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Currently level 30 Barb in Act III on Normal.
My build tries to optimize maximum killing and bonus XP for chaining monsters.
L: Fury + Fury Generation R: WW + WW Speed 1: Stomp + Pull 2: Revenge 3: Furious Charge 4: Leap
The point isn't to kill every mob you encounter, but rather to move BETWEEN packs of mobs while maintaining a kill chain. Stomp + Revenge allow you to build fury ==> WW to kill all of the clustered mobs and move toward the next pack of mobs. Use Leap and Charge to cut the distance to the next cluster of mobs. If you time your cooldowns right, maintain decent fury to WW to kill mobs, you can consistently get big chains (+30 or higher). The neat thing about bonus XP for kill chains is that the gain seems exponential. Since you're prioritizing killing speed, you also get more drops / min. Using this strategy I've been able to keep up with friends who put in more raw hours per day than I do.
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Level 0 tryhard reporting in. Comps been busted since monday so ive just been fiending here watching streams. From my beta exp and what ive seen ill be running as such: leap,revenge, cleave lm and rend rm wih all offense passives. Reason being is to clear as fast as possible. On initial glance ww seemed to hace low wep dmg % compared to rend, plus if youre flying solo rend gives you a kiting mechanic. Norm pure dmg gear from what i heard will be enough, NM start adding Vit pieces for hp the n Hell a good shield and slowly add resist all pieces. Sorry for 1 paragraph posted via phone
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Interesting passive for the max Fury build, I never gave that much thought into that skill. I'll definitely give it a try tonight with my own modified version.
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ty for this thread, dear d3 players, plz post diligently ^_^
i currently play a barb named bobbi on hardcore mode. I am at 3rd act normal right now, lvl 32.
All help is appreciated!
Stats:
Obviously on hc u need life. Much life. I stacked Vitality and am at 4,5k life in the moment. Found some nice rares on ah with both str and vita, which seems to be the best choice considering item stats. Protip: Search for a socketed helm, then put an amethyst in it. This gives a %-bonus on lifepool. Did someone see this already as a normal stat on other items? Any suggestions considering stat priorities?
Skills:
I experimented with a defensive setup, which i changed for now because normal really is quite fucking easy :-) This setup will come in handy once it gets harder:
cleave/rupture (left mousekey) Hammer of the Ancients ("hota")/smash (right mousekey) Groundstomp/Wrenching Smash (Keyboard 1) Leap/Iron Impact (Keyboard 2) Ancient Spear/Skirmish or Dread Spear (Keyboard 3) Ignore Pain/Iron Hide (Keyboard 4) Passiv: Pound of Flesh/Nerves of Steel/Superstition or Tough as Nails
This is a very save setup with lots of handy cooldowns: u got an aoe stun, can leap away and get a nice 7 second damage reduction cd. Lets say you start with zero fury. You first jump into a group of monsters, snaring them and get a 300 armor bonus right away. Now Groundstomp, which will stun and pull them together in a small area because of the Wrenching Smash-rune. This compliments hota, which (with smash) will land in a smaller area but with more weapon damage. Leap and Groundstomp will generate 30 fury, enough for seismic slam, which would also be a good follow up. Ancient spear is a great tool too. Use it to pull fleeing mobs (doesn't work with treasure pygmys, sadly) or to apply single target damage.
In the moment I play with a dps-setup:
cleave/reaping swing (left mousekey) Seismic Slam/Shattered Ground (right mousekey) Revenge/Best serve Cold (Keyboard 1) Battle Rage/Marauder's Rage(Keyboard 2) Overpower (Keyboard 3) Wrath of the Beserker (Keyboard 4) Passiv: Ruthless/Weapons Master/Pound of Flesh
This is a crit-heavy build: Use Revenge immediatly when it proccs to get the +10 % crit chance. Battle Rage should always be up: + 3% crit chance. If u use axes or maces, u get +10 crit hit chance from Weopns master. +5 % from ruthless. Every 2 minutes u gain +10 from wrath of the beserker too. All the crit hit chance compliments overpower, which will have a reduced cooldown depending on how many mobs u hit critically with it. I imagine stacking +critical hit damage and search for it (beside str and vita) could be a good idea, too! Remember, u can search for up to 3 stats in the ah.
Downsides of this build: Its pretty fury-intensive (Seismic slam!). I try to balance it with the Reaping Swing. It also is quite inestimable when revenge procs and u can hardly see it, because the icon is below the screen. Would be a good idea to show an animation or something near the character. Oh and I just saw that with lvl 53 u get "birthright" as a hota rune, meaning u get extra drop chances with every crit-hit kill! Nice :-)
Now to the boss build:
bash/clobber (left mousekey) Seismic Slam/Stagger (right mousekey) Ground Stomp/Deafening Crash (Keyboard 1) Threatening Shout/Falter(Keyboard 2) Ignore Pain/Iron Hide (Keyboard 3) Call of the Acients/The Council Rises (Keyboard 4) Passiv: Pound of Flesh/Nerves of Steel/Superstition or Tough as Nails
Yeah, should be pretty clear. Play it save: Stun with clobber, stagger and ground stomp (i know ground stomp worked on a few bosses, any information?), reduce damage and drink your pots.
Mobs:
I havent figured out any Suffixes and what they do yet. Too busy with other things lol. Ok, if a mob has "prison", it can get really nasty. Later on, we will get a passive which will reduce the time of all movement-impairing effects (juggernaut lvl 50). Generally, elemental damage will be our biggest problem, all the more if its ranged damage. Wizards and Witch doctors stack int and will therefore have naturally good amounts of resistance. We can balance that with superstition, which reduces non-physical damage. Could be important especially when Belial casts his poison pools or Asmodan his void zones (is this holy/arcane damage?)
Oh, I dont like these Wasps from act 2. Disgusting! Ancient Spear is very useful here :-)
Thats all for now, I will edit some Mob-Suffixes in when I figured them out. As a barb at hc, you must know your enemy!
For Bul-Kathos!
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Really loving this so far. I´m lvl 43 now and going strong in Nightmare act 2
From what I found out, items are a really really big thing for keeping your character and damage strong. Found a legendary glove yesterday, and since I would be head of the items pretty fast I sold it for 100K pretty fast. Then I figure I might aswell try to use some of the gold to improve my items.
Only need a new weapon and 2 other items to have it all up to date with my lvl, and went from:
8,9K Health 944 DPS
after the update I had these stats:
10,5K health 1730 dps
MASSIVE change, I run around with a 1 hand mace and shield and are pretty much 1 shotting normal mobs and champions I have no problems with normally they need a good 5-6 hits before they go down. Really surprised by the change in gear would do such a huge difference. Pretty awesome.
I run around with this build for now:
http://eu.battle.net/d3/en/calculator/barbarian#bhRQkP!!ZbbZbZ
I run up to the mobs hit cleave, get my fury up then hit ignore pain and go crazy with Whirlwind, if I get champion packs I do the same but hit Wrath of the berserker and that works fine.
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I see some nice build here. And Im happy that I am not the only one with the Max Fury build . I am still trying to figure out which are best item for such build though. What I am trying to experience right now is:
1. How good is +Attack speed items are?, They are massive buff on DH, I think they are really good on Barb too. 2. What is the a good amount of +Attack speed w/o losing too much surviability. 3. Which one is better between: %damage convert to life or life after hit. I think I have to go with both though.
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United States47024 Posts
No gap closer starts to burn really hard on certain mob types/champions. Ranged mobs with Knockback are a nightmare to run at, and it's really hard to reliably put damage on fast moving or teleporting mobs without Leap or Furious Charge. I'd say at least one of those two is a necessity.
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United States47024 Posts
On May 18 2012 11:22 Caphe wrote:I see some nice build here. And Im happy that I am not the only one with the Max Fury build . I am still trying to figure out which are best item for such build though. What I am trying to experience right now is: 1. How good is +Attack speed items are?, They are massive buff on DH, I think they are really good on Barb too. 2. What is the a good amount of +Attack speed w/o losing too much surviability. 3. Which one is better between: %damage convert to life or life after hit. I think I have to go with both though. Attack speed and weapon damage are multiplicative. You want to balance how much +% AS you get with your weapon's raw damage for highest overall DPS.
The caveat here is that DoTs and abilities that aren't linked to attack speed (Rend, Revenge, Overpower) favor having more damage, while big fury spenders favor attack speed (since more attack speed gets fury faster).
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I'm at level 45 in Act 3 Nightmare right now, and I exclusively play with a Wizard friend. Here's what I use:
L: Cleave (Reaping Swing) R: Whirlwind (Dust Devils) - will be Volcanic Eruption when I get it 1: Leap (Iron Impact) - will be Death from Above 2: Ground Stomp (Wrenching Smash) 3: War Cry (Invigorate) 4: Revenge (Vengeance is Mine)
Talent calculator
The idea is simple: Leap into the middle for free rage and armor buff, Ground Stomp for the pull and more rage, Revenge for even more rage and HP when it procs, refresh War Cry while spinning for, yes, even more rage. Whirlwind stuff to death. On many packs I won't even have to Cleave a single time.
Invigorate and the 1% hp/second from Inspiring Presence really help with the HP regen, which mostly comes into account when I have to run aroung kiting a pack of molten/chains/arcane champions with potion on CD. Before I unlocked Invigorate I mostly kept either Battle Rage (Marauder's Rage), Overpower or Furious Charge on #3.
I can't see myself switching out of War Cry right now, even with sword and board I feel quite squishy at times. As for Whirlwind, it's just too fun. Will maybe have to swap it for the 70% stun on Seismic Slam at later difficulties.
Anyway, Leap. Is it even possible to play a Barbarian without this skill? Before my wizard companion got his teleport, Leap was fantastic for pissing him off by jumping over gaps while he had to run around. Later on, it's saved my life more times than I can count by providing escape from pools of fire, slow but hard-hitting mobs, re-closing the gap on Mortar+Knockback and much more.
However the one thing this build is bad at is single target burst, i.e. Treasure Goblins. The stun from Ground Stomp doesn't work, he outruns Whirlwind, Revenge won't proc as you don't get attacked, Leap and Cleave alone is just pitiful damage. Do yourself a favor and pause, spec Call of the Ancients and laugh.
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Options > Gameplay > Elective Mode for more customized ownage!
level 56 barbarian Hell act 3
Primary - Frenzy ( triumph rune ) Secondary - Revenge ( Provoc rune)
Leap ( iron impact rune ) Call of the ancients ( Madwac's madness rune ) War Cry ( Invigorate rune ) Bezerker (Insanity rune)
Passive
Tough as nails Nerve of steel Inspiring presence
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On May 18 2012 11:33 TheYango wrote:
Attack speed and weapon damage are multiplicative. You want to balance how much +% AS you get with your weapon's raw damage for highest overall DPS.
The caveat here is that DoTs and abilities that aren't linked to attack speed (Rend, Revenge, Overpower) favor having more damage, while big fury spenders favor attack speed (since more attack speed gets fury faster).
Could you plz elaborate how to balance out attack speed regarding weapon damage? Any source?
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If you have an attack speed of 1.0 and you get a +10 dmg item it's going to be twice as good compared to if you had an attack speed of 2.0. So you can see that how much attack speed you have directly influences the effectiveness of +dmg gear, which is why you want to have a balance of both.
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what follower do you use?. I think the enchantress or whatever she is called is the best for a barb. She has a skill that can polymorph mobs to chickens + some other nice stuff and it works on minibosses like Izual (lol, that was fun).
Also has anyone had any succés with two-handers? I dont want to use freaking daggers as a barb but it seems like they are simply the best.
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Currently I have a near lvl 58 barb and I didn't feel like being a straight tank. I knew barbs would be the most gear dependant, and since I'm currently in hell I had to tweak my build a bit to solo/not be a meatshield.
I run a ranged barb spec and it is very damage heavy. Unfortunately, I also have no autoattack. When I first set up this spec I had fury generation problems and I will say that if you run a ranged barb you should try have a decent crit chance otherwise you're going to sit around furyless. The build can also be improved a bit if the person running it is really well geared and has high crit.
http://us.battle.net/d3/en/calculator/barbarian#fSXdik!ZYf!ZcbYYZ
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lvl 42 barb @ act2 nightmare:
LMB -> Bash with punish . the 18% more overall dmg is just good RMB -> Whirlwind with tornadoes or life. ME BARB ME WHIRL! also its just an amazing attack,fun to use and the frequent hits are nice if you got life on hit stuff
1. Stomp + wrenching smash. huge ass pulling aoe stun? what more do you want. lesser groups just die before they get out of stun. 2. Revenge with revenge is mine. very high aoe dmg that generates a ton of HP and Fury if your in the middle of a group. sucks when it doesnt trigger,owns all the rest of the time. 3. battle rage+ marauder rage (+ inspiring presence). 1min of +30%dmg & 1%hp/sec. yay! 4. ancients or earthquake with the no fury/lower cd rune
go in,bash something 2-3 times,stun the whole group and kill evrything with ww. if they start hitting you chances are revenge triggers and you can kill most of them while also getting full hp and fury again. just remember keeping punish and battle rage up
im still not sure about 1h,dualwield or 2h yet tho <.<
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On May 18 2012 05:17 intrigue wrote: lvl 34, act2 nightmare (seems like we're all here lol?)
i just switched to a really tanky setup last night (so awesome how you change your build completely) when i was the only tank with 3 squishies. ignore pain on 1, leap with the 300% armor on 2, the pulling stomp on 3, and call of the ancients/revenge on 4.
m1 is bash with the rune for stacking and m2 is ww. also yeah i love 1handed + shield now too. wonder if i can just have 2 shields...
I'm exactly there too lol. I'll post my set up tonight or tomorrow, whenever I have a chance to take a break from work and jump back on >.<
This is a very useful thread toi have
On May 18 2012 21:58 BeMannerDuPenner wrote:
im still not sure about 1h,dualwield or 2h yet tho <.<
I haven't come up with a solution to this as well, although I think if you're going to use whirlwind a lot, you want two weapons to hit more times? I think that's the case... unless your two-handed weapon is ridiculously better than your two one-handed weapons. At the moment, I'm certainly staying flexible though.
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lv 55 here act 2 hell and i have an okay time on everything except really OP combinations (plagued meteor chains for example) monsters that come in packs of 3. it really depends on what type of monster it is though.
what i use: http://us.battle.net/d3/en/calculator/barbarian#WhkViP!TXb!aYbcaZ
i use a 1h with ~250dps on it and a shield and with this build i have ~30k hp with ~3.4k DPS and 60% mitigation
i only solo
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Since I haven't seen it posted yet, I wanted to reiterate that if IS possible to use Weapon Master + Whirlwind with a Mighty Weapon to whirlwind continuously. I tried it out last night - and it works like you'd think it would. Seems strong for those who like WW.
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What special monster skills/ combinations do you find the toughest for barbarians to battle against? ( http://www.gentlemensdiablo3.com/2012/05/monster-affixes-list.html )
Personally, I get my ass kicked by Molten (fire-enchanted, fire-trail), Plagued (poison attacks), Wallers (straight walls, blocks movement), and Jailers (imprisons you).
Mainly those four because, as a melee character, having to run into elemental damage is the only thing that really hurts me, and any lack of mobility hurts as well (especially against ranged attackers).
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