First two ranked matches this split are both losses because of moronic and toxic teammates! WOO-F***ING HOO. In the second one, the first pick on my team banned BARIK instead of you know AN ACTUALLY GOOD BAN and another teammate of mine inted. He went 5/21/9 playing f***ing Drogoz. I KID YOU NOT. Can my other three placements not be $#!+?
I am a Plat (currently) Barik/Tank main that's been playing this game since OB43 (I stopped after OB63, AKA the release of Vivian, and didn't really come back until Patch 2.4 I believe, because of problems in my real life along with some very disagreeable balancing changes). I used to be on the old official forums back in the day (they were awful back then), and I still post on the Steam forums and I do stuff on Guru.
Tanks: Barik, Terminus, Fernando, Ash, Atlas
Damage: Viktor, Kinessa (when she's viable)
Support: Jenos, Grover
Might Play: Khan, Inara, Ruckus, Sha'Lin, Strix, Drogoz, Grohk, Io, Pip, Maeve, Androxus
I have 2 Concepts Up:
Aquarius (Tank)- https://forums.hirezstudios.com/paladins/topic/724/aquarius-the-warden-of-the-depths
Canary (DMG)- https://forums.hirezstudios.com/paladins/topic/938/canary-the-gunslinger
Posts made by Dusklicious
RE: September Rage Thread
RE: Guide for every champion
I tried to make it look better, but this is the best I could get it without fiddling with it for hours. I already had to edit all of the picture's sizes before this point.
How to Dwarven Engineer, a Barik Guide
Welcome to my guide for the Front Line champion Barik, the Master Mechanic.
PROS AND CONS
One of the best area denial champions in the game.
Generally, consistently deals quite a bit of damage.
Has the smallest hurtbox out of all the tanks.
Has consistently good mobility for a tank.
As I said, surprisingly versatile.
Has the lowest health total out of all the tanks.
Has lengthy cooldowns that can be a pain if mismanaged.
Even after the buffs, his ultimate, Dome Shield, is the worst of all tanks.
Can be team dependent, especially if you aren't very good with him.
Also, one VERY important point to cover is that POSITIONING IS EVERYTHING for this champion (really it is for all tanks, but Barik especially). If you are too far out of position, you more than likely will get punished for it by the enemy team if they are competent players.
Barik fires a shot from his Blunderbuss once every second, dealing 500 damage divided between 13 pellets. Even after the buffs, in all honesty, this weapon is still pretty mediocre without Tinkerin. It can be somewhat effective at close range, but without Tinkerin, it can't really be all that effective past that point (though it has underrated Caut potential). With either build, it's best to try to aim center of mass, which is usually where their hitbox is largest (torso area on most champions). Base because it isn't really accurate enough to be worth trying for headshots and CoM is the easiest place to hit more pellets, and Tinkerin because it can't headshot (if you didn't know, now you know).
On use, Barik deploys a shield in front of him with 5000 health that lasts 5 seconds (or until destroyed) and has a cooldown of 10 seconds. This shield is useful for weaving in and out of (or going in front of and then behind and back again), and it also protects you, your teammates, and your turrets. The ability really isn't very complicated, just put it down and utilize its protection as much as you can. There really is nothing else to say on this one, because it's a rather simplistic ability. Though you can turn and place the shield backwards for better frontal coverage, at the cost of being exposed from the side (as the deployable shield itself is curved).
On use, Barik deploys a turret in front of him that lasts until destroyed or it takes 600 damage, deals 120 direct damage once per second, and has a cooldown of 10 seconds. Up to two turrets may be up at a time. This ability in many ways is the bread and butter of Barik's kit. For one thing, they establish his more defensive playstyle focused on area denial. For another, the turret is deceptively powerful and versatile. They can secure objectives (though they can't cap, they can help you do it), to zone enemies away from a specific area (mostly useful for choke points or flank routes), to keep a payload pushing (by applying pressure to enemies trying to keep it from pushing), or to keep your support protected while they capture the objective and you zone (by applying a decent amount of pressure and helping to dismount flankers). This ability is useful for so much... The damage might seem pretty terrible, but it's really nothing to scoff at ESPECIALLY with Architectonics. When you get games where you deal 140 or 150k damage, your turret even if you were running Tinkerin probably did at least 25k of that damage and with Architectonics, they really crank out some highly underestimated damage. But I will note that they do NOT apply on-hit effects, such as Cauterize, because they are not in-hand weapons.
On use, Barik charges forward, in any direction, for 1 second or until canceled by pressing the key or button it is bound to again (or by using another ability), on a cooldown of 12 seconds. This is usable in multiple ways. It can be used to dive in and secure a kill (but before using it this way, be ABSOLUTELY sure you would actually get the kill or at least close enough for somebody else to finish them off), it can be used to escape from a bad situation (unless you're crippled, then you're screwed), or most interesting of all it can be used to stall objectives and payloads by moving in a circle. There isn't a single talent Barik has that really buffs this ability, but I assure you that it is still nonetheless a VERY important part of Barik's kit, especially running Tinkerin as it allows you to stay safe when running that build (as it has less sustain that Architectonics builds).
ULT- Dome Shield
On use, Barik deploys a flamethrower turret in front of him, surrounded by a shield. The turret has 2000 health and the shield has 20,000 health. This really isn't the best of ultimates as you can see, I'd probably say one of the worst if not the worst in the frontline class (Most tanks have fairly decent ultimates (some stupidly good like Ash and Makoa), though I would say that Atlas' is kind of meh as well and Khan's is REALLY buggy. Terminus though, has a very underrated ultimate, but this isn't a Terminus guide, now is it?). Back to the actual guide, this ultimate should always be saved with the intention of securing an objective. Although post-buff it does have a little bit of damage potential (key phrase here being A LITTLE BIT), it's mostly ever only really useful in securing an objective (or a payload push when your team has three points and it could win), or helping you stall so you can. It forces people out of the shield and firing into it would take a lot of damage. Although it can also be used to zone people out of corners and chokes, I'd say save it for the objective whenever possible.
What I believe to be Barik's best talent, Architectonics increases turret damage by 20% (24 per hit), and reduces the cooldown of your turrets by 3 seconds (grand total of 6 seconds for both placements). This talent is really good for zoning because it allows your turrets to be up more often and have a much more impactful dismount on their own, and it's even better for sitting on the objective because it allows your turrets to be up much more consistently. Also, with Master Riding, this talent allows you to be a nuisance on the objective early on, and forces the enemy to really pay attention to the point when they normally wouldn't. The only real cons to this talent is it requires an understanding of Barik's kit, good game sense, and that it's pretty dumb to pick into certain matchups (Terminus and Inara particularly).
What everyone else believes Barik's best talent is, Tinkerin modifies your Blunderbuss to fire a single slug with significantly reduced drop-off, that deals 560 damage. The talent is quite good for a playstyle a bit more focused on mid range poke. The talent is also really good with Wrecker/Bulldozer as you can make it deal consistent damage to your enemy's shields/deployables. This talent does come at a cost though. You can't headshot with it, you have less Caut potential with the single slug (though that isn't to say this talent won't apply Caut more consistently at a range, because it does), your turrets are useful for little more than healing yourself and helping you a little with flanks (turret pings), and this build has less endurance than Architectonics builds due to the lack of high health turrets (You could get Forged Alloy, but it would be more detrimental than helpful). Also, this talent requires decent aim to work.
This talent is trash, and frankly it's among the worst tank talents in the game along with most of the other shield talents. But, I'll give a very basic explanation (all that's needed) of why it's inferior to other talents. Wrecker. It exists. I get the CDR could maybe be enticing, but the shield health is almost worthless against a competent team that gets the appropriate amount of Wrecker and realizes you can easily go around it anyways. Even then the CDR is really not all that great considering you can get more consistent and better CDR that affects all of your abilities and not just one (One Man's Treasure).
(Now with actual card-by-card explanations as requested by @TTraw and I didn't even realize I didn't have in the Guru guide. Also, this section is now a little better organized, sort of. )
One Man's Treasure- This card reduces the cooldowns of your abilities by 10% upon getting an elimination. This is absolutely AMAZING for Barik, because of his long cooldowns and his propensity for getting assists. I recommend taking this rank 3 most of the time because rank 2 or lower just doesn't do all that much, but it's better to invest in more talent specific stuff than rank 4 or 5 of this card, especially considering rank 5 is really a total waste anyways.
Brave and Bold- This card increases your maximum health by 150 per rank. This card's usefulness is really self-explanatory. Taking more hits = more time on the objective and more time zoning, as well as less time harassing your healer. On my Guru guide at the moment it says to only take rank 2 of this card, but I intend to revise it to this version that will say rank 3 or you may even decide to take rank 4, but you'd have to take off a point from something else.
Forged Alloy- This card increases your turret health by 175 per rank. This card is an absurdly obvious choice for an Architectonics loadout as it allows your turrets to have real durability. Turrets with better longevity = better area denial and more turret damage. Seems simple enough logically. This card should always be taken rank 4. Rank 5 is unnecessary and rank 3 isn't enough to keep your turrets up consistently.
Field Deploy- This card reduces the deploy time of your turrets by .7 seconds (it has a default time of 4 seconds) per rank. This is a necessary filler card for Architectonics builds as it allows you to decrease the amount of time you're locked into placing the turret, and thereby decreasing the amount of time it leaves you vulnerable. My Guru guide says to take this rank 2 or 3, though I think rank 2 should generally be enough considering that takes the deploy time down to 2.6 seconds already and that should be enough to be safe for the most part).
Failsafe- This card grants you a free use of Rocket Boots when you hit 10(rank)% of your maximum health or lower from an attack, on a cooldown of 30 seconds. This is probably the best situational card for this build as it allows you to run when you get low and it also makes it so your support has a better chance of healing you before you die therefor. This card is also an absolute necessity in Tinkerin builds, but we're not there yet. I'd suggest if you do take this card, run it rank 3. Rank 2 isn't really enough to keep you safe from larger bursts of damage (a Strix body-shot would kill you regardless of BaB rank while it will not with rank 3 regardless of BaB rank), but Rank 4 is never really necessary and there's better places for that investment.
Accelerator Field- This card grants you and allies 10(rank)% movement speed for 3 seconds after moving through Barricade. This is the most controversial choice I'm outlining in this guide, but here's why I think it's a decent situational choice for this talent. This card is great for weaving in and out of shields. Weaving in and out of shields makes it easier to dodge or negate potential damage with the shield, making this a good option for threatening damage from medium/long range, like from a sniper or an Evie. Take this rank 2 or 3, totally up to you.
Combat Repair- This card allows you to heal nearby turrets (within 30 units? Correct me if I'm wrong) for 100 health per rank per second. This card is probably the worst of the situational cards for Architectonics, though it does have an obvious use as a way to keep your turrets up. The issue lies in this card really being countered by pelting enough damage into the turrets and sufficient Bulldozer. It's still a useful card to dump 2 or 3 ranks into, though if you feel that your turrets are going to need the sustain.
Why Not Bowling Ball or Healing Station? Simply, other cards are more necessary and without Failsafe, Bowling Ball would have no place in any build. As for Healing Station, it doesn't stack per turret, plus the main way it is used in Tinkerin builds is to heal you at range while you're safe from Caut, which just doesn't happen as often for Architectonics builds.
Bowling Ball- This card grants you a 300(rank) shield for 2 seconds after using Rocket Boots. This card is particularly useful to Tinkerin builds as it allows you to sustain while you're running away or diving or stalling. This card is counterable with Wrecker, but really even considering that, the shield is very useful for Tinkerin especially as the talent has more trouble with sustain. This card could have anywhere between rank 2 and rank 4 really, most depending on preference of this over Healing Station. Past that would mess with other parts of the build.
Healing Station- This card allows you to heal 45(rank) per second when there is a turret nearby (by the way, the healing does not stack for 2 turrets). This card is quite good for Tinkerin builds as you can back up, place a turret, and heal off of it while being effectively able to poke. It grants some very necessary sustain to the build that it really needs. I suggest taking this between rank 2 and rank 4 depending on what rank you have Bowling Ball.
Failsafe- This card as already stated in the Architectonics section, grants a free use of Rocket Boots when you get below 10(rank)% of your maximum health. This card is so necessary in a Tinkerin build, as it is really what allows you to utilize Bowling Ball. It also helps keep you safe from potential bursts of damage and gives you a reliable way to get out of fights. I would suggest taking this rank 3, as any higher would not really do any good and lower than that it's not as reliable.
Why Not Forged Alloy or Red Streak? These two both could be plausibly decent for these builds, but I suggest you to run neither. Either would force out a better card for the build. Forged Alloy sure could better guarantee turret healing, but the cost isn't worth it. As for Red Streak, Failsafe is straight-up better and more consistent.
Why Not Field Deploy? Why would you think about putting Field Deploy in this build? What purpose could it possibly serve?
Why Not Accelerator Field? It is simply not a good fit for a Tinkerin build. Dash cards are really better for mobility for these builds, in all honesty.
One Man's Scrap- Cauterize: Exists. Even if it didn't, this card's healing is very mediocre and requires a very specific circumstance to trigger, so in other words it's complete $#!+.
Most Barricade Cards- None of them are good except Accelerator Field. Palisade was before it was nerfed. It's useless considering max rank it only lowers Barricade's CD by 2 seconds.
Double Time- Moving faster in your F is gimmicky at best, and completely pointless at worst. The use it does have is negated by the fact it makes it harder for your support to heal you.
Fuel Efficiency- Sounds okay until you realize you'll never really need that extra .3 seconds or so on your dash. Anything higher than that would be a total waste of investment anyways.
Red Streak- I already went over this, but to say the same thing again with a few more words, Failsafe is simply straight-up better at exactly what Red Streak does.
(Star- Take Every Match)
(Circle- Situational Choices)
(X- Basically Always Bad)
(Master Riding- Star for Architectonics, Circle for Tinkerin)
-Note that these suggestions are for games with relatively normal compositions. If you absolutely have to buy Illuminate or if you legitimately don't have a single support on your team and decide to buy a Blue instead of Rejuvenate, OK I suppose. Also, Kill to Heal isn't downright terrible, but has absolutely horrible scaling and ends up being not worth it, although it's theoretically useful. But otherwise, there isn't a single X item that has a use-
Master Riding- For an Architectonics build, the first rank of this item should be bought at the very start of the game. Master Riding is essential for the turret-based Architectonics as it allows you to get to points and flank routes faster to set up. Though I would suggest only sitting on rank 1 as rank 2 is rarely necessary but high rank Rejuvenate and Cauterize will be. For a Tinkerin build, you could run this is if you feel like you really need it to apply more pressure to the point, though I'd generally suggest avoiding using it in Tinkerin builds 90% of the time.
Rejuvenate- This item should always be taken as soon as possible after the first item for either build. For one it is common courtesy to your support. This applies to every tank and not just Barik. Honestly, for Inara I'd say taking it first isn't really a bad idea if you have a Solar Blessing Furia or a Rampant Blooming Grover as your healer. But this is a Barik guide. This item should also be maxed out as soon as possible.
Cauterize- This item is really an absolute must on most champions and Barik is no exception. When running Tinkerin, I'd always take this at the very start of the game for obvious enough reasons. (it can apply Caut reliably at range). For Architectonics, I'd always recommend taking this after Rejuvenate or at the same time if you have at least 500 credits. This item is really so absurdly broken that not getting it frankly is a real shame on you (at least, for most characters). Also, max this as soon as possible along with Rejuvenate.
Wrecker- This item is a good situational option for if the enemy frontline is heavy on shields, especially if there's also a Vivian on the enemy team. I'd definitely take this with Tinkerin in this circumstance, and maybe also with Architectonics as long as you don't need a blue more (though you normally probably will). If you do take this, do not invest into this nearly as much as you would into Cauterize or Rejuvenate.
Bulldozer- Basically Wrecker, but cheaper and it affects deployables like Barik turrets (if you're playing mirrors in a casual game), Luna, Imani's dragon, and Ying illusions. Really it.
Resilience- Take this if you're having trouble with characters with a lot of crowd control. Especial problems for Barik on this front include: Pip, Inara, and Evie. Though against a problematic Evie I'd personally be more inclined to take Blast Shields most of the time, this item is a better choice if the CC is what's killing you and not the blast damage. This like any Blue item on Barik shouldn't really be specced into too early unless you're having a real issue with CC. Otherwise, wait until you've at least gotten Cauterize and Rejuvenate both to rank 2. I would personally buy this or other blues often on Architectonics builds, and about half the time on Tinkerin because the situations you'll need them arise pretty often.
Blast Shields/Haven- Take one of these if you are having trouble with blast/direct damage. Blast is generally more problematic for Barik, though some direct damage characters like Strix and Viktor can be serious threats. Though against Viktor it really depends on the composition he's in whether I'd say go Haven or go Blast Shields instead for his grenades and missiles. I'd make similar suggestions on when to buy it and how much of it as I would Resilience, since these are all defensive item buys that you consider in the situation you need to.
(Difficulties are in comparison to other champions with an emphasis on other tanks)
Very Easy: Androxus, Buck, Jenos, Maeve, Torvald, Mal'Damba
Easy: Ying, Koga, Skye, Zhin, Khan, Talus, Makoa, Ruckus, Imani
Medium: Moji, Grover, Io, Bomb King, Lex, Fernando, Furia, Seris, Ash, Cassie, Lian
Hard: Atlas, Grohk, Dredge, Kinessa, Pip, Vivian, Inara, Tyra, Sha'Lin
Very Hard: Strix, Drogoz, Terminus, Viktor, Evie, Willo
09/15/19- Guide Released, but still in a state that's very much a WIP. Intending to add a proper Matchups section as well as a Positioning and possibly a Maps section in the future, they didn't make it in here originally due to the length as well as some difficulties writing the Matchups section in particular. (Guide in its original state alone was 9 pages long in Word, by the way).
This guide is very much a WIP
If you couldn't tell by the formatting looking the way it does...
RE: September Rage Thread
So I was playing Vik against a Strix and an Evie that focused me NON-STOP... I literally couldn't do anything, because every time I would try Strix would either two-shot me or Evie would get behind me and distract the f*** out of me while bursting me until I'm forced to run and still die anyways.
RE: Ruckus buff
Removing the firing slow would make his DPS much higher,
he'd be able to dodge a bit better.
It would allow him to deal full damage a lot sooner. Also, edited because I mis-said that. Though "worse" could be accurate as in "worse of a potential problem."
RE: Ruckus buff
@Dusklicious maybe remove the firing slow, it'll make him a little harder to hit.
Removing the firing slow would make his DPS much higher, and buffing his DPS is probably going to turn him into a better Viktor when it comes to the meta.
Maybe give it DR while it's spinning up?