Talk:Barbs

Does this skill cause them to take damage twice or just add the damage?(ie. will it trigger something like Healing Hands twice?--Devils Apprentice 18:55, 29 January 2007 (CST)
 * Take the damage twice, I believe. One packet for the original damage, one packet for the Barbs damage. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 18:56, 29 January 2007 (CST)
 * Yep, if you watch the "damage window" you'll see Barbs show up, also it'll show as separate packets. Like "-49" and then "-9 (Barbs)". Not sure about triggering HH or similar twice, though, as that's a pretty uncommon scenario... Entropy 18:59, 29 January 2007 (CST)

Buff?
Doesn;t this skill need to be buffed to hell. At the same level any conjure spell is doing atleast 10 more damage and to any enemy not just hexed one. This needs help!Dark0805 11:52, 18 May 2007 (CDT)
 * conjure spells dont trigger when an other ally hits the target, making this spell better in that point. also triggers on minion attacks--Want2be 11:59, 18 May 2007 (CDT)
 * And you don't need a Elemental upgrade on your weapon. I still agree, this needs a buff. Sir Bertrand 10:13, 21 May 2007 (CDT)

Conjure only affects you... this affects the entire team's weapons... &mdash; Skuld 10:33, 21 May 2007 (CDT)
 * I wonder why people think this skill needs a buff. My Curses Necro does not enter a mission without it in hard mode, and it is incredibly effective. Pair this skill with Barrage/Pet Rangers and a MM Hero and you can see your enemies melt like wax in the sun. This skill WAS once really underpowered, but as you wrote this on 18 May 2007 I cannot really understand you. It has many positive aspects: Long-lasting hex. Great to trigger things that depend on hexes. Fast recharge. Plus an incredible damage boost if you have some people dealing physical damage in your team. This +16 damage is armor ignoring, conjures cannot compare to this. Give Barbs a chance! (Long, not logged in)


 * It used to need a buff, but it got it. The recharge used to be 30 seconds (if I remember right); now it's a much better 5.

The best thing about Barbs is its short recharge, even if its removed it is easily re-applied, not that you should need to. Paired with Mark of Pain, this skill is awesome. Monster healers have a really hard time keeping up with the volume of damage that comes off this especially if you have a MM with you. The drawback of the conjure spells is the long recharge, if it gets shattered then you have to wait for the recharge. Also, the need for an elemental weapon precludes the use of a zealous weapon which really helps when you need the energy to recast it. That's where Barbs is superior since it only needs physical damage to trigger. --BeeD 05:01, 30 May 2007 (CDT)

Imagine two people hacking at someone with barbs. With one skill amoung both people (ie both tanks), they can both get the increased damage. This is a skill that will benefit a team. No buff is needed.StatMan 13:45, 25 June 2007 (CDT)

Nerfed
Now its 10 energy...too bad, it was working out nicely on my sin.. Vainity And Sorrow 15:02, 11 August 2007 (CDT)