First I have to say that I really like the modifications to Barb rage on this server! I've played on plenty other servers where playing a Barb was somewhat pointless, since stats were able to be maxed in other ways than rage, and aside from that the rage does nothing (other than raised will save and lower AC). Since the patch that made terrifying rage blocked by mind immunity, even that little extra feature was removed.
After quickly trying a couple Barbs at various levels, I still think there could be some improvements. First I'll list off what I can see as the current mods:
1. Increased (significantly) AB
2. Addition of temporary HP
3. Stat increases scales with level
4. Addition of damage reduction
5. Minimal spell resistance.
At lower levels Barbs really seem to do great! However some things I think could be improved for mid- and high-level play. Here are a couple suggestions to get things going:
1. FIX the fact that Barb rage completely goes away after you lose the temporary HP (and sometimes a few more HP than that). This almost makes the rage useless in higher levels when you can easily take 200+ damage at the drop of a hat. And without the rage, playing a Barb is somewhat pointless...
2. The damage reduction seems to currently act as X/+Y reduction, meaning that some enemies with enough + to their weapons can bypass it, making it quite useless. I wouldn't get rid of this, but possibly make half that X/+Y reduction, and the other half X/- reduction that can't be bypassed. Barbs already suffer an AC loss while raging, might as well throw them a little bone to make up for it. For comparison, how would the pallys out there like it if their divine shield was bypassed by most monsters at high level
3. The AB addition is awesome... I wouldn't mind seeing a slight addition to damage (like bard song adds up to +3 damage or so). In fact, perhaps this would be a good use for the feat "Mighty Rage."
4. Nothing is quite as terrifying as seeing a Barb wield a 2-handed weapon. Perhaps a bonus while fighting with 2-handed weapons, like make power attack give double damage bonuses when going 2-handed (in fact this is the new D&D 3.5 rules for anyone using power attack). On a server where going 2-handed is already almost pointless, this might be one way to justify such a huge AC loss (and other useful mods) by not having a shield. Maybe the rage grants extra damage reduction when using a 2-handed weapon.
Ok, thanks for reading, and feedback is appreciated!