I've been thinking about my first build. It seems that there is general agreement that melee characters have a harder time staying alive than ranged characters. It also seems that among this community's HC fans, myself included, the Barbarian in particular is the least popular choice for a starting character. This is exactly why I want to be one. I wanted to create a build that found a good balance between survival skills, and damage dealing. This is what I've come up with: http://us.battle.net/d3/en/calculator/barbarian#cdgbWi!acV!ababZb
Cleave w/ Alabaster - bread and butter. I liked the alabaster because is gives great AoE and the exploding enemies should give a nice HP boost thanks to Bloodthirst.
Leap Attack w/ Golden - Mobility and defense. I think Golden to be the best choice in large part to boss fights. The Crimson rune's effect seems like one most useful in these fights as I doubt you will be able to stun or knock them back effectively.
War Cry w/ Alabaster- +35% max life. Need I say more?
Threatening Shout w/ Golden- Pure survivability.
Weapon Throw w/ Crimson- coupled with No Escape's effects, this seems like a great skill whether against mobs or bosses.
Earthquake w/ Golden- Big AoE dmg and lowered fury cost mean good life regen early during battle with bloodthirst.
+Bloodthirst- Lifesteal was critical for melee in D2, and I'll bet that much has not changed in D3
+Inspiring Presence- 319 life + 6% of your max life(boosted 35%) per second while War Cry is active.
+No Escape- This is solely for it's effects on Weapon Throw. I think having one good ranged heavy damage dealer will make the difference between life and death in many a battle.
I've tried picking and choosing some of your suggestions, but in all honesty, I think the suggested changes as a whole really do make for more devastating character. I like the two ranged attacks, and the bonuses from battle rage. I guess the only thing I don't like is the lack of leap. And leap isn't necessary, but to me, it's utility as a means to quickly jump out of battle seems like it would save more lives than any of the other skills. So I like the build as a whole. It definitely takes advantage of all of the available synergies, and seems like it is capable of dealing massive damage consistently. And with the help of ll, has a great deal of survivability, especially when played smart. Thanks again.
As stated at Blizzcon and noted previously in the beta, the Barbarian has a pretty hard time staying alive because he has to be in melee range of everything all the time. If you want to go hardcore with him, you pretty much have to take every single defensive skill/passive available.
I guess the only thing I don't like is the lack of leap. And leap isn't necessary, but to me, it's utility as a means to quickly jump out of battle seems like it would save more lives than any of the other skills.
What about replacing Leap with Indigo Furious Charge?
Furious Charge still acts as an escape mechanism that generates Fury, but with Indigo, it'll also heal you when you use it!
I also think Crimson Seismic Slam would be useful in HC for the AoE knockback and decent damage.
The goal of the build is to only fight one monster at a time in melee range, while only using ranged attacks against groups. Ancient Spear is used to pull a single target back, and Frenzy to build Fury with that target. Frenzy can probably stunlock a single target, and Ancient Spear will be a good emergency heal as well.
Weapon Throw with Ricochet is to be used against small packs of monsters (2-5) where it is super effective, or to finish off mobs for the Fury refund. Seismic Slam is to be used against large packs of monsters or to keep separation. With a Mighty Weapon and Weapon Master, it should be possible to gain significant amount of Fury with these attacks to make them more spammable.
Warcry for the buff (both armor, life, dodge and resistance look good, and HC players will probably swap this rune out based on what they are fighting and what gear they get).
Furious Charge for the ability to escape surrounds. I consider having an escape skill as absolutely necessary in HC.
I think I will be building a totally reckless melee female barb as the first barb HC character. Defense and other stats will be on gear. I also do not plan on really using any Fury at all or not much anyway.
I think I will be building a totally reckless melee female barb as the first barb HC character. Defense and other stats will be on gear. I also do not plan on really using any Fury at all or not much anyway.
The more I think of it the more I start liking that build. Some changes were made like frenzy instead of bash and change of rune for battle rage to golden. Golden rune is only if the duration of WotB is too low without it. Also weapon master instead of brawler.
I still like that set up since Bash is my favorite skill. I will likely use a 2-handed Maul since I love that weapon and nothing is more scarier than a female coming at you with a giant hammer. I will likely build at least 100 characters from scratch (level 1) of each class and will try each one through Infernal with only gear they found or made.
I should have more than enough fury generation since I will have 10 fury per bash. There are options to increase IAS with the mystic on gear and I do think they may increase the fury for Bash since it is a single target skill. If I feel I do not have enough fury generation then I will go with dual wielding weapons which will be faster. I will be making different types of gear for my character and can switch to them. I will not depend on gear being dropped or on Legendary items. My experience in D2 mods with increased difficulty and with a system like the artisans made the use of them the most efficient way to make a character viable. I will also focus on gold find and not on magic find.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
I'm going to necro this thread as it is relevant to my interests and its pointless to have two threads regarding the same matter.
Prepare yourself as this will be a massive tl;dr post. Hopefully there are some among you who have the fortitude to make it through this and provide either insight or just simply further discussion.
I'll start of with a general question:
Has Blizzard said whether or not we will have to beat Normal on SC mode prior to being allowed to roll a HC character?
I sure hope not, I planned on taking my time with my first play through and really absorb the lore. If I have to play SC I'll end up just flying through it as fast as possible to get to HC and then pay attention on that play through which will really spoil some of the fun.
Now for my build and goals of the build
Gear Plan:
Weapons
My plan with this Barbarian is to, hopefully, stick with two handed weapons. With the fastest 1-h weapon I've seen being around 1.5 and the fastest 2-h weapon being 1.1 it seems like there just isn't much of a speed difference to really be too terribly punishing. Now granted of course I'm no fool, I won't snub my nose at 1 handed upgrades or even be against using the 'ole sword 'n board against bosses just due to my personal preference of using a big two handed sword or axe.
Armor
Ideally I'll be sticking to armor with loads of Attack and/or Vitality as it's primary stats. I'm not going for crit on this build as with most Hardcore players back in d2 I want stability and security for my primary character. I'll save the flashy stuff for later when I have a stable foundation from which to find my Legendaries.
Rings and Amulets
This is where I hope to get most of my resistances to make it through normal and early nightmare mode. Hopefully by mid to late nightmare I'll have found a couple nice pieces that give me both the Attack and Vitality I crave and some hefty chunks of resists.
Of course this is all assumption that I'll be able to make this work. The main thing to take away from all this is that I am planning on going for mostly Attack and Vitality with maybe a couple pieces that have attack/vitality and defense.
Cleave (Crimson Rune) - The main work horse of this build. The choice in runes boiled down to Crimson or Indigo, I chose crimson after some thought. I want this to be where a majority of my damage comes from thus the Crimson rune makes sense. Also, after thinking about it some more the idea of facing Arcane Enchanted mobs in Nightmare or Hell with an Indigo rune is rather terrifying. Last thing I want is to draw all the monsters in directly in front of me and then cleave them to death so all their laser orbs are concentrated right on top of me. Those things hurt like hell in the beta and I don't even want to think about them in Hell and beyond.
Ground Stomp (Obsidian Rune) - As a melee character the last thing you want in later difficulties is to be surrounded. Ground Stomp with the Obsidian rune is intended to be a gap opener for use when things start getting hairy or just general aoe usage when surrounded by many weak enemies. An Indigo rune is also a possibility here, but without being able to test it I'm just going to go with the safer Obsidian rune for now.
War Cry (Alabaster Rune) - With my gear focusing towards Vitality the percentage increase of my maximum life should be quite substantial, and the regeneration is just gravy. With the exception of the Golden and Indigo Runes the other choices are certainly interesting, but its hard to out stage a percentage increase in hp unless you are just in dire need of resistances or armor.
Seismic Slam (Crimson Rune) - Seismic Slam is intended as an second option for when you really need to make some room. If you find yourself surrounded and Ground Stomp isn't enough to clear a hole for you to run through then this is your follow-up. Since it has no cooldown and can be used 3 times with a full rage orb this should be able to get you out of any situation you have even the slightest hope of survival. With the intention of Seismic Slam in this build in mind I see no other plausible rune choice.
Revenge (Golden Rune) - This strikes me as kind of the odd duck of this build as 2 of the abilities of this build are for getting out of situation when you are surrounded and this ability is best used when surrounded. However with the 5% (7.5% with max golden rune) health returned per enemy you hit, assuming its % of your health not % of damage you deal, it just seems too powerful of a sustain to ignore. Even in boss fights where your life leech from your gear is doing work having that 5-7.5% sudden health jump is too good to ignore.
When I first saw this ability I thought the only rune possible for it is the Indigo rune which increased its chance to proc to 32%, currently it says 127% I assume that is a bug however, but after playing the beta and testing the ability it became quite clear that 15% is plenty. In any fight the ability is almost constantly lit up and ready to use, and on top of that it appears the ability also hold charges meaning that after you use it the first time you could potentially immediately use it another time or two. Truly a fearsome ability that, in its current implementation, will probably find its way into every build.
Ignore Pain (Alabaster Rune) - It's an oh shit button... Chose the rune I did because most likely during it's up-time I'll be spamming Seismic slam in an attempt to get the hell out of Dodge. I just have to assume that the life leech from the rune will work on Seismic Slam.
Passives:
Nerves of Steel - Chosen for the synergy with my intention to stack Vitality to give me more effective hp through the damage reduction of defense.
Berserker Rage/Relentless - This is a toss up, with only 1 rage spender to be used in select situations this seemed like the best choice to increase my damage further, but if I find myself getting the crap beat out of me I will probably switch it out to Relentless
Inspiring Presence - More synergy with my intention of stacking vitality and use of War Cry.
If you made it all the way to the bottom pat yourself on the back and then go rest your eyes. Once that is done come back and tell me what you think. I'm dying to theory-craft here but all my friends want to talk about is SWTOR.
Bad news. We do have to play through normal play once before we can start with hardcore.
Just like you, I'll just rush through it and play around with my first build.
It feels like you have 2 up and close abilities (cleave/revenge) and 3 oh'shi buttons.
Since you wanted more control, I would have expected to see leap attack instead of seismic slam. It would give you more control and keep your passive in check. However, if you want to stick to ignore pain-life steal. I would have gone with relentless, so when you actually dip in health, it will be free to use and you can use seismic slam more often outside the danger zone.
I would definitely play around with rupture on cleave if that will be the only ability you are using.
This build was made with the explicit purpose of choice during combat. I can't tell you how many times in Diablo 2 I felt trapped not just because I was stuck with a single skill set or much more literally in mid whirlwind or Frenzy as doom encroached.
The thing to keep in mind with this build is while stomp is certainly more of an oh shit button than Seismic due to its cooldown it is still an offensive option just as Seismic is. I won't become hesitant with their use until probably late hell and beyond. While it does look like I have 3 'oh shits' 2 of them are dual purpose and still very highly offensive abilities.
As for using Relentless as I said early I won't even hesitate to switch it out over Berserker Rage if I so much as even feel threatened and I probably will certainly switch it out once I reach Hell level.
Now regarding Cleave with an Alabaster Rune you certainly made me think about it a bit, but after thinking about it I think I'll stick with Crimson and here is why;
Crimson Rune(rank 4) benefits: 37% additional dmg to primary and 28% additional damage to all secondary targets over base cleave effect.
Alabaster Rune(rank 4) benefits: 70% chance to explode causing 39% weapon damage to all targets within 13 yards.
Now this is just a hunch and I haven't actually done any math to support my hunch, I was working on some but got into an argument irl and now am too angry to be assed with that now, but I feel like once we reach the later difficulties the higher the number of swings required to down the targets will be around 3-5, assuming you aren't sporting a Grandfather, for regular mobs and a few more for champions and unique monsters. This will give Crimson the advantage in the longer fights where as Alabaster will pull ahead quickly in the shorter fights is what I am inclined to believe. It simply comes down to what are you more concerned about ending quickly; the fodder or the stronger mobs.
It is certainly something to think about and I am really anxious to see how switching a skill's runes is going to play out. As I guarantee tactics will change as gear improves. Using the current example of Cleave once you reach a point where you do enough damage to 2 shot standard monsters regardless of which rune you are using then I definitely agree that using Alabaster rune for at least its effect on standard mobs.
The question is will we be able to switch out runes on our abilities without destroying the previous rune and if you can do it with just a simple teleport to town?
Changing out runes based on if you're fighting a boss or clearing towards one will feel kind of cheap in my opinion. I want to have to make difficult decisions and not just have an easily acceptable counter to any situation just by teleporting to town. Anything less just feels like cheating and I don't play HC to cheat.
Anyway good input, really made me put a bit more in-depth thinking into my build. I still feel like I'm on the right track, but putting extra thought into even the smallest thing is how you stay alive. Hopefully there is more to come!
everyone want to spend little money and buy the most beautiful mulberry handbags
This is a perfect shoulder bag for women with conservative taste.The conservative Mulberry bags has a contemporary strap. The strap is made of woven leather and golden chain-link, pretty and practical. You can style this chic Mulberry Bayswater bag textured accessory with animal-print shorts and mesh sandals for an eye-catching warm-leather look.Here, this Mulberry designer handbag is associated with Miu Miu shoes, Giambattista Valli shorts, and the first row. Mulberry bags are available in a lot of conservative aesthetics. But it creates some very fashionable but still traditional bags. The Mulberry cory texture leather handbag is quite a good example of how Mulberry updates its conservative accessories for a more creative look
Cleave w/ Alabaster - bread and butter. I liked the alabaster because is gives great AoE and the exploding enemies should give a nice HP boost thanks to Bloodthirst.
Leap Attack w/ Golden - Mobility and defense. I think Golden to be the best choice in large part to boss fights. The Crimson rune's effect seems like one most useful in these fights as I doubt you will be able to stun or knock them back effectively.
War Cry w/ Alabaster- +35% max life. Need I say more?
Threatening Shout w/ Golden- Pure survivability.
Weapon Throw w/ Crimson- coupled with No Escape's effects, this seems like a great skill whether against mobs or bosses.
Earthquake w/ Golden- Big AoE dmg and lowered fury cost mean good life regen early during battle with bloodthirst.
+Bloodthirst- Lifesteal was critical for melee in D2, and I'll bet that much has not changed in D3
+Inspiring Presence- 319 life + 6% of your max life(boosted 35%) per second while War Cry is active.
+No Escape- This is solely for it's effects on Weapon Throw. I think having one good ranged heavy damage dealer will make the difference between life and death in many a battle.
Thoughts? What is your HC Barb build?
I've tried picking and choosing some of your suggestions, but in all honesty, I think the suggested changes as a whole really do make for more devastating character. I like the two ranged attacks, and the bonuses from battle rage. I guess the only thing I don't like is the lack of leap. And leap isn't necessary, but to me, it's utility as a means to quickly jump out of battle seems like it would save more lives than any of the other skills. So I like the build as a whole. It definitely takes advantage of all of the available synergies, and seems like it is capable of dealing massive damage consistently. And with the help of ll, has a great deal of survivability, especially when played smart. Thanks again.
Anyone else have a HC build?
What about replacing Leap with Indigo Furious Charge?
Furious Charge still acts as an escape mechanism that generates Fury, but with Indigo, it'll also heal you when you use it!
I also think Crimson Seismic Slam would be useful in HC for the AoE knockback and decent damage.
The goal of the build is to only fight one monster at a time in melee range, while only using ranged attacks against groups. Ancient Spear is used to pull a single target back, and Frenzy to build Fury with that target. Frenzy can probably stunlock a single target, and Ancient Spear will be a good emergency heal as well.
Weapon Throw with Ricochet is to be used against small packs of monsters (2-5) where it is super effective, or to finish off mobs for the Fury refund. Seismic Slam is to be used against large packs of monsters or to keep separation. With a Mighty Weapon and Weapon Master, it should be possible to gain significant amount of Fury with these attacks to make them more spammable.
Warcry for the buff (both armor, life, dodge and resistance look good, and HC players will probably swap this rune out based on what they are fighting and what gear they get).
Furious Charge for the ability to escape surrounds. I consider having an escape skill as absolutely necessary in HC.
http://us.battle.net/d3/en/calculator/barbarian#dhUaPY!bXU!ZZabba
I still like that set up since Bash is my favorite skill. I will likely use a 2-handed Maul since I love that weapon and nothing is more scarier than a female coming at you with a giant hammer. I will likely build at least 100 characters from scratch (level 1) of each class and will try each one through Infernal with only gear they found or made.
I should have more than enough fury generation since I will have 10 fury per bash. There are options to increase IAS with the mystic on gear and I do think they may increase the fury for Bash since it is a single target skill. If I feel I do not have enough fury generation then I will go with dual wielding weapons which will be faster. I will be making different types of gear for my character and can switch to them. I will not depend on gear being dropped or on Legendary items. My experience in D2 mods with increased difficulty and with a system like the artisans made the use of them the most efficient way to make a character viable. I will also focus on gold find and not on magic find.
Prepare yourself as this will be a massive tl;dr post. Hopefully there are some among you who have the fortitude to make it through this and provide either insight or just simply further discussion.
I'll start of with a general question:
Has Blizzard said whether or not we will have to beat Normal on SC mode prior to being allowed to roll a HC character?
I sure hope not, I planned on taking my time with my first play through and really absorb the lore. If I have to play SC I'll end up just flying through it as fast as possible to get to HC and then pay attention on that play through which will really spoil some of the fun.
Now for my build and goals of the build
Gear Plan:
Weapons
My plan with this Barbarian is to, hopefully, stick with two handed weapons. With the fastest 1-h weapon I've seen being around 1.5 and the fastest 2-h weapon being 1.1 it seems like there just isn't much of a speed difference to really be too terribly punishing. Now granted of course I'm no fool, I won't snub my nose at 1 handed upgrades or even be against using the 'ole sword 'n board against bosses just due to my personal preference of using a big two handed sword or axe.
Armor
Ideally I'll be sticking to armor with loads of Attack and/or Vitality as it's primary stats. I'm not going for crit on this build as with most Hardcore players back in d2 I want stability and security for my primary character. I'll save the flashy stuff for later when I have a stable foundation from which to find my Legendaries.
Rings and Amulets
This is where I hope to get most of my resistances to make it through normal and early nightmare mode. Hopefully by mid to late nightmare I'll have found a couple nice pieces that give me both the Attack and Vitality I crave and some hefty chunks of resists.
Of course this is all assumption that I'll be able to make this work. The main thing to take away from all this is that I am planning on going for mostly Attack and Vitality with maybe a couple pieces that have attack/vitality and defense.
The build itself:
HC Barb Mk IV
Cleave (Crimson Rune) - The main work horse of this build. The choice in runes boiled down to Crimson or Indigo, I chose crimson after some thought. I want this to be where a majority of my damage comes from thus the Crimson rune makes sense. Also, after thinking about it some more the idea of facing Arcane Enchanted mobs in Nightmare or Hell with an Indigo rune is rather terrifying. Last thing I want is to draw all the monsters in directly in front of me and then cleave them to death so all their laser orbs are concentrated right on top of me. Those things hurt like hell in the beta and I don't even want to think about them in Hell and beyond.
Ground Stomp (Obsidian Rune) - As a melee character the last thing you want in later difficulties is to be surrounded. Ground Stomp with the Obsidian rune is intended to be a gap opener for use when things start getting hairy or just general aoe usage when surrounded by many weak enemies. An Indigo rune is also a possibility here, but without being able to test it I'm just going to go with the safer Obsidian rune for now.
War Cry (Alabaster Rune) - With my gear focusing towards Vitality the percentage increase of my maximum life should be quite substantial, and the regeneration is just gravy. With the exception of the Golden and Indigo Runes the other choices are certainly interesting, but its hard to out stage a percentage increase in hp unless you are just in dire need of resistances or armor.
Seismic Slam (Crimson Rune) - Seismic Slam is intended as an second option for when you really need to make some room. If you find yourself surrounded and Ground Stomp isn't enough to clear a hole for you to run through then this is your follow-up. Since it has no cooldown and can be used 3 times with a full rage orb this should be able to get you out of any situation you have even the slightest hope of survival. With the intention of Seismic Slam in this build in mind I see no other plausible rune choice.
Revenge (Golden Rune) - This strikes me as kind of the odd duck of this build as 2 of the abilities of this build are for getting out of situation when you are surrounded and this ability is best used when surrounded. However with the 5% (7.5% with max golden rune) health returned per enemy you hit, assuming its % of your health not % of damage you deal, it just seems too powerful of a sustain to ignore. Even in boss fights where your life leech from your gear is doing work having that 5-7.5% sudden health jump is too good to ignore.
When I first saw this ability I thought the only rune possible for it is the Indigo rune which increased its chance to proc to 32%, currently it says 127% I assume that is a bug however, but after playing the beta and testing the ability it became quite clear that 15% is plenty. In any fight the ability is almost constantly lit up and ready to use, and on top of that it appears the ability also hold charges meaning that after you use it the first time you could potentially immediately use it another time or two. Truly a fearsome ability that, in its current implementation, will probably find its way into every build.
Ignore Pain (Alabaster Rune) - It's an oh shit button... Chose the rune I did because most likely during it's up-time I'll be spamming Seismic slam in an attempt to get the hell out of Dodge. I just have to assume that the life leech from the rune will work on Seismic Slam.
Passives:
Nerves of Steel - Chosen for the synergy with my intention to stack Vitality to give me more effective hp through the damage reduction of defense.
Berserker Rage/Relentless - This is a toss up, with only 1 rage spender to be used in select situations this seemed like the best choice to increase my damage further, but if I find myself getting the crap beat out of me I will probably switch it out to Relentless
Inspiring Presence - More synergy with my intention of stacking vitality and use of War Cry.
If you made it all the way to the bottom pat yourself on the back and then go rest your eyes. Once that is done come back and tell me what you think. I'm dying to theory-craft here but all my friends want to talk about is SWTOR.
Well that is expected but still disappointing.
This build was made with the explicit purpose of choice during combat. I can't tell you how many times in Diablo 2 I felt trapped not just because I was stuck with a single skill set or much more literally in mid whirlwind or Frenzy as doom encroached.
The thing to keep in mind with this build is while stomp is certainly more of an oh shit button than Seismic due to its cooldown it is still an offensive option just as Seismic is. I won't become hesitant with their use until probably late hell and beyond. While it does look like I have 3 'oh shits' 2 of them are dual purpose and still very highly offensive abilities.
As for using Relentless as I said early I won't even hesitate to switch it out over Berserker Rage if I so much as even feel threatened and I probably will certainly switch it out once I reach Hell level.
Now regarding Cleave with an Alabaster Rune you certainly made me think about it a bit, but after thinking about it I think I'll stick with Crimson and here is why;
Crimson Rune(rank 4) benefits: 37% additional dmg to primary and 28% additional damage to all secondary targets over base cleave effect.
Alabaster Rune(rank 4) benefits: 70% chance to explode causing 39% weapon damage to all targets within 13 yards.
Now this is just a hunch and I haven't actually done any math to support my hunch, I was working on some but got into an argument irl and now am too angry to be assed with that now, but I feel like once we reach the later difficulties the higher the number of swings required to down the targets will be around 3-5, assuming you aren't sporting a Grandfather, for regular mobs and a few more for champions and unique monsters. This will give Crimson the advantage in the longer fights where as Alabaster will pull ahead quickly in the shorter fights is what I am inclined to believe. It simply comes down to what are you more concerned about ending quickly; the fodder or the stronger mobs.
It is certainly something to think about and I am really anxious to see how switching a skill's runes is going to play out. As I guarantee tactics will change as gear improves. Using the current example of Cleave once you reach a point where you do enough damage to 2 shot standard monsters regardless of which rune you are using then I definitely agree that using Alabaster rune for at least its effect on standard mobs.
The question is will we be able to switch out runes on our abilities without destroying the previous rune and if you can do it with just a simple teleport to town?
Changing out runes based on if you're fighting a boss or clearing towards one will feel kind of cheap in my opinion. I want to have to make difficult decisions and not just have an easily acceptable counter to any situation just by teleporting to town. Anything less just feels like cheating and I don't play HC to cheat.
Anyway good input, really made me put a bit more in-depth thinking into my build. I still feel like I'm on the right track, but putting extra thought into even the smallest thing is how you stay alive. Hopefully there is more to come!
This is a perfect shoulder bag for women with conservative taste.The conservative Mulberry bags has a contemporary strap. The strap is made of woven leather and golden chain-link, pretty and practical. You can style this chic Mulberry Bayswater bag textured accessory with animal-print shorts and mesh sandals for an eye-catching warm-leather look.Here, this Mulberry designer handbag is associated with Miu Miu shoes, Giambattista Valli shorts, and the first row. Mulberry bags are available in a lot of conservative aesthetics. But it creates some very fashionable but still traditional bags. The Mulberry cory texture leather handbag is quite a good example of how Mulberry updates its conservative accessories for a more creative look
____________________________
mulberry messenger bag
mulberry bags
mulberry bags sale
mulberry outlet