Serving under Qual-Kehk, the barbarian Klup began his life as a novice in the Harrogath guard. Year after year he trained diligently with his brethren, increasing his speed and skill with his weapon of preference. Year after year he stood faithfully on the high walls of the township, his eyes endlessly examining the slopes of Mount Arreat for any danger, one of the many whose job was to protect the Worldstone from all who approach it.
Klup had a distinction that set him apart from normal Barbarians. He was slightly more intelligent than the average stone. Citing this intelligence, Qual-Kehk assigned Klup the rank of Captain and saw to it that he led many patrols through the defenses, searching for any sign of incursion.
But the expected incursions ever came.
In time, Klup tired of his duties. Things had been too boring for too long. His patrols through the pallisades were of less and less interest to him; even the stories of old, spun by the council of elders, failed to keep him long around the campfire.
Eventually, Klup came to a realization - this place, this duty, was no longer where his heart was. The desire for combat, the thirst to test his steel and skill went unquenched as long as he remained here.
It was time to leave.
And so it was that Klup bade his old friends goodbye, packed his few possessions, and turned to leave - but at the gate, he was stopped by a familiar face: his younger brother, Klisk, who barred his way with bloodshot eyes.
"Mind if I tag along?"
Klup struggled to hide his surprise. His brother Klisk was not the most adventurous Barbarian ever born in Harrogath - nor was he any contender for the most intelligent. Nay, Klisk was the type whose unending desire to test his skill and steel ended at the practice post in the Barracks. To put it mildly, this was an unusual request.
"Are you sure you want to come?" Klup asked. Klisk grimaced in response, and cast a glance backwards, to where Anya stood, seemingly ignoring them, by the entrance to her small apothecary. Klup knew his younger brother had a 'thing' for the daughter of the council elders; based on the look in his eyes, Klup suspected that his brother had gotten a little drunk the night before and perhaps said something he shouldn't have.
Klup looked briefly in Qual-Kehk's direction - the senior man at arms was a study in predatory stillness. He might have been carved in stone. For a moment, across the central courtyard, their eyes met, and Qual-Kehk nodded slightly. The sentiment was simple: Take Klisk along. Now.
Klup sighed. "Alright." Klisk grinned, clapped his brother on the shoulder, and grabbed his pack. "So where are we going, anyway?" he asked enthusiastically.
"Adventuring," was all Klup said.
Klup, the Barbarian Mercenary (oh.. and his dumb brother, Klisk)
Klup the Barbarian Mercenary is exactly what his name suggests - a Barbarian Mercenary. His equipment and build are designed to emulate the look and feel of a Barbarian Mercenary as closely as possible. If you have trouble telling the two apart in the above shot, that's good, because that's exactly what I intend.
With that in mind, I will briefly outline Klup's equipment restrictions and his build in a moment. The goal of Klup is simple - solo Nightmare Difficulty. After Nightmare, Klup will be retired, as my time constraints - and my wife's patience - do not allow me to try my hand at Hell. Not that i'd really want to anyway.
Equipment Restrictions
Klup must remain as true to the Act 5 mercenary look and feel as possible. This places restrictions on three equipment slots. I will cover them in turn.
1. Helm.
This is a difficult slot to properly fill. The Barbarian Mercenary is actually wearing the Full Helm type. However, due to the strange way Full Helms are displayed on a Barbarian, it is impossible to make them appear anything but silver in color.
To properly attain the Barbarian Mercenary look and feel, Klup has been forced to compromise. He wears a Helm, socketed with a chipped topaz. This gives it a gold color that approximates what a true mercenary wears. It doesn't cover the face in quite the same way, but in a pinch, it's as close as I could get.
Any helm Klup wears MUST be a golden shade. In a pinch, a red shade (chipped ruby) works almost as well. The true helm color is closer to brown.
2. Armor.
After much wringing of hands, I discovered an oddity with Barbarian Mercs that I doubt very many have noticed - they change appearance from game to game. You can see this in the first two screenshots above. In the "story" image, Klisk (bottom right member of patrol) has two shoulder pads. In the second, title image, Klisk (top left, being hit) has only one shoulder pad! From game to game, the shoulder pad configuration changes, from none to one to two!
To best emulate this, a Barbarian must equip an armor that leaves his chest appearing bare, but gives him rudimentary shoulder pads. The only armors that suit this are Quilted Armor, Leather Armor and Hard Leather Armor (and their exceptional/elite counterparts). And, of course, nakedness. Klup can wear any armor in those categories as long as it is one of those base types - to preserve the proper look and feel, of course.
3. Weapon.
Yet another compromise. While Barbarian mercenaries are wielding what appears to be a battle sword, they are using a two handed weapon stance. As a compromise, Klup must wield two handed swords that appear to have a "fat" blade. This immediately rules out anything except giant swords and great swords (and their exceptional/elite counterparts - elites are Balrog and Colossus Blade, respectively).
At the present time, Klup is wielding Swordguard, the unique Executioner Sword.
Build Restrictions
1. Remain true to Barbarian playing style.
The only allowable offensive moves are Bash and Stun. Both should be maxed, as must sword mastery. A point is allowed in Berserk. My personal build is 20 in Bash and 15 in Stun. After 15, Stun starts to enter diminishing returns territory, and the stun length should be long enough.
There shall be no Leap and no Leap Attack. Walk everywhere. Try and get stuck on corners if you can manage it.
There shall be no Concentrate.
There shall be no Whirlwind.
2. NO WARCRIES. EVER. When was the last time you saw a Barbarian war cry?
Note: Personally, if I were to play this guy SERIOUSLY, rather than as a "can I do this" sort of experiment, I would make an exception for any warcry that affects both you and your mercenary equally. This means I would use Shout, BO, BCommand etc, because both get an "aura", and NOT use taunt, war cry, etc.
But in this case, I am playing Klup for the challenge, and he is going "pure Barbarian" - no cries at ALL :ph34r:
Alternative styles
You could build one of those cool axe/sword Barbs you see wandering in the Bloody Foothills. I'll leave it to you to figure out the restrictions of that :)
Klup had a distinction that set him apart from normal Barbarians. He was slightly more intelligent than the average stone. Citing this intelligence, Qual-Kehk assigned Klup the rank of Captain and saw to it that he led many patrols through the defenses, searching for any sign of incursion.
But the expected incursions ever came.
In time, Klup tired of his duties. Things had been too boring for too long. His patrols through the pallisades were of less and less interest to him; even the stories of old, spun by the council of elders, failed to keep him long around the campfire.
Eventually, Klup came to a realization - this place, this duty, was no longer where his heart was. The desire for combat, the thirst to test his steel and skill went unquenched as long as he remained here.
It was time to leave.
And so it was that Klup bade his old friends goodbye, packed his few possessions, and turned to leave - but at the gate, he was stopped by a familiar face: his younger brother, Klisk, who barred his way with bloodshot eyes.
"Mind if I tag along?"
Klup struggled to hide his surprise. His brother Klisk was not the most adventurous Barbarian ever born in Harrogath - nor was he any contender for the most intelligent. Nay, Klisk was the type whose unending desire to test his skill and steel ended at the practice post in the Barracks. To put it mildly, this was an unusual request.
"Are you sure you want to come?" Klup asked. Klisk grimaced in response, and cast a glance backwards, to where Anya stood, seemingly ignoring them, by the entrance to her small apothecary. Klup knew his younger brother had a 'thing' for the daughter of the council elders; based on the look in his eyes, Klup suspected that his brother had gotten a little drunk the night before and perhaps said something he shouldn't have.
Klup looked briefly in Qual-Kehk's direction - the senior man at arms was a study in predatory stillness. He might have been carved in stone. For a moment, across the central courtyard, their eyes met, and Qual-Kehk nodded slightly. The sentiment was simple: Take Klisk along. Now.
Klup sighed. "Alright." Klisk grinned, clapped his brother on the shoulder, and grabbed his pack. "So where are we going, anyway?" he asked enthusiastically.
"Adventuring," was all Klup said.
Klup, the Barbarian Mercenary (oh.. and his dumb brother, Klisk)
Klup the Barbarian Mercenary is exactly what his name suggests - a Barbarian Mercenary. His equipment and build are designed to emulate the look and feel of a Barbarian Mercenary as closely as possible. If you have trouble telling the two apart in the above shot, that's good, because that's exactly what I intend.
With that in mind, I will briefly outline Klup's equipment restrictions and his build in a moment. The goal of Klup is simple - solo Nightmare Difficulty. After Nightmare, Klup will be retired, as my time constraints - and my wife's patience - do not allow me to try my hand at Hell. Not that i'd really want to anyway.
Equipment Restrictions
Klup must remain as true to the Act 5 mercenary look and feel as possible. This places restrictions on three equipment slots. I will cover them in turn.
1. Helm.
This is a difficult slot to properly fill. The Barbarian Mercenary is actually wearing the Full Helm type. However, due to the strange way Full Helms are displayed on a Barbarian, it is impossible to make them appear anything but silver in color.
To properly attain the Barbarian Mercenary look and feel, Klup has been forced to compromise. He wears a Helm, socketed with a chipped topaz. This gives it a gold color that approximates what a true mercenary wears. It doesn't cover the face in quite the same way, but in a pinch, it's as close as I could get.
Any helm Klup wears MUST be a golden shade. In a pinch, a red shade (chipped ruby) works almost as well. The true helm color is closer to brown.
2. Armor.
After much wringing of hands, I discovered an oddity with Barbarian Mercs that I doubt very many have noticed - they change appearance from game to game. You can see this in the first two screenshots above. In the "story" image, Klisk (bottom right member of patrol) has two shoulder pads. In the second, title image, Klisk (top left, being hit) has only one shoulder pad! From game to game, the shoulder pad configuration changes, from none to one to two!
To best emulate this, a Barbarian must equip an armor that leaves his chest appearing bare, but gives him rudimentary shoulder pads. The only armors that suit this are Quilted Armor, Leather Armor and Hard Leather Armor (and their exceptional/elite counterparts). And, of course, nakedness. Klup can wear any armor in those categories as long as it is one of those base types - to preserve the proper look and feel, of course.
3. Weapon.
Yet another compromise. While Barbarian mercenaries are wielding what appears to be a battle sword, they are using a two handed weapon stance. As a compromise, Klup must wield two handed swords that appear to have a "fat" blade. This immediately rules out anything except giant swords and great swords (and their exceptional/elite counterparts - elites are Balrog and Colossus Blade, respectively).
At the present time, Klup is wielding Swordguard, the unique Executioner Sword.
Build Restrictions
1. Remain true to Barbarian playing style.
The only allowable offensive moves are Bash and Stun. Both should be maxed, as must sword mastery. A point is allowed in Berserk. My personal build is 20 in Bash and 15 in Stun. After 15, Stun starts to enter diminishing returns territory, and the stun length should be long enough.
There shall be no Leap and no Leap Attack. Walk everywhere. Try and get stuck on corners if you can manage it.
There shall be no Concentrate.
There shall be no Whirlwind.
2. NO WARCRIES. EVER. When was the last time you saw a Barbarian war cry?
Note: Personally, if I were to play this guy SERIOUSLY, rather than as a "can I do this" sort of experiment, I would make an exception for any warcry that affects both you and your mercenary equally. This means I would use Shout, BO, BCommand etc, because both get an "aura", and NOT use taunt, war cry, etc.
But in this case, I am playing Klup for the challenge, and he is going "pure Barbarian" - no cries at ALL :ph34r:
Alternative styles
You could build one of those cool axe/sword Barbs you see wandering in the Bloody Foothills. I'll leave it to you to figure out the restrictions of that :)