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Right. No offense, Whirlwind just ain't that great. Its mobility is meh, and its damage (150% weapon) is _also_ pretty meh.
This got mentioned on the first page, but I use Furious Charge. A lot. My build (level 36) is:
Cleave (Rupture) Hammer of the Ancients (Smash) Furious Charge (Merciless assault) Ground Stomp (Wrenching Smash) Revenge (Vengeance is mine) Battle Rage (Marauder's Rage)
The idea is simple: Furious Charge does great damage in an AOE. If I can hit 5 people, I can use it continuously. Plus, it builds fury. By the time I cannot hit 5 people in a fight, people will be low health, and I can ground stomp, cleave to bring things close, and rupture.
Revenge is just a must-have for the survivability and the AOE damage. Battle Rage is there because I haven't really found the need for War Cry or Threatening Shout, which would be the other two options.
Can't emphasize enough how much better furious charge is than any other AOE skill barbarians get. Also doubles as a mobility skill.
-Cross
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On May 18 2012 22:41 Crosswind wrote: Right. No offense, Whirlwind just ain't that great. Its mobility is meh, and its damage (150% weapon) is _also_ pretty meh.
This got mentioned on the first page, but I use Furious Charge. A lot. My build (level 36) is:
Cleave (Rupture) Hammer of the Ancients (Smash) Furious Charge (Merciless assault) Ground Stomp (Wrenching Smash) Revenge (Vengeance is mine) Battle Rage (Marauder's Rage)
The idea is simple: Furious Charge does great damage in an AOE. If I can hit 5 people, I can use it continuously. Plus, it builds fury. By the time I cannot hit 5 people in a fight, people will be low health, and I can ground stomp, cleave to bring things close, and rupture.
Revenge is just a must-have for the survivability and the AOE damage. Battle Rage is there because I haven't really found the need for War Cry or Threatening Shout, which would be the other two options.
Can't emphasize enough how much better furious charge is than any other AOE skill barbarians get. Also doubles as a mobility skill.
-Cross
This is exactly the reason why threads like these are so valuable.
Whether or not the factual statements you made are true or false, or we agree or disagree with your opinions, I'm totally interested in testing out your skills now. I hadn't really tried them before... and, quite frankly, I had been eager to get to whirlwind and stick to it because it ended up being pretty good (better than most of the previous stuff anyway) and I loved it in D2.
I'll definitely try out your suggestions Thanks for posting your build!
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On May 18 2012 23:01 DarkPlasmaBall wrote:Show nested quote +On May 18 2012 22:41 Crosswind wrote: Right. No offense, Whirlwind just ain't that great. Its mobility is meh, and its damage (150% weapon) is _also_ pretty meh.
This got mentioned on the first page, but I use Furious Charge. A lot. My build (level 36) is:
Cleave (Rupture) Hammer of the Ancients (Smash) Furious Charge (Merciless assault) Ground Stomp (Wrenching Smash) Revenge (Vengeance is mine) Battle Rage (Marauder's Rage)
The idea is simple: Furious Charge does great damage in an AOE. If I can hit 5 people, I can use it continuously. Plus, it builds fury. By the time I cannot hit 5 people in a fight, people will be low health, and I can ground stomp, cleave to bring things close, and rupture.
Revenge is just a must-have for the survivability and the AOE damage. Battle Rage is there because I haven't really found the need for War Cry or Threatening Shout, which would be the other two options.
Can't emphasize enough how much better furious charge is than any other AOE skill barbarians get. Also doubles as a mobility skill.
-Cross
This is exactly the reason why threads like these are so valuable. Whether or not the factual statements you made are true or false, or we agree or disagree with your opinions, I'm totally interested in testing out your skills now. I hadn't really tried them before... and, quite frankly, I had been eager to get to whirlwind and stick to it because it ended up being pretty good (better than most of the previous stuff anyway) and I loved it in D2. I'll definitely try out your suggestions Thanks for posting your build!
=) I should also point out: Hammer of the Ancients: Smash is there, because, when you get done charging, pulling, and cleaving, there may be 1 or 2 dudes who have a lot of HP. You will probably be close to full fury. At relatively cheap fury cost and 270% weapon damage with bonus crit chance, Hammer will CRUSH those dudes.
-Cross (Hammer's also a great boss-killin' skill)
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intrigue
Washington, D.C9931 Posts
this thread has convinced me to try out hammer of the ancients and berserker rage
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On May 18 2012 22:35 DarkPlasmaBall wrote: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). One time I was in the sewers and I was against 3 Fire Chain + Teleport + Molten. If I run away to regen hp = teleport on my ass and chains/molten trail rips me up.
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Just entered Hell myself and am discovering the difficulty of survivability. I'd have to agree with AndyJay for the most part, as well as Gulf. If you're going to play multiplayer as a melee class it seems imperative to have the ability to tank. I haven't experimented much with PURE damage, but it seems like a good way to get 1-2 shotted.
I'm going 1h-er with a shield. I've been trying to get away with a build that allows for as much damage as possible while using life steal to facilitate tanking. My build looks something like this:
Frenzy > Heal Ignore Pain > Duration increase Leap > Armor buff Rend > Heal Revenge > Proc increase Battle Rage > Damage increase
Passives: Berserker Rage (Dmg buff at full rage) Ruthless (Crit %+, and Crit dmg +) Nerves of Steel (Armor shares a 1:1 ratio buff with Vit)
During the time that AOE tanking becomes necessarry, I've found Rend heal is needed in order to deal with large packs.
Revenge Proc Rate is also amazing, since it's almost always up. I find myself Revenge, Revenge, Rending in order to drain tank. If something with big damage comes along, I may end up Leaping for the armor buff or popping Ignore Pain.
There's definitely a balance needed between survivability and damage, though. If you're not dealing enough damage, you're not draining enough to keep yourself alive. Likewise, if you're taking too much damage you're just going to die. The shield and passive armor bonus I have is designed for survivability, while Rend and Revenge are just as much survivability as they are for damage. I increase my damage where I can, and increase my survivability where I have to in order to stay alive. A lot changed once entering the last act in NM, as well as Hell now. Itemization is also changing, so I suspect it'll be easier to facilitate different builds as itemization changes even more.
I've actually found my biggest issue is currently tanking single targets that deal a lot of damage, since revenge isn't proccing as often, and rend isn't dealing as much damage. Still trying to figure out ways around that. As I get gear that has more life drain on it, I'm hoping my ability to drain tank a single target changes.
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hey guys i recently got into nightmare and this has been my build so far: Barb Build
i find fury spenders to not be worth my time. i had some 2hander axe with some crt dmg rings back in normal and hammer of the ancients with smash was awesome cause i got some 5k crts. but now i switcher to spear/shield and i enjoy the playstyle much much more than the slow 2handed. and berserker rage is definetely a necessity so far, since our other passives are subpar at best. i change what i use at passives often (apart from weapon master which is always there). our defensive passives are useless for nightmare difficulty at least (not because you dopnt get damaged but because they offer very little armor/effective hp) so i am stuck with the offensive ones or the lifesteal one which is mediocre at best.
finally, what does 50% more Thorns dmg mean onour armor passive?
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United States47024 Posts
This probably won't make or break the choice for anyone, but I thought I'd point out that Ignore Pain is usable while stunned or frozen. This has saved me several times in Nightmare already.
I also expect this to mean that Ignore Pain will be pretty much required for arenas once PvP is in the game.
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intrigue
Washington, D.C9931 Posts
yeah ignore pain is so fucking good.... i believe that lvl 30 skill that makes your hair all white and boosts like 4 attributes also works while you're stunned.
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i have never used ignore pain and i died once throughout all of NM in a4 to some weird super strong mobs.
i just wanted to add that adding juggernaut is super super good. i'm in a2 hell and jug is insane, lets you spam revenge etc when <20%hp
edit: I mean relentless, sorry for confusion
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On May 19 2012 01:14 brokor wrote:
finally, what does 50% more Thorns dmg mean onour armor passive?
It's a damage bonus against monsters: http://diablo.wikia.com/wiki/Thorns_(magic_suffix)
In Diablo 2, the Paladin and Druid had spells that had similar effects (in fact, the Paladin's aura was exactly called Thorns, while the Druid's was called Spirit of the Barbs iirc) which basically said "Every time a monster hits you, X% of that damage is returned back to that monster." So if he hits you 100, and your Thorns spell was upgraded to 50%, he would automatically take a 50 damage recoil without you needing to do anything (as long as you had Thorns cast).
I assume this is the same thing.
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On May 19 2012 01:38 Silidons wrote: i have never used ignore pain and i died once throughout all of NM in a4 to some weird super strong mobs.
i just wanted to add that adding juggernaut is super super good. i'm in a2 hell and jug is insane, lets you spam revenge etc when <20%hp
I'm a little confused. Juggernaut just reduces the duration of movement imparing effects, and gives a chance to proc a heal for 15% of your health when you're disabled. How does this allow you to spam anything?
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United States47024 Posts
I would assume he meant Relentless.
On May 19 2012 01:47 DarkPlasmaBall wrote:Show nested quote +On May 19 2012 01:14 brokor wrote:
finally, what does 50% more Thorns dmg mean onour armor passive?
It's a damage bonus against monsters: http://diablo.wikia.com/wiki/Thorns_(magic_suffix) In Diablo 2, the Paladin and Druid had spells that had similar effects (in fact, the Paladin's aura was exactly called Thorns, while the Druid's was called Spirit of the Barbs iirc) which basically said "Every time a monster hits you, X% of that damage is returned back to that monster." So if he hits you 100, and your Thorns spell was upgraded to 50%, he would automatically take a 50 damage recoil without you needing to do anything (as long as you had Thorns cast). I assume this is the same thing. There's actually a stat in the detailed stats list called "Thorns Damage". It's a flat damage amount returned on every attack.
Basically the Tough as Nails Thorns damage boost doesn't actually do anything unless you already have a bunch of Thorns damage I believe. That said, the 25% passive armor boost is fairly competitive with a lot of other mid-level passives anyway (I have a hard time picking passives because outside Berserker Rage, a lot of them just don't feel that good.
I've currently changed my setup to: L: Cleave+Rupture R: Battle Rage+Marauder's Rage
1: Revenge+Vengeance is Mine 2: Leap+Iron Impact 3: Ignore Pain+Ignorance is Bliss 4: War Cry+Invigorate
Passives: Berserker Rage, Weapons Master, Tough as Nails
I'm trying not to get too attached to having Ground Stomp, since IIRC stuns get reduced on higher difficulties (and bosses become stun immune), so I want to get used to not having it for a while.
The Impunity Rune for War Cry seems absolutely nuts late game.
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On May 19 2012 01:55 TheYango wrote:I would assume he meant Relentless. Show nested quote +On May 19 2012 01:47 DarkPlasmaBall wrote:On May 19 2012 01:14 brokor wrote:
finally, what does 50% more Thorns dmg mean onour armor passive?
It's a damage bonus against monsters: http://diablo.wikia.com/wiki/Thorns_(magic_suffix) In Diablo 2, the Paladin and Druid had spells that had similar effects (in fact, the Paladin's aura was exactly called Thorns, while the Druid's was called Spirit of the Barbs iirc) which basically said "Every time a monster hits you, X% of that damage is returned back to that monster." So if he hits you 100, and your Thorns spell was upgraded to 50%, he would automatically take a 50 damage recoil without you needing to do anything (as long as you had Thorns cast). I assume this is the same thing. There's actually a stat in the detailed stats list called "Thorns Damage". It's a flat damage amount returned on every attack. Basically the Tough as Nails Thorns damage boost doesn't actually do anything unless you already have a bunch of Thorns damage I believe. That said, the 25% passive armor boost is fairly competitive with a lot of other mid-level passives anyway (I have a hard time picking passives because outside Berserker Rage, a lot of them just don't feel that good.
So it's the same concept as D2 Thorns, except it's always the same number of damage given out to each monster instead of a percentage of the monster's hit?
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United States47024 Posts
On May 19 2012 02:00 DarkPlasmaBall wrote: So it's the same concept as D2 Thorns, except it's always the same number of damage given out to each monster instead of a percentage of the monster's hit? If you remember in D2, there was an item mod "Attacker takes damage of X". I assume it functions the same as that.
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I keep forgetting to test it, but can you have both Battle Rage and War Cry active at the same time?
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United States47024 Posts
On May 19 2012 02:12 kethers wrote: I keep forgetting to test it, but can you have both Battle Rage and War Cry active at the same time? Yes.
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On May 19 2012 02:13 TheYango wrote:Show nested quote +On May 19 2012 02:12 kethers wrote: I keep forgetting to test it, but can you have both Battle Rage and War Cry active at the same time? Yes.
Cool. Thanks =D
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On May 19 2012 02:02 TheYango wrote:Show nested quote +On May 19 2012 02:00 DarkPlasmaBall wrote: So it's the same concept as D2 Thorns, except it's always the same number of damage given out to each monster instead of a percentage of the monster's hit? If you remember in D2, there was an item mod "Attacker takes damage of X". I assume it functions the same as that.
Ah gotcha. I think skulls in socketed items gave this too (along with life/ mana replenish). Thanks
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On May 19 2012 01:51 Servatose wrote:Show nested quote +On May 19 2012 01:38 Silidons wrote: i have never used ignore pain and i died once throughout all of NM in a4 to some weird super strong mobs.
i just wanted to add that adding juggernaut is super super good. i'm in a2 hell and jug is insane, lets you spam revenge etc when <20%hp I'm a little confused. Juggernaut just reduces the duration of movement imparing effects, and gives a chance to proc a heal for 15% of your health when you're disabled. How does this allow you to spam anything? Think he means Relentless which has an effect for >%20 health, but revenge cost no rage I think. However it reduces all damage by 50% when below %20 health which could mean more hits/chances for revenge to proc.
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