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zDPS Barbarian GR115+ (speed/push) detailed guide

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Skills

  • Ground Stomp Jarring Slam
  • Ancient Spear Rage Flip
  • Furious Charge Cold Rush
  • Ignore Pain Mob Rule
  • Threatening Shout Falter
  • War Cry Veteran's Warning
  • Inspiring Presence
  • Nerves of Steel
  • Pound of Flesh
  • Sword and Board

Items

More Details
  • Legendary Gems

    • Gem of Efficacious Toxin
    • Gogok of Swiftness
    • Wreath of Lightning

Kanai's Cube

  • Solanium
  • Chilanik's Chain
  • Band of Might
Hey guys! I finally came around to make a build on my own. I have played this spec for 3 seasons now. There are many variations out there, and I want to cover the pros and cons that I have found so far in my journey as main zDPS Barbarian. There is no way to make a 'perfect' build with the 'best' gear. There are so many opinions, so in the end it comes down to preference.

If you want to see this build in action, I stream regularly on Twitch: https://www.twitch.tv/vslot

My current gear and rolls: http://eu.battle.net/d3/en/profile/Vslot-2105/hero/72862728


Stat priorities

1. Cooldown reduction: The more you stack up, the easier it gets to keep Ignore Pain on your group at all times. Some say you don't need more than 55-60%, which is mostly true, but sometimes a party member dies at a really inconvenient timing and you won't have Ignore Pain off cooldown when he is revived. I recommend getting max roll on every possible gear for your own and your groups sake.

2. Attack Speed: This is something that is rarely brought up as a stat for a zDPS Barbarian. Probably because most people don't know what it actually does. The more attack speed you have, the faster you can Furious Charge. This means you can move faster in and out of your group to pull more mobs and reapply Ignore Pain.

3. Resource Cost Reduction: This is only convenient for Ancient Spear, or if you run with Blade of the Warlord. It means you can pull more mobs before needing to generate Fury, or get more Obsidian Ring of the Zodiac procs.

4. Chritical Hit Chance: This is purely for spawning globes with Solanium.


Skill variations

Bash: Onslaught -> Sprint: Forced March: If you are running speed Greater Rift, this is probably something your group will appreciate. Since everything is dying so quick, and the Barb mostly run around trying to pull mobs to the group, the Onslaught won't be applied that much.

Bash: Onslaught -> Ground Stomp: Jarring Slam: Running speed Greater Rifts with a Witch Doctor who needs globes for more DPS? Ground Stomp: Jarring Slam + Threatening Shout: Grim Harvest (+ Solanium in Cube or Weapon slot) for maximum globe spawn.

Threatening Shout: Falter -> Threatening Shout: Grim Harvest: Same reason as Bash: Onslaught -> Ground Stomp: Jarring Slam.

Ancient spear: Rage Flip -> Ancient Spear: Harpoon: Not something I would recommend, and I haven't tried it since Season 5. It's purpose is to pull the mobs tighter to into the group for beter Area Damage, but this is something that I feel like is done better with the zDPS Monk's Cyclone Strike, or even the zDPS Wizard's 'one-pixel-stack' with Twisters. Rage Flip is much better for pulling more mobs and for a longer distance.


Passives

Inspiring Presence and Nerves of Steel is pretty much mandatory. You could run without Nerves of Steel if you wanna feel like a real Barbarian badass, but then again, there is not a lot of options that is better to be honest. You can choose between these defensive passives: Relentless, Superstition, Pund of Flesh and Though as Nails. I recomend Pund of Flesh because the movementspeed in convinient. If you run with a shield, you want to pick up Sword and Board.


Gear variation

Head: Potentially you can swap the Leoric's Crown for The Raekor set helm, and then use Aquila Cuirass as Chest. But to be honest, you don't need the Aquila to survive, and it's much more convenient with the Cooldown Reduction from Leoric's Crown.

Amulet: You can run with whatever amulet you like. Eye of Etlich is good against range attacks, Star of Azkaranth is good agains Molten Explosions, Julias Cameo is good for Arcane Beams, Hellfire is good if you like the extra passive. You can even run with Rondal's Locket for more pickup radius. Just pick one with good roll on stats.

Chest: You can swap the Raekor chest to an Aquila Cuirass, but this is really not needed to survive. Maybe if you're new to zDPS Barbarian, the Aquila is alright, but then you have to wear Raekor Boots, so you won't be able to walk through the Waller affix, which is very frustrating sometimes.

Wrist: You can use Strongarm, but then someone else in the group have to wear Nemesis, which I see no reason for. And sometimes you save a pylon, then it's better for the Barbarian to get it, because he is faster, and is capable of pulling the Pylon Elite.

Belt: Both belts (Pride of Cassius and Chilanik's Chain) are mandatory. Just make sure you pick the best one to wear (remember to wear one with a good legendary affix).

Feet: You can swap out the Illusionary Boots to the Raekor set boots, but being able to walk though the Waller affix is too convenient to be honest.

Rings: Oculus is mandatory, and get one with 85% legendary affix. You can potentially swap out Band of Might or Obsidian Ring of the Zodiac with a Royal Ring of Grandeur, so you can wear a Aquila Cuirass, but I wouldn't recommend swaping out any of the 3 recommended rings.


Weapons / off-hands / shields

This is the most awkward part of the zDPS Barbarian, because there really aren't any Best in Slot weapons or off-hand. In the end, it comes down to personal preference. Here is a list of commonly used weapons and off-hands:

  • Odyn Son: The lightning proc is able to agro mobs from a far distance.
  • Blade of the Warlord: Makes Bash a Fury spender instead of a generator, making Bash proc Obsidian Ring of the Zodiac. Con is your Fury is gone in seconds, and you need to Furious Charge to gain Fury again.
  • Oathkeeper: 50% Attack speed. You apply Bash: Onslaught faster, and it pairs well with Blade of the Warlord for Obsidian Ring of the Zodiac procs.
  • Bul-Kathos Oath: Set weapon, gives you more Fury regeneration. You'll be able to spam Ancient Spear more before Fury is gone.
  • Istvan's Paired Blades: Set weapon, more attack speed and armor. As long as you keep the stacks up, you'll move faster with Furious Charge.
  • Solanium: Spawn globes for your Witch Doctor DPS, or keep up stacks for your Pund of Flesh passive. Also provides healing for your group.
  • Thunderfury: Slow the attack speed of mobs, providing damage reduction for your group, but makes mobs move slower which is bad for pulling.
  • Stormshield: Combined with the Sword and Board passive, shields makes you insanely tanky, but you will lack attack speed, meaning your Furious Charge wil be slower.
  • Pig Sticker: Extra stat roll.
  • Hamburger: Because it really doesn't matter that much what you equip.

Legendary Gems

I recommend the 3 gems listed. You can swap out Wreath of Lightning for Esoteric Alteration if you struggle to survive. Iceblink is an alternative, but the effect doesn't last long, so it require you to stay with the group more, which you really don't want to do.

Paragon Priorities

Core

Maximum Resource
Vitality
Movement Speed
Primary Stat

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life
Resist All
Armor
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

Core: Max out Resource. Get 12% movement speed on your boots, then spend 26 paragon points on movement speed. Rest of the points is used on Vitality. Strength is really not needed.

Offense and Defense: Max out everything, or leave Critical Hit Damage at 0 if you want. Doesn't matter much.

Utility: Never ever put points in Area Damage. It won't do your group any good, and can cause lag. Same goes for Life on Hit, which is not useless, but it can cause lag. Have not tested this in the new patch, but you really don't need Life Per Hit, so I wouldn't put points into it to be honest.

Build Guide

The zDPS Barbarian is know for being difficult to perform. If you are new to group play in Diablo III, I would recommend starting with another class.

In return of being hard to play, this build is very active and action oriented. There is always something to do. The zDPS Barbarian is by far the biggest deal breaker in a group. The differences between a good and a bad Barbarian is minutes of progression during a Greater Rift.

Main goal for the zDPS Barbarian

Keep up Ignore Pain at all times and pull mobs to your group.

Ignore Pain

Lets talk about this skill. It's one of the main reasons why you're in a group. It's a 25% damage reduction, which is in all honesty not that much. The main attraction is the control-impairing immunity. This means your party won't get Frozen/Knockbacked/Vortexed/Stuned/Feared/etc. If there is no such affix where your group is at, there is no reason to keep Ignore Pain on your group, unless there is too much damage and the 25% damage reduction is needed. Remember, some white trash mobs might have knockback and such without being an elite.

Pulling mobs

More mobs inside your group = more Area Damage = more progression. This is why the Barbarian is so appreciated. To pull mobs you simply aim at a single mob, or a group of mobs, and they will be thrown behind you back. The further you stay away from the mobs, the longer they will be thrown. Any obstacles (doors, pylons, walls, other mobs, etc.) will hinder the mob from being pulled, but you still apply 40% CC immunity. You only got 2 pulls before the mob is immune. Then you have to wait up to 6 seconds before pulling again. Some mobs can't be pulled. Complete list of mobs that can't be pulled: http://warpath.eu/ (sort with the tab).

Gameplay

Apply Ignore Pain, and keep it up at all times (unless there is no control-impairing effects). Apply War Cry, and apply again when your group is moving for movement speed. Remember to reapply War Cry when a party member dies and is revived as well. Also apply Threatening Shout on the mobs around the party, and Bash yellow elites (Bash is single target). When these buffs and debuffs are up and running, you are not needed anywhere near your group anymore, now it's time to go around scouting for mobs and elites. Pulling the past elite(s) and mobs is first priority, unless the elite affixes are bad (Arcane, Illutionist and Wormhole). Pull these mobs and elites towards your group. You might not be able to pull these mobs and elites before Ignore Pain drops on your party, this is when it's crucial to stop pulling, and go back to your group to reapply Ignore Pain, Threatening Shout and Bash. After Ignore Pain is reapplied, you can go back to pulling those mobs towards your group again. Repeat this until your group have killed enough mobs and elites to move on. Apply War Cry, and keep Ignore Pain up while the group is moving. When they stop, you start pulling mobs and elites again. Rinse and repeat.

Spawning elites with Nemesis Bracers

During a Greater Rift it'll appear pylons. These pylon spawn have set location, so they won't spawn randomly. If you learn the spawning location, it can make a huge difference. You can get from 2-4 pylons. Pylons can't spawn after the location is proced (known as killing pylons). Usually it's bad to kill pylons, but sometimes it very useful as well. (E.g. at the very end of some maps, there might be a pylon spawn, this is usually a pylon you want to kill.) When clicking the pylon, it's good to know that the elite will spawn at you location, unless there are too many mobs around you for it to get space. This is useful because you want to spawn it towards you group. Simply run towards you group, then pull the elite when you're at a distance. There are certain timings for when to take the pylon (e.g. Convention of Element timings for you group DPS), but it would be too complicated to explain this in detail, and mostly you should listen to your group when to take pylons.

Interrupting with Furious Charge

This is a more advanced mechanic that requires a lot of experience and knowledge about the game. Furious Charge can interrupt certain monster spells and attacks. This is especially used on Rift Guardians on the higher pushes to keep them away from killing your party or making them stationary. E.g. you can interrupt Crusader King's teleport, Stonesingers's turret spawn, etc. I might make a more in-depth guide on YouTube later how to interrupt certain spells and attacks.