
Free Agent - NA
For some background on myself I'm Krakens and I've been playing Paladins for a few years now so I'd figure I start putting my experience to use. I've read many guides over the years for many games so its only right. Barik is one of my personal favorite champions along with the the recent buffs now is a good time for anyone to pick him up. This is all personal opinion and should be taken with a grain of salt.
Barik - The Master MechanicBarik is one of the original champions whose play style has for the most part has not really changed since the introduction of Tinkerin, his main goal is to stay alive and be as annoying as possible which his kit allows him to do with ease if utilized properly. First we will go over his abilities.
It helps that you can first pick him at borderline any level of the game nave have a strong influence on who wins or loses. Rarely if ever banned.
BlunderbussThe recent change has been fantastic for his non Tinkering at close range his shot will do 500 with a minimum damage going down to 250 letting him constantly out putting damage. It has a head shot potential for 750 at close range and is fairly easy to connect. Worth going for if you can manage. Bread and butter, the less you miss the more success you have, always out put damage even if long range, that 250 boop could be the difference in a win or loss.
BarricadeSummoning a 5000 base HP curved shield is very simple, but very effect. This is an ability you will want to focus your attention on because it will be what keeps you alive. A technique you will want to learn and optimize is "dancing" inside of the shield as the enemy team tries to eliminate you, you can keep yourself alive for a VERY long time as your team does back up. You can win 1v1s vs people who try to fight you head on without a plan. Also very good for protecting teammates and cutting off choke points for a brief moment to fall back.
TurretNow the true reason we all want to play, tiny cute turrets. They're wonderful little mechanical creatures that try their very best to wreck total chaos by death by a thousands boops. 120 damage at base with 144 with Architectonics. Not much but it adds up and as team fights start rolling out the pressure they cause can go unnoticed. Every bit of damage helps. Turret placement is important, try to keep them in firing range and useful as often as possible.
Dome ShieldBariks Ultimate ability is exactly what it sounds like, a dome shield with 20,000 HP and does 600 damage a second to everything in range. You unleash the absolute fury onto whatever poor soul is inside and force them to attempt to eliminate you or run away. Very good delaying ability that can be utilized defensibly and offensively
This is what I find successful on this patch, others will likely think differently and I encourage people to share their own styles and reasoning.

Tinkerin
Weapon
Modify your Blunderbuss to fire a single slug that deals 600 damage.
Level 1

Bowling Ball
Rocket Boots
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Level 4

Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 40% Health.
Level 4

Red Streak
Rocket Boots
Reduce the Cooldown of Rocket Boots by 2.4000000000000004s.
Level 3

Field Deploy
Turret
Heal for 40 each time one of your base Turrets hits an enemy.
Level 2

Double-Time
Rocket Boots
Heal for 100 every 1s for 3s after activating Rocket Boots.
Level 2

Level 3

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 75%.
Level 3

Rejuvenate
Armor
Receive 30% more Healing from other players.
Level 3
It's what you will want to use vs long range targets like sniper, when you feel you need some extra punch for wrecker (when needed) or pesky flying lizards and fairies. The slug shot damage can shut them down solo.

Level 1

Healing Station
Turret
Heal for 125 every 1s while standing near any of your Turrets.
Level 5

Forged Alloy
Turret
Increase the Health of all your Turrets by 700.
Level 5

Combat Repair
Turret
Heal all of your Turrets for 90 every 1s while you are standing near them.
Level 1

Bowling Ball
Rocket Boots
Gain a 450-Health Shield for 3s after activating Rocket Boots.
Level 3

Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 10% Health.
Level 1

Level 3

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 75%.
Level 3

Rejuvenate
Armor
Receive 30% more Healing from other players.
Level 3
Since its been back on the menu this is my favorite style of build to use, you set up your turrets and turtle them better then an angry Makoa. Healing station is no joke and you still get a hint of the bowling ball style of the more commonly played tinkering way.

Fortify
Barricade
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
Level 1

Palisade
Barricade
Reduce the Cooldown of Barricade by 2s.
Level 5

Foundation
Barricade
Increase the duration of Barricade by 1.7999999999999998s.
Level 3

Bowling Ball
Rocket Boots
Gain a 450-Health Shield for 3s after activating Rocket Boots.
Level 3

Healing Station
Turret
Heal for 75 every 1s while standing near any of your Turrets.
Level 3

Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 10% Health.
Level 1

Level 3

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 75%.
Level 3

Rejuvenate
Armor
Receive 30% more Healing from other players.
Level 3
This may be the first time in a long time where Fortify is starting to become a real interesting prospect with the changes. This my experimentation build.