alacrity ream ream alacrity, keep bestial rage up to gain chi, rinse repeat." Having calamities was certainly not necessary for keeping aggro. OTOH, a barb using heraldry axes actually somewhat hurts his ability to hold aggro if squaded with arcane classes considering the elemental defense debuff proc, BUT if my assumptions are correct here - it should gain extra damage for him if poison fang is activated (but also for archers that have blazing arrow up/spam metal tree skills). TBH, if the barb isnt holding aggro - its not because he doesn't have calamities, its because he just isnt reaming enough / the DD's aren't moderating their DPS enough. Seriously.. the damage addition of a 20% proc on calamities is miniscule in comparison to using more (max level) reams.

    http://pwcalc.com/8374b40b39833a28
    simple build, calamities +3 on a level 70 barb with titan 10 and axe/hammer mastery
    average damage = 3,789.93

    same build, thunderbolts +3 http://pwcalc.com/aa65f8818ca46842
    average damage = 3,334.89

    so you can see the damage is really only about 455 per hit on average at a modest +3 refine on that build. Realistically speaking, reaming more makes tanking more possible than just having calamity axes of blood.

    I would recommend using them, they give more HP than their TT80 counterparts, Do more Dmg than the TT80 counterparts, and because they are a grade higher than TT80 they refine better, use them, but always have a second pair of axes in your invent just in case your not tanking and the cleric cant spare the time to heal you.

    slight correction there.. TT80 weapons are the same grade and therefore to the best of my knowledge without going to pwdatabase, they will refine for the same amount of damage per refine level.

    for references, a level 80 barb with Thunderdeath Edges +3 on that same simple build as above;
    4,018.35 average DPH

    calamities +3:
    4,121.115 average DPH

    the damage gap and equal refine levels actually gets closer now.

    of course, these are all assuming that the Sac. proc is 20% rate. Feel free to add other pieces of armor to the build to check the effects on damage if your gear has STR or +atk mods.
    [SIGPIC][/SIGPIC]
    Retired..
  • Rawrgh - Raging Tide
    Rawrgh - Raging Tide Posts: 6,790 Arc User
    edited March 2011
    When you have less than 5% hp sac strike still proc as in x2 dmg, you just dont loose any hp.


    No, it doesn't.


    Go to any NPC, pillar in TT, invisible mob in TT, w/e and auto attack and spam armageddon until you get as low on HP as you possibly can. You will not proc sacrificial strike until your hp rises above 5%.


    For best testing, go to the pet manager in south east corner of arch. Jump and then press tab and you should target some invisible mob slightly above the head of the NPC. Run up to that mob and use armageddon and then auto attack, it should bring you to very low HP. From that point on auto attack.
    [SIGPIC][/SIGPIC]
    "My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."
  • Dagnatic - Sanctuary
    Dagnatic - Sanctuary Posts: 207 Arc User
    edited March 2011
    Slight **** up there, i ment TT70, sorry
  • Redmenace - Heavens Tear
    Redmenace - Heavens Tear Posts: 908 Arc User
    edited March 2011
    Only if we can hold hands and sway rhythmicaly while Redmenace braids my hair.

    I think we're just talking about two different things. Sounds like he's arguing its merits for DDing and I'm arguing its merits for tanking. Or we just tend to have different views on what a barb should be. I know the two camps of barbs are "more dmg/aggro" and "more hp". I tend to be on the squishy side but never had a problem with aggro. Considering he says holding aggro past level 70 is impossible, I think he is in the hp camp. Just different views and not worth arguing someone who doesn't get the points in my post.

    The extra damage of Calamities *does* help hold aggro. Aggro comes from Flesh Ream *first*, and damage second. If you have a cleric on you, and people in your squad who aren't determined to steal aggro, you're fine.

    Other axes work fine for tanking as well. You are using the same Flesh Ream, but with *slightly* less damage.

    I keep crit axes and tanking axes for each situation. There are plenty of situations where I was damn happy I didn't have axes that would steal my HP, but axes that would steal MP (gloom) or axes that fire and give phys/mag defense. The 3-3 BH boss that tends to eat clerics alive, the final boss in 3-3 (when the cleric gets 1-shot), the first boss in Nirvana( when the cleric eats it on the circles), the stun boss near the end of frost (for when the cleric is stunned), the last boss in frost (the 50% HP aoe). All of these are situations where axes that don't suck down your HP are appropriate.

    And yes, crit axes won't kill you, by themselves. If you stand up to *anything*, and hit it with your calams or GX's, it will never take your HP to zero. Of course, since you're *tanking*, the boss is hitting you too.

    My point is that while all gear has it's place, if you are relying on these tricks to keep aggro, you need better gear/a restat/ *have your squad members crank it down a notch*.

    A 4-5 DPS lvl 100 sin/BM or lvl 100 Wiz will ping-pong aggro from a similarly leveled and equipped Barb (non-claw Barb). This is *fact*, and any other barb here will, and has told you the same.

    RedMenace

    \Demon, rank 8, 17k HP
    \\you're not worth the trouble either, Sonny
    A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
    Robert A. Heinlein
  • Rawrgh - Raging Tide
    Rawrgh - Raging Tide Posts: 6,790 Arc User
    edited March 2011
    When you're in the level range where you'll be using calamities then weapon damage wont be much of an issue when it comes to holding aggro.


    I remember one TT2-3 I did in my late 70s where my axes completely broke with ape almost dead. I went ahead and tanked soulripper immediately afterwards with no weapon equipped, just spamming flesh ream.
    [SIGPIC][/SIGPIC]
    "My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."
  • Redmenace - Heavens Tear
    Redmenace - Heavens Tear Posts: 908 Arc User
    edited March 2011
    When you're in the level range where you'll be using calamities then weapon damage wont be much of an issue when it comes to holding aggro.


    I remember one TT2-3 I did in my late 70s where my axes completely broke with ape almost dead. I went ahead and tanked soulripper immediately afterwards with no weapon equipped, just spamming flesh ream.

    Most of the problem here is the BM playing a Barb like it's a BM. BM's hold aggro only by weapon damage, and barbs weapon damage is far secondary to the aggro of Roar and Flesh Ream.

    Barbs aren't big furry BMs, they're a class of their own and are played properly like no other.

    If you play/tank with your barb in stand-up all the time, then yes, weapon damage is vital. Some people just don't understand that Barb Tank = Cat Form + Flesh Ream. Otherwise, roll BM and be done with it.

    RedMenace
    A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
    Robert A. Heinlein
  • ink333
    ink333 Posts: 0 Arc User
    edited March 2011
    Calamity axes are good for tanking with a decent cleric the 5% HP shouldn't matter much.

    However you may want to keep a pair of HH70 axes on hand in case the cleric can't spare you a few heals b:victory
This discussion has been closed.