Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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The Furnace
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Goldwrap
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Obsidian Ring of the Zodiac
Avarice Band, Boon of the Hoarder, and Goldwrap make you invincible, allowing the rest of the build to focus on damage. You don't need to stack vitality or all resist, so don't hesitate to roll those off for higher priority stats.
Socket a diamond in the helm, emeralds in the swords, and rubies in the legs and chest.
Prioritize "+x–y damage" on rings before critical hit damage. (Doesn't seem to be an option for stat priorities in this builder.)
If you have a good Hellfire Amulet, the fifth passive you want is Brawler. If the rolls are bad or it's another passive besides Brawler or the four chosen above, just use your best DPS amulet. The Flavor of Time can be a good choice since it has an extra primary affix and guaranteed CDR, letting you make up for missing CDR elsewhere without sacrificing damage.
Steady Strikers and Lacuni Prowlers are interchangeable. The Witching Hour is the best belt, but a Hellcat Waistguard will do in a pinch. Just don't take anything else in either slot, because you need the increased attack speed.
You need lots of attack speed and some cooldown reduction to get the most out of ORotZ. Assuming 10% IAS from Paragon points, you want at least 34% total IAS on your gear (five to seven slots, depending on rolls). Fully buffed, Whirlwind will hit 12 times per second (once every 6 frames), Dust Devils 7.5 per second (once every 8 frames). Any more IAS on your gear is a waste, since you can't reach higher breakpoints.
Cooldown reduction is mandatory on the shoulders (also a nice opportunity for area damage, since you don't need toughness). Then you want CDR on two or three more slots, depending on rolls. The swords are best, since they each give you up to 10% versus 8% everywhere else. Next best is on your gloves or rings instead of critical hit damage. Aim for around 40% total CDR as reported in your stats (it doesn't stack additively), including gear, Paragon, and the diamond in your helm (but not including Gogok).
Secondary affixes are insignificant, but increased gold/health pickup radius and gold find fit in pretty well.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Maximum Resource
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Vitality
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Offense
Attack Speed
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Cooldown Reduction
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Critical Hit Chance
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Critical Hit Damage
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Defense
Life
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Resist All
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Armor
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Life Regeneration
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Utility
Area Damage
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Resource Cost Reduction
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Gold Find
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Life on Hit
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The more movement speed the better, but the cap for Paragon points and gear combined is 25%, so hit the cap with Paragon points to free up rolls on your gear. Dump the rest of your core points into strength.
For offense, first max out IAS, then max out CDR, then balance CHC and CHD at a 1:10 ratio and alternate from there.
For utility, start from the top and max out each skill before moving on to the next one (area damage is nice, the rest don't really matter).
Defense doesn't matter.
Build Guide
Overpower and Threatening Shout will cool down quickly, but don't spam them. Wait until their buffs are about to run out, otherwise you're wasting ORotZ. Manage it efficiently and you should have 100% uptime on Killing Spree, Falter, and Wrath of the Berserker.
You want your Gogok, Rampage, and Goldwrap stacks to stay up permanently, and you want to be feeding ORotZ constantly, so it's crucial to minimize downtime between fights. Make sure you always know where you're going next, and use Sprint to get there.
Spin to win and don't forget to use Battle Rage every two minutes. That's all there is to it.
Just wondering if you're using Whirlwinner for your calculations. According to your above statement, with all applicable gear and paragon, you need another 33% IAS from gear. However, using whirlwinner.herokuapp.com, if you actually have 7% on BOTH weapons, it calculates you need an additional 20% from gear for a total of 34%.
At the near top, if you add 7% to each weapon after using the dropdown to select the BK base weapon speed, then theoretically in the "I have X% Improved Attack Speed on the rest of my gear" box, you should be able to input 19% to reach your aforementioned total of 33%. Again, when you do this, you can only achieve the break point by inputting 20%. Is there some hidden figure used when the attack speed % is on the actual weapons themselves?
The only reason I ask... on live I currently have EXACTLY 19% between Lacuni, Zodiac, and Witching Hour. I plan to reroll my CDR from both weapons into 7% IAS come 2.3 so that would only be 33%, which means I'm short 1% according to whirlwinner. Of course, I have IAS gloves available that would put me over but would prefer CC/CHD/Area Damage as opposed to an overkill of IAS.
When you get a chance, let me know what you think.
I'm using D3 Planner, not Whirlwinner. But I just tried reducing IAS to 33% total and D3 Planner agreed with you, so it was only my clumsy mistake. That's assuming 7% IAS on each weapon, but strangely if you don't take IAS on either weapon, then both tools say 33% from armor and jewelry is enough to reach the breakpoints.
Anyway, I'll play it safe and change the guide to say 34%.Thanks.
Oh, one other thing I was thinking and maybe you could weigh in, instead of using Witching Hour you could use an actual Gold Wrap and cube Hexing pants instead. You can makeup the IAS in a couple different places.... both weapons, gloves, bracers, and both rings leaves plenty of room to reach the 34%.
Of course you'd lose the IAS and CHD from Witching Hour, but you'd gain a flat 25% damage increase and better resource regen.
A slight variation of your above D3 Planner link would look something like this: http://ptr.d3planner.com/765784433
I just put the goldwrap on, picked up the 7% IAS on a ring that was lost from the Witching Hour, then threw Hexing pants in the cube. It only shows a 100k increase but seems like it should be more. I also tried taking the +105-210 damage off the other ring, put 7% IAS on it to maintain the 34% needed for the breakpoint, then replaced the IAS on gloves with Area Damage but the sheet DPS doesn't tally that in. Just wondering if that might be a better tradeoff. Basically is 20% Area Damage better than +105-210 straight damage?
Another thought, you could just use weapon master passive in place of brawler and have some flexibility with which rune you choose to use for whirlwind. Obviously we don't need survivability so the 1% max life on crit is pointless, but you could go the route of the cold rune and pull enemies closer or go for a little more damage and use the fire rune. In addition, you wouldn't be so restricted to the lightning element if you happen to have good fire or cold bracers/amulet.
Here's a link to a variation using Taeguk and a few other changes. I tested this on the PTR without perfect gear and it's absolutely insane once you get rolling.
http://ptr.d3planner.com/563160530
If you drop The Witching Hour, you don't just lose its IAS and CHD, you also lose another DPS affix somewhere else to make up the IAS so you can hit your breakpoints. And since the damage increase from Hexing Pants is only additive, your Whirlwind/Dust Devils DPS actually goes down (you can see that on D3 Planner in the Skills/Effects tab). It's not a huge difference, but unless you're having fury problems that another 2.5% regen will solve (which shouldn't be the case), Hexing Pants are the worse choice.
I suspect this will hurt a little more than it helps. You're making bosses slightly harder, which is where Barbarians already struggle, in return for making everything else slightly easier, which is where Barbarians already excel. But I'd be interested to see this tested.
Wind Shear only generates 1 Fury each time Whirlwind hits, whereas Weapons Master procs on both Whirlwind and Dust Devils and generates 2 Fury per proc. But since Weapons Master is based on proc coefficient (just 0.13 for both Whirlwind and Dust Devils), it ends up generating less than half as much Fury as Wind Shear.
Volcanic Eruption only affects Whirlwind itself (an insignificant source of damage compared to your Dust Devils), so the damage increase pales in comparison to Brawler (which applies to everything). And it wouldn't make much sense to sacrifice significant damage just for Hurricane either.
Thanks for your feedback.