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The Tanky DPS 1H+Shield Barbarian

Forum Index > Diablo 3 1 2 3 4 5 6 7 8 9 All
 
 Trang   Australia. August 13 2012 22:13. Posts 323
Profile # 
Please note, this OP was written during patch 1.03. Most principles still apply. Main differences are new viable skill builds, and the option of sacrificing some tankiness for damage through skills or gear. Some discussion about patch 1.04, particularly Rend, starts at page 3.

UPDATE HISTORY

15/08/12: Added Part 4.1 about knowing your gear slot potentials, weighing slots as offensive/defensive/balanced, maximising EHP on a single slot.
17/08/12: Further example elaborating on HP sustain/damage received break even points, linked in Part 3.3.

PREFACE

Hi TLers, my name is Trang. Some of you may recognise me as someone who has lately been quite active on the Barb Builds/Discussion Thread. To my pleasant surprise, against a backdrop of WW/Sprint being flavour of the month, there still seems to be an interest in the what is known as the Tank Barb, 1H+Shield Barb, Sword and Board Barb, or whatever you want to call it! This motivated me to advise my fellow barbs on how to progress down this line. Unfortunately, however, I have lately found myself answering the same questions over and over, not to anyone's fault. I can totally understand how people are discouraged by the prospect of looking backwards though a 118 page thread, just to find information.

This is why today I am creating this thread to put all information on 1H+Shield Barbs in one place, away from the distracting chatter of WW/Sprint Barbs

Also, sorry about the big walls of text, I’m used to writing in prose (lawyer). But I’ll try my best to present the information effectively through good structure and highlighting key points.


1 INTRODUCTION

1.1 What is the Tanky DPS Barb?

I prefer to use the term Tanky DPS Barb. What is a Tanky DPS Barb? It is more than just a Barbarian which uses a 1-hand weapon and a shield. The philosophy behind a Tanky DPS Barb is as follows: maximise DPS meanwhile being tanky enough to fight uninterrupted and indefinitely without reliance on Fury, Cooldowns or Life on Hit.

- Unlike a WW/Sprint Barb, you do not rely on gimmicky Fury management, high Critical Chance for Overpower, or Life on Hit for sustain.

- Unlike a simple Tank Barb, your only purpose isn’t to simply attract attention away from your DPS-centric party members, since on your own it would take forever to kill anything.

- Unlike Dual-Wield or 2-Hand Barbs, it is not about the fine balance between being able to burst down enemies in time before they kill you first, and/or kiting while waiting for cooldowns like Ignore Pain/Leap --- and you certainly don’t want to be dependent on waiting for Wrath of the Berserker/Earthquake to cooldown before you can burst elites in time.

- Instead, you rely on having a very high EHP (Effective Hit Points) and using Revenge as your primary reliable source of sustain, while maximising your damage potential (in terms of both skills and gear).

As an example, here is my Tanky DPS Barb as it is today (buffed with Warcry, Battle Rage and Enchantress):

Gear: http://i.imgur.com/xrqQe.jpg

Skills: http://us.battle.net/d3/en/calculator/barbarian#WVSRkP!ZVb!accacZ

1.2 Why play the Tanky DPS Barb?

With my current barb, my key stats are as follows (I will explain later why these are the important stats I am focussing on):

- DPS: 48,500

- EHP without block or dodge: 2,135,000
- EHP with dodge, without block: 2,372,000
- EHP with block, without dodge: 3,953,000
- EHP with block and dodge: 4,393,000

My EHP with block is calculated assuming enemies hit for 70K unmitigated damage (ball park average for Act 3 Inferno).

To put the EHP in context, against attacks that cannot be blocked, I can take on average 33 hits before dying. Against blockable attacks, I can take a whopping 62 hits before dying.

Taking out the luck factor of dodge altogether, I can reliably take 30 unblockable hits, and 56 blockable hits. NB For the rest of this post I will assume the absence of dodge, since at 10%, it is a less reliable measure of EHP.

Now let’s take into account Revenge (Provocation). 30% of hits will allow me to use Revenge to get back 5% of my EHP per target. Using the EHP numbers above, 5% EHP is equivalent to 1.5 unblockable hits, or 2.8 blockable attacks. Assuming that I have at least 3 targets within my Revenge range, my Revenge will keep me at full HP indefinitely. Against only one target, I can sustain almost indefinitely if its attacks are blockable.

Of course, these numbers are based on assumptions (such as all attacks being 70K damage unmitigated). Elite affects throw this out a bit. Meanwhile being surrounded by many white/trash mobs makes sustain ridiculously easy.

As you can see the Tanky DPS Barb is super tanky. Mine can take on 3 elite packs at a time. Meanwhile I am dishing out 48.5K DPS with your Frenzy (Sidearm) which does a small AoE, and 220% AoE weapon damage per Revenge. As a Tanky DPS Barb, you also feel pretty badass --- the more enemies you are surrounded by, the more you can stand in the middle and laugh as it becomes easier to sustain off of Revenge.

But why play the Tanky DPS Barb over other builds? Here are some things to think about:

1. You don’t have to wait for 2 minute cooldowns to burst elites.

2. No fury gimmicks. This means you are not useless in a party game.

3. No reliance on defensive cooldowns. This means you can tank for longer in party games without having to kite. This also means lag will not affect you as badly --- just hold down left click, spam right click, and laugh at the thought that you don’t care about the lag.

4. No reliance on Life on Hit to keep your health up. True, you use Revenge. But if you feel like it you can run around like an ass hat and take 30+ hits before engaging, without dying.

5. Not dependent on Critical Hit mechanics. You don’t need to stack the all expensive Critical Hit Chance gear on your armor slots just to stay alive or keep fury up.

6. Not dependent on Attack Speed. Unlike LoH IAS Monks, you don’t care how fast or slow you hit. You can hit slow and hard if you want to be badass, or swing faster if that’s your thing. This opens up your weapon type choices --- ie you are not limited to 1.4 APS Swords, but can also use Spears/Maces etc.


2 STUFF EVERYONE NEEDS TO KNOW

So you decided you want to play a Tanky DPS Barb now. Or you didn’t. Doesn’t matter. This is stuff which everyone needs to know to make the right choices about progressing their character.

2.1 Understand EHP (Effective Hit Points)

You will need to know the relationship between VIT, RES, Armor and %Life on how it affects your EHP. There are numerous useful guides out there. I will not go into it, but I will reiterate that there are no diminishing returns on any of these stats, so if you still think there then I suggest you go and do the research (which unanimously says there are no diminishing returns).

For the Tanky DPS Barb, all that matters in terms of your tankiness is EHP. Not your, total HP, not your All RES, not your Armor, not your Damage Reduction %. EHP, and EHP alone, is the number which determines how many hits you can take before you die in the absence of sustain. As for sustain, in our case, Revenge sustain scales with EHP, unlike LoH for example which scales off Damage Reduction (RES/Armor). Therefore, only EHP matters.

2.2 Understand DPS (Damage Per Second)

That ‘Damage’ number on that character sheet of yours is determined by many factors. Make sure you understand the relationship between Damage (from weapons and other gear), STR, AS (Attack Speed), CC (Crit Chance), CD (Crit Damage). Keep in mind that contrary to what anyone else might say, there is no single stat that will always be the better one to stack for everyone’s situation at every stage of their gear development. There seems to be a Crit Damage addiction as of late, and everyone prioritises a socket on a weapon when simply more flat Damage or STR would do a better job for the same price. So for us Tanky DPS Barbs, all that matters is the ending DPS stat as shown on your character sheet.

There is one small qualification, in that slower AS for the same DPS will mean harder hitting Revenges, but it’s a small point which you don’t have to worry about too much.

As for Crits, none of our mechanics rely on CC, so there is no need to prioritise it if the DPS is the same. Keep in mind though, that as you stack more CC and CD, they synergise for large DPS increases, so you might consider this for the long term.

2.3 Use a EHP/DPS Calculator

Ever had a situation looking at the AH, thinking ‘hmm I don’t know if this is better or not’? Ever seen the many many posts on forums saying ‘Is this item X or item Y better’? For the latter question the best answer is always ‘it depends on the rest of your gear’. Not everyone’s gear is the same, so the quality of one item depends on what your overall stats are based off your other gear. Please, use a calculator. They will also give you a better understanding of how EHP/DPS increase with other stats.

Here is the calculator I use: http://eu.battle.net/d3/en/forum/topic/4797101607?page=2#24

EDIT: 2.4 Know Gear Slot Potentials

I am covering this in Part 4.1 under GEAR, but this is stuff that everyone needs to know. So I'm putting a note of it here. Every class and build can benefit from knowing this.


3 OVERALL APPROACH TO THE TANKY DPS BARB

Okay now we’re getting into the meat. Here is my overall approach to progressing a Tanky DPS Barb.

3.1 Tank first, build DPS later

As stated previously, a Tanky DPS Barb wants to be able to attack continuously without needing to kite. Therefore, you need to be sufficiently tanky first. Then afterwards, you can build your DPS to kill faster. Do not try to do it the other way. I have seen many barbs with 30-40K DPS, but very low EHP, and they say they struggle to kill Act 3 elites before enrage timers. Meanwhile, in my Barb's early days I could kill Act 3 elites before the enrage timer with under 20K DPS. Why? Because I was able to attack continuously, without wasting any time kiting.

You first need to build your EHP so that you can tank Act 3 comfortably. I don’t know how much is the minimum, but I imagine about 1,500K EHP will make you comfortable for the majority of situations in Act 3/4. (Edit: this is just a ballpark figure, not a rule. The EHP you need will depend on your Skill build too, which is covered below. So you can probably get away with less, but since I didn't start measuring my EHP until I was already past 1,500K I don't know how much less). You want to be able to stand in the centre of a crowd of white monsters and be able to survive for a minute without relying on much more than Revenge. If you can’t do this, you won’t survive the harder elite fights. Abilities like Leap/Furious Charge/Ignore Pain are only there to save you in a tough situation (walled into arcane beams, or you are really unlucky with Revenge procs). You can’t rely on them as your primary tanking skill because of their cooldowns.

As for Shields and Block Chance, it deserves it's own section, so I have a section on that in the Part 4 which focuses on Gear.

3.2 Every bit of EHP makes a difference

Every little bit of EHP can make a real difference. You might have worked this out when reading my discussion above about the calculated number of hits I can take, and EHP worth of hits I sustain back through Revenge.

Here’s another way of putting it, and I’m making up numbers here to illustrate the point. Say you have 40K HP, and your EHP is such that you take 5000 damage a second, but your Revenge gives you back 4000 life a second. You are at a net loss of 1000 damage a second. You will die in 40 seconds. Now, let’s increase your EHP by 10% (often achievable with just one slot upgrade). You now take only 4545 damage a second, and you heal back 4400 life per second through Revenge. Your net loss is now 145 damage a second --- you can now survive for 4-5 minutes. Pretty big change for one item slot huh?

EDIT: a more elaborate example demonstrating this idea of a HP/Damage break even point here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=360185&currentpage=2#23

3.3 Skills depend on your gear and playstyle

The only skills that I consider to be mandatory are Frenzy (Sidearm), Revenge (Provocation), War Cry (Impunity), Nerves of Steel. I think they are self-explanatory. So you have 3 active skills and 2 passives left. You will try to squeeze in as much offense as you can with the rest of the abilities, but there’s only so far I would go, which I will explain below.

A FULL tank build would use Frenzy, Revenge, War Cry, Threatening Shout, Furious Charge (Dreadnought), Leap (Iron Impact)/Ignore Pain (Ignorance is Bliss) with Nerves of Steel, Tough as Nails and Superstition.

As your gear becomes more tanky, you can gradually switch out abilities for DPS.

First offensive skill I would add is Wrath of the Berserker (Insanity). The extra damage, and immunity for Crown Control effects, are crucial to taking down difficult elites before taking too much damage. Next, I would add Berserker’s Rage (Marauder’s Rage) for the extra 30% DPS. As far as DPS skills go for a Tanky barb, I think those two are sufficient. You still want one defensive skill for when you get into tough spots. Which skills to favour out of Threatening Shout, Furious Charge, Leap and Ignore Pain are your own personal preference. I personally like Furious Charge for the extra sustain and ability to reposition/disengage.

As for passives, the first to drop is Superstition, and then Tough as Nails. I would probably drop Superstition for Ruthless before dropping one of my defensive skills for Berserker's Rage. Also, personally, I find that Weapons Master does not provide a big enough DPS increase to make it worthwhile to drop Tough as Nails.

A few notes on other skills that I don’t like in spoilers:

Brawler:
+ Show Spoiler +

Maniac rune on Frenzy:
+ Show Spoiler +

3.4 Life on Hit is nice, but don’t rely on it

Everyone that says you need X minimum LoH to tank Act 3 is just stating their own personal story of how they did it. LoH isn’t the only way through. If you have sufficient EHP, Revenge with the occasional Furious Charge will be enough sustain to keep you alive. Think of LoH merely as reducing the EHP bar you need to reach to tank Act 3 (think back to the way I talked about net HP loss per second in Part 3.2). But consider this for a moment. Once you are sufficiently tanky, you will be replacing gear for more DPS.

Here's an example. Is it easier to replace an amulet with 100 STR and 200 VIT for an amulet with 200 STR and 200 VIT, or to replace an amulet with 100 STR, 100 VIT and 300 LoH for an amulet with 200 STR, 100 VIT and 300 LoH. You guessed it, the upgraded LoH amulet is WAY more expensive.

Another example, you have a 1H 800 DPS sword. And now you want more DPS. Well, getting a 950 DPS 1Hander with 300 LoH is going to cost you as much as it costs you to just get a 1050 or 1100 DPS 1Hander without LoH.

Moral of the story: LoH is always welcome, and certainly nice. But do NOT rely on it to tank, because once you do this it will be much more expensive to replace gear for more DPS.

3.5 Adding DPS --- Skills first, STR second, Crit last

Okay, so you can tank Act 3 now, but you kill things kind of slowly. How do you approach increasing your DPS?

First, tweak your skills, using the method described in Part 3.3. Why? First, it costs nothing, and you can tweak as much as you want through trial and error to see how much DPS you can get away with. Secondly, you will eventually be working towards a balanced tanky/DPS skill set up (something like my skill set up). Consider again Part 3.1: tank first, DPS later. If you know you can tank effectively with a balanced skill set up, then you know that any further items you buy to increase DPS will not reduce your tanking ability provided it maintains your current EHP. If, however, you change gear before skills, and you spent millions of gold to have 25k DPS with a full tank skill setup, and you decide you want to work towards that 40k DPS, then guess what --- you might find with your new skills that you are no longer able to tank, and you have to replace all your gear AGAIN.

After you have a balanced skill setup, next is gear. I did say STR then Crit (Chance and Damage), but really this is just a guideline. Whatever you can get your hands on is good. However, keep in mind that generally speaking, armor with VIT/RES/STR is easier to come by than VIT/RES/less STR/CC for the same price. DPS calculators will help you work out how best to increase your DPS. Keep in mind also that STR does increase your Armor. Cost and Armor are the reasons why I suggest STR as your first goal.

As for attack speed, it is nice, but don't give it any special treatment over a similar DPS increase from STR or Crit. Why? Revenge, which is a great source of AoE damage, does not scale off IAS. So it's nice, but not necessary.


4 GEAR, GEAR, GEAR

Yeah yeah, we know this game is all about gear. So I’ve taken some extracts from the Barb thread to demonstrate some of my principles in practice. I put each part in spoilers to reduce clutter.

Shields --- Block Chance is King --- Sacred Shields, Stormshield, Helm of Command, Justice Lantern, etc:
+ Show Spoiler +

Reiterating the principle of Tank before DPS + comments on prioritising Physical/Fire over other Resistances:
+ Show Spoiler +

Importance of movement speed on your boots, dealing with kiting mobs, illusionists and nightmarish:
+ Show Spoiler +

All about the incremental increases, also don’t underestimate solid STR/VIT/RES over things like Crit:
+ Show Spoiler +

Upgrading your weapon --- Hairy lays down the law on Crit Damage addiction + my additional comments:
+ Show Spoiler +
+ Show Spoiler +

So you’re comfortable farming Act 2, but not quite Act 3? Here’s an example of a road map of how to progress:
+ Show Spoiler +

EDIT: 4.1 Know Gear Slot Potentials

One of the most important things for knowing what to prioritise on what gear slots is knowing what every slot can potentially spawn with.

Use this reference page here: http://www.d3rmt.com/guides/diablo-3-item-stat-maximum-values/

You need to know this by heart for the following stats: STR, VIT, RES, %Life, CC, CD, IAS.

OK so let's apply some of these ideas. Each Armor slot favours one Core Stat, except Gloves which have 2 favoured stats, and Bracers which have none. For our purposes, Shoulders and Belts can spawn with 300 STR, and Chests and Pants can spawn with 300 VIT. Every other Armor slot can get only 200 STR/VIT. Rings get 178 of any stat, and Amulets 302 of any stat.

What does this mean? When looking for gear, prioritise high STR on Shoulders/Belts, and high VIT on Chests/Pants, to maximise their potential. Of course, you will try to get good STR/VIT otherwise on these slots and others too, but if you ever wondered why 125 STR and 125 VIT bracers seem so expensive for what you get, this is your answer.

Please note that the below is not intended to be any rule that must be followed. It's only a general guide is as to why it is most cost-efficient to gear in a certain way. If you find a good bargain that is contrary to the analysis below though, go ahead and buy it!

Offensive, Defensive, Balanced Weightings for Gear Slots

Now, I try to think of slots as either offensive or defensive or balanced. Shoulders/Belts are offensive because of the high STR. Chests/Pants are defensive. Helms, well your helm will be a Helm of Command. Bracers/Gloves are up to you, for me Bracers are balanced, and Gloves are more offensive. Boots for me a balanced since I run Sage Seekers for the 12% MS. My Amulet, and Ring (except my Justice Lantern) are balanced to offensive slots. You can see these weightings correlate with the STR/VIT/Crit stats these slots can spawn.

For the purpose of the following discussion, we will assume that 1 RES = 1.5 VIT. The ratio depends on your current gear, and chances are 1 RES < 1.5 VIT, but the round numbers make it easier. We'll also assume that 1%Life = 12 VIT. Again this ratio could change depending on your gear.

Now for a good, but not amazing, item slot with a defensive focus, I try to aim for around 60-80% of the defensive stat potential for the gear, and then 25-50% offensive stat potential. It is the reverse for a slot with an offensive focus. For a balanced slot, I try to get 40-60% for each stat. As you become more developed in gear, you will start to break past these ranges. These numbers are just a rough guideline, and I'll explain why I recommend this approach through examples below:

Example 1 --- Defensive Chests

First let's compare offensive versus defensive weighting for a Chest. Assuming a Chest with 50 RES, it is easier and cheaper to find a Chest with 200 (out of 300) VIT and 50 (out of 200) STR than a Chest with 125 VIT and 125 STR. This is because they are simply more abundant.

Ok so let's get more specific, and look at just the defensive stats. How do I weigh up RES/VIT priorities when searching the AH? Assume 50 STR. A Chest with 50 (out of 80) RES and 180 VIT is cheaper than 70 RES and 150 VIT, and the EHP-worth is about the same. Again, this is because Chests with 180 VIT are more abundant than Chests with 70 RES.

Because of this, you can get a Chest with 60 RES, 175 VIT and 75 STR for under 1M, while a Chest with 70 RES, 125 VIT and 100 STR will cost you more.

Example 2 --- Offensive Belts/Shoulders

Assuming 50 RES, try searching for a Belt with 125 STR and 125 VIT. Now try searching for a Belt with 175 STR and 50 VIT. Which one was cheaper? You bet, the second one. Try the same for Shoulders, you will find the same thing.

Maximising EHP for a Single Slot --- Amulet Example

As I described above, with the Chest example, sometimes it is cheaper to go for mid-range RES to get a higher VIT. Let's look at an example where the difference is more pronounced, the Amulet. For me the Amulet is a balanced to offensive slot. You want good STR, as well as one or a combination of CC/CD/IAS. You also want one or two defensive affixes though --- RES/VIT/%Life.

So let's consider the max defensive stats on your Amulet: 70 RES, 302 VIT, 14% Life. What does this translate to in terms of EHP using VIT equivalents. 105 VIT from RES, 302 VIT, 168 VIT from %Life. Flat VIT is the clear winner.

Many people on the AH don't understand EHP very well, and there tends to be an obsession with RES. You will notice on forum threads people always talk about how much RES they have or need. This is good for us. Guess what, it's easier and cheaper to find 75 VIT than 50 RES on an Amulet. It's easier to find 200VIT than 125VIT+50RES. Use and abuse this.

Further still, and this is something that breaks this 60-80% of potential guideline I was talking about. People undervalue %Life on Amulets for some reason. It is easier to find 80 VIT + 12%Life than 225 VIT or 150VIT + 50 RES. This is significant, because once you are add in the presence of 200 STR with a bit of CC/CD/IAS, then suddenly people realise that an extra 200 VIT is worth of a lot gold too, but people fail to price VIT + %Life together as high as they should be.


5 CLOSING REMARKS

The Tanky DPS Barb may not be as flashy as the WW/Sprint Barb or as bursty as a Dual-Wield/2-Hand Barb, but hopefully I have shown you that what makes the Tanky DPS Barb good is versatility. We’re good solo, but also in parties. Because of our innate tankiness that does not really on LoH, Cooldowns, or Fury gimmicks, we can tackle any situation the enemies throw at us --- swarms of mobs, multiple elite packs, bosses.

If you’re already trying to make a Tanky DPS Barb, good on you, keep persevering and I hope this post has helped you in some way. All the best!

Thanks
Trang
Last edit: 2012-09-17 23:46:09
Old Post

 
 Kerans   Italy. August 13 2012 22:29. Posts 58
Profile # 
On behalf of anyone who's trying to get anywhere close to the monstrous amount of EHP you're sporting I take off my hat to you, Trang. Excellent contribution and effort on your part with this thread.
"Walk softly, and carry a big stick"
Old Post

 
 vol_   Australia. August 13 2012 22:43. Posts 1552
Profile # 
Thanks for keeping the tank barb fire burning Trang, I will read the whole thing eventually Some of your comments in the barb thread have helped me out a lot thou so thanks.
Pretty jelly of your gear, I am at about 1,500,000 ehp pre block 46% block with 32k dps and 900 LOH.
There are a few elites at the end of act 3 that can kill me with crazy affixes but that is about it. Looking to get rid of my LOH for some more EHP and DPS but I will wait till the patch comes so I can balance my character to accomodate the adjusted difficulty.

The last moster damage nerf saw a huge reduction in tank barbs, this next one will hopefully make 2H builds viable. Looks like shields are gonna get even cheaper and with monsters hitting softer its going to be easier to reach that point where you can facetank 3 packs with good DPS. It's a good time to be a tanky barb!

Jaedong gives me a deep resonance.
Old Post

 
 Trang   Australia. August 13 2012 22:44. Posts 323
Profile # 

On August 13 2012 22:29 Kerans wrote:
On behalf of anyone who's trying to get anywhere close to the monstrous amount of EHP you're sporting I take off my hat to you, Trang. Excellent contribution and effort on your part with this thread.


Thanks, and you're welcome! Hope you don't mind I used your case as an example for gear advice
Old Post

 
 Trang   Australia. August 13 2012 22:51. Posts 323
Profile # 

On August 13 2012 22:43 vol_ wrote:
Thanks for keeping the tank barb fire burning Trang, I will read the whole thing eventually Some of your comments in the barb thread have helped me out a lot thou so thanks.
Pretty jelly of your gear, I am at about 1,500,000 ehp pre block 46% block with 32k dps and 900 LOH.
There are a few elites at the end of act 3 that can kill me with crazy affixes but that is about it. Looking to get rid of my LOH for some more EHP and DPS but I will wait till the patch comes so I can balance my character to accomodate the adjusted difficulty.

The last moster damage nerf saw a huge reduction in tank barbs, this next one will hopefully make 2H builds viable. Looks like shields are gonna get even cheaper and with monsters hitting softer its going to be easier to reach that point where you can facetank 3 packs with good DPS. It's a good time to be a tanky barb!




You're welcome and yep, I hear ya regarding the patch. I also hope that the 1.4 patch changes to iLvl 61 and 62 weapons will make it easier to find a decent DPS 1-Hand weapon

PS Happy Birthday :D
Last edit: 2012-08-13 22:52:24
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 trinxified   Canada. August 13 2012 23:01. Posts 2588
Profile # 
I really like this. I wanted to do this too, but I couldn't find a decent high block% shield, and a decent helm of command for my limited 100 mil (had to re-gear every piece), so I decided to jump on the bandwagon and do WW/Sprint.
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 Black Gun   Germany. August 14 2012 01:31. Posts 3861
Profile Blog # 
really a great guide, lots of effort put into this. although i personally prefer builds with a moving attack (aka ww, which only works well in combination with the cookie cutter sprint/ww build...), this is great info, particularly for those guys who are not rich enough to afford all the crit gear for double nado.
"What am I supposed to do against this?" - "Lose!" :-]
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 vol_   Australia. August 14 2012 22:54. Posts 1552
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On August 13 2012 23:01 trinxified wrote:
I really like this. I wanted to do this too, but I couldn't find a decent high block% shield, and a decent helm of command for my limited 100 mil (had to re-gear every piece), so I decided to jump on the bandwagon and do WW/Sprint.

You must be aiming pretty high, I have spent nowhere near 100 mil on my gear and I am farming act 3
Jaedong gives me a deep resonance.
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 dadde   Italy. August 14 2012 23:13. Posts 249
Profile # 
ehy trang!this guide seems wrote for my barb!i m having a lot of problems tanking in act 3 while the rest of my party try to dps (we play inferno always in 4).really good job dude!
Do Well,Fear No One
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 Burrfoot   August 14 2012 23:30. Posts 848
Profile Blog # 
Nice write up, this was what I imagined barb play to be more like before all the wrist-excercisinh WW specs out there. I hated the WW play style mostly other than the fact it was essentially immune to cc the entire time you could keep wrath up.
http://us.battle.net/d3/en/profile/Davlok-1847/hero/1205254 I'm chinese and I farm!
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 Hairy   United Kingdom. August 15 2012 02:30. Posts 1041
Profile # 
Very nice writeup, and it makes sense given the situation in the barb thread (it felt a little like two conversations were going on at once). I also noticed the quote - cheers

Your playstyle was one that I was initially going for, before I discovered WW/sprint and thought it looked fun. Now that everyone and their mother is WW/sprint I feel a little dirty being yet another of the pack, so I may venture back in this direction. I don't think I'd need to change much gear; probably just a shield, justice lantern and HoC.
Sometimes I sits and thinks, and sometimes I just sits
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 hunts   United States. August 15 2012 07:49. Posts 1645
Profile # 
Nice guide, and nice to see more barbs sticking to the sword and board instead of jumping on the double tornado bandwagon!
Here's my barb, though I don't think my gears quite as impressive. The 1 other barb friend I have that still plays does the double tornado and keeps wondering how I live with 0 life on hit lol.

http://us.battle.net/d3/en/profile/hunts-1629/hero/13785460
"When the cold in my heart leaves it comes to an end, and quietly I'll go to sleep"
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 Trang   Australia. August 15 2012 12:25. Posts 323
Profile # 
Yeah, I'll be the first to admit that gearing the Tanky DPS Barb is not cheap. The fact that you don't need to stack Crit only makes it more bearable

I think that relying on solid core stats (STR/VIT/RES) though is always a safe bet, and in that respect I think that we are pretty resilient to any adverse effects from future patches. Who knows what the changes to skills in 1.04 will bring to the viability of WW/Sprint Barbs compared to Barbs with solid stats.

Hairy, in terms of switching between the two builds, I guess it depends on your gearing philosophy. If you have good core stats, then it is easy to transition to a Tanky DPS Barb. Good, but not amazing, Shields and Helms of Command are relatively inexpensive (under 2M). The more expensive Justice Lantern is optional, I like it, others don't. If you are Crit heavy though, then you might have to look to drop a bit for more STR/VIT.

It goes the other way too. A 1H+Shield Barb will just have to switch out his Helm of Command/Justice Lantern/Shield for a stat stick off-hand weapon, and helm/ring with CC, and depending on how much CC you already have, swap some VIT for Crit on slots like the gloves/bracers/amulet, and you're good to go.

Hunts, I've had people in game tell me "Lol you have no LoH". I then proceed to run around killing elites without bothering to dodge Arcane/Frozen/Molten explosions/Plague and so on, and they shut up, haha. The funniest is when I kill a bunch of Molten elites, and just loot without caring about the blast, and because they see me stay, they forget about the Molten blast and die trying to loot too.

Nice Barb by the way. One thing I noticed though is that your life would be easier if you squeezed in a little more VIT. One example where you can squeeze in more EHP is your amulet. 52 All RES, will probably be equivalent to roughly 70-75 VIT in terms of EHP (might be more or less for you). It's way easier to find 150-200 VIT than 52 RES on an amulet, seeing as the max VIT on an amulet is 300, while the max RES is 70. +%Life is also another stat that often comes cheap on amulets.

This makes me thinks I should add in a section about knowing your gear slot potentials ... might add it in when I've got more time

Edit: I added in a new section about gear slot potentials and weighing offense/defensive stats on each slot.
Last edit: 2012-08-15 13:32:42
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 pedduck   Thailand. August 15 2012 13:24. Posts 418
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Any suggestion in gerneral for the up coming patch? Should I sell my helm of command and justice lattern and buy it back after patch? Thanks
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 Trang   Australia. August 15 2012 13:39. Posts 323
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Pedduck, I'm not the kind of person to speculate. I have no idea what the patches will bring to legendaries to be honest, and whether it will affect our Helm of Commands/Justice Lanterns by a lot. We would have to wait for when Blizzard releases more patch details, but by then any chance for profit would be reduced. But, hey, that's why they call it speculation, you're taking a chance on something you think might happen, but don't know for sure will happen. In my case though, I only paid 2M for my Helm of Command, and 11M for my Justice Lantern. Compared to the expensiveness of upgrading other slots, I won't be too bummed out if I lose a few million in value, since I'm pretty sure solid STR/VIT/RES items will retain good value (relative to other items anyway, we don't know what will happen with systematic market inflation/deflation).

My aversion to speculation is part of why I play a Tanky DPS Barb who relies mainly on the core stats of STR/VIT/RES, since I can say with certainty that these stats will never stop being solid (by contrast IAS stackers got hit hard last patch).

Edit: just read the Blizzard preview on Legendary Item changes. Some legendaries are not being buffed, and Helm of Command is one of them
Last edit: 2012-08-15 14:12:12
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 vol_   Australia. August 15 2012 19:17. Posts 1552
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On August 15 2012 12:25 Trang wrote:
The funniest is when I kill a bunch of Molten elites, and just loot without caring about the blast, and because they see me stay, they forget about the Molten blast and die trying to loot too.



I love it when this happens haha
Jaedong gives me a deep resonance.
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  Barrin   United States. August 15 2012 21:53. Posts 4206Profile Blog # 
Very nice, will show to my bro :DD

What was I doing without maximum stat for each piece list. >.< Glad someone else made it :DD
"It is dangerous to be right in matters where established men are wrong." -Voltaire
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 trinxified   Canada. August 16 2012 08:36. Posts 2588
Profile # 

On August 14 2012 22:54 vol_ wrote:

Show nested quote +


You must be aiming pretty high, I have spent nowhere near 100 mil on my gear and I am farming act 3


Can I see your gear? Here's mine: http://us.battle.net/d3/en/profile/trinxified-1614/hero/2139049
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 Trang   Australia. August 16 2012 17:42. Posts 323
Profile # 
I've spent less than 100 mill on my gear, I worked it out to be around 80M. To be honest, my gear is probably worth a lot more than 100 mill, but I've gotten gear at bargain prices from just being patient on the AH. I don't play so much any more, so my gear changes quite infrequently. But when I was more active I was spending probably 1-2 hours a day on the AH.

Here's a link of how much I paid for my gear: http://i.imgur.com/0jCeP.jpg

Keep in mind, most of this gear was bought a month ago, or earlier even. I've only replaced one slot in the past 2 or 3 weeks.

I've colour coded a bit what I think about the price I paid versus it's worth at the time. It's less about price difference, and more about difficulty of buying though (how quickly do you have to click that buyout button).
Red = Holy shit that was cheap, I only got this because I was the first person to see it.
Orange = Really good deal, probably would have been swept up by someone else within 15 minutes at most.
Blue = Good deal, would have been bought in under an hour I'm sure.
White = I bought these items on bid rather than buy-out. I think I paid a decent price for it.

Some of these pieces would have inflated in price by now, so you probably shouldn't expect to get gear as good for as cheap. But you get the picture that you can get good prices if you patient. If you're lucky you'll get a 'LOL' moment like my Chest piece ... haha.

PS I realise my Gloves, and Rings especially were absurdly cheap for what they have. At the time I got them patch 1.03 had just come out, and not everyone had quite caught on about the value of Crit yet Still, the Gloves/Right Ring were still cheap even without the Crit, which is why I put them in the Red category. My Justice Lantern is worth a ton now for having both CC/CD, however, at the time everyone was looking for Justice Lanterns with STR or IAS, which is why I put it as Orange even though in terms of cost/value it was really bloody cheap.
Last edit: 2012-08-16 17:54:10
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 Kerans   Italy. August 16 2012 17:58. Posts 58
Profile # 
Jesus, when you get over 65k HP Revenge becomes a thing of immense beauty...
"Walk softly, and carry a big stick"
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