Seems to me like patch 13 was lucky for the barbs :), ith many skills now recieving a well earned increase looks like our walking meat mountains will be able to keep up with the casters standing back and stealing all our well deserved kills.
Little sad to see the drop on threatening shout from 50% to 25% as would have been very handy in harder stages.
Wasn't to fond of ground stomp but no Initial damage is going to be a real blow, also curious to what the new crimson rune will do since it increased that %.
And now Weapon Master seems really a decent passive
Swords/Daggers: Damage bonus increased from 10% to 15%
Maces/Axes: Chance to critically hit increased from 5% to 10%
Polearms/Spears: No change
Mighty Weapons: Fury generated per hit increased from 1 to 3
Yes I'm pumped about this, was always going to use mighty weapons as we are only class that can.
Very interested to see fury gain with cleave runed for added fury on top, plus a mighty in hand.
I can see it being fast and easy to fill fury to dump out the harder hitting skills
Wasn't to fond of ground stomp but no Initial damage is going to be a real blow, also curious to what the new crimson rune will do since it increased that %.
It literally said "Base skill no longer deals weapon damage"
Base skill is the key word here.
Thanks for trying to shut me down mate but thanks to a mate who actually has a beta and willing to help have just found out that trembling stop deals 75% weapon damage to all in the area.
This is all I wanted to know as previous crimson rune added damage.
Now a weaker attack but stuns for longer.
weapon throw got a 35% nerf but my zero melee throw barb build is even more viable now with the 5% crit boost to weapon master. woot.
Is your sig your mentioned build?? I'll check it out if so, been interested in a range build but haven't put one together yet with new patch.
Some ideas would be good to see but yes weapons master is a definite pick for myself in single player.
weapon throw got a 35% nerf but my zero melee throw barb build is even more viable now with the 5% crit boost to weapon master. woot.
Is your sig your mentioned build?? I'll check it out if so, been interested in a range build but haven't put one together yet with new patch.
Some ideas would be good to see but yes weapons master is a definite pick for myself in single player.
yes sir it is. i just found out they nerfed the fury return from no escape passive from 20 to 14.... so itll be harder to remain completely ranged now. but with high enough crit you could still theoretically remain ranged the majority of the time.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
There's a thread about a ranged build, down in the forum. There's probably room for something even more "ranged" than GHHB's build.
impossible. i have all the ranged skills in my build. if your talking about seismic slam it costs 3x the fury of WT for not a lot more dmg and it has a smaller radius cuz indigo WT can bounce farther although SS can possibly hit more targets. still way too much fury for a ranged build because WT is the only spell that can return fury because of the no escape passive. ive done my research on possible throw barb builds more then anyone sir you can take that to the bank
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
For instance: you could drop overpower for Indigo Threatening Shout. Reduced movement speed (aoe) would help a lot in this case, imho. I think i'll try this kind of build.
I'm not saying, anyway, that your build is bad. Do you remember we discussed a lot about it? Basically it's what we agreed about
true that man. if i didnt say it before, threatening shout is a waste of fury for a throw barb because they made it so WT slows enemies now, by more then indigo TS. and with it bouncing with indigo it can slow big groups just like TS can. so you can do two WT's for the price of one threatening shout which does no dmg and no chance for fury return and slows more, so overall absolutely no reason to take TS. for any throw barb who wants to remain at length from enemies you need to be doing WT 90% of the time and use no extra fury for anything else to be successful. (besides re-upping battle rage but if you crit enough you will barley ever have to do that) :D.
but if ive said this all before. oh wells. i type fast. lulz
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Well, i think that it's a question of balance. Personally i suppose we'll overflow with fury, especially at higher levels (3 fury generators, even with CD or semiCD are a lot). I think we'll have to check the game. That said, probably i'm going for threatening shout OR sprint (marathon, maybe). I'm not considering overpower, at the moment, if i'll really be that fury starved, i'll go for alabaster revenge.
i would completely agree pre-patch 13. but since the nerf to the fury return on no escape ( :() i dont think we will be overflowing with fury anymore unless u get like a 70% crit chance. which is possible. but i doubt it. all of my fury generators have big CD's too. although if your always hitting big groups with ricochet and always getting 14 fury return then its still possible. IF thats the case and were finding ourselves always at max fury then im DEFINITELY taking WoTB to make it even easier. lol
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
We'll see. WoTB is definitely a good choice, especially for a 6th ability, which could be considered a "oh s*** button". I just want badly to put Sprint in a build, since it's probably the black sheep of the fury spenders (except Rend, but i have a bias against DoTs in diablo, especially for a melee class).
ya fuck dots in diablo. we dont have time for that shit to tick!
well WOTB does increase your run speed, not as much as sprint but it has all those other benefits too so its just an overall best choice if your finding yourself at max fury a lot. golden rune that shit so it lasts a while
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
ya fuck dots in diablo. we dont have time for that shit to tick!
You have the rare gift of the synthesis, my friend... rofl
About sprint... marathon and gangway are surely interesting. Gangway seems the littler brother of the monk ability Tempest Rush, but at 40% speed increase...
hmm yea i saw that. its interesting, wish we could test it! rawr game just needs to come out so we can stop theorycrafting and start TESTING this shit
so then its like "BOOM BITCH THIS SHIT WORKS *video proof*" instead of raging over speculation
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Revenge is my favorite skill for barb fun to hit the hot key and send every mob flying.
and from what i have seen in new vids Revenge is now only available at lvl 20?? dont quote me on that haha, but yes from old vids it did look very fun and lets face it we will all be taking damage so why not throw some back at em :P.
I had given some thought to a range barbarian, hadn't though too much about it though, in my eyes if you want to play a range, pick a range class, but there is something... different about a range Barbarian than a melee wizard for example, it just feels more viable I guess, because Wizards are so damn squishy and their "melee" builds aren't really melee anyway. This was an interesting thread to see, sounds like it will take quite a bit of skill, I might play a Barb through like this after I get bored of my other classes lol.
I like the changes to the Barbarian though for the most part, although it did seem like once the full spell pages came out that he got quite a few nerfs.
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I'm not sure if its because it's the Beta or Normal mode, but in a live Stream from Twitch.tv i saw someone playing the Barb and being able to Stun King Leoric with Ground stomp. Imagine the possibilities out of this being able to actually stun Bosses.
But i would doubt Blizzard allowing us in later difficulties to be able to Stun them actually. Maybe daze/slow but stun?
What are your thoughts?
You only can stun at certain times... or that would be stupid
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Little sad to see the drop on threatening shout from 50% to 25% as would have been very handy in harder stages.
Wasn't to fond of ground stomp but no Initial damage is going to be a real blow, also curious to what the new crimson rune will do since it increased that %.
Very interested to see fury gain with cleave runed for added fury on top, plus a mighty in hand.
I can see it being fast and easy to fill fury to dump out the harder hitting skills
This is all I wanted to know as previous crimson rune added damage.
Now a weaker attack but stuns for longer.
Some ideas would be good to see but yes weapons master is a definite pick for myself in single player.
yes sir it is. i just found out they nerfed the fury return from no escape passive from 20 to 14.... so itll be harder to remain completely ranged now. but with high enough crit you could still theoretically remain ranged the majority of the time.
impossible. i have all the ranged skills in my build. if your talking about seismic slam it costs 3x the fury of WT for not a lot more dmg and it has a smaller radius cuz indigo WT can bounce farther although SS can possibly hit more targets. still way too much fury for a ranged build because WT is the only spell that can return fury because of the no escape passive. ive done my research on possible throw barb builds more then anyone sir you can take that to the bank
true that man. if i didnt say it before, threatening shout is a waste of fury for a throw barb because they made it so WT slows enemies now, by more then indigo TS. and with it bouncing with indigo it can slow big groups just like TS can. so you can do two WT's for the price of one threatening shout which does no dmg and no chance for fury return and slows more, so overall absolutely no reason to take TS. for any throw barb who wants to remain at length from enemies you need to be doing WT 90% of the time and use no extra fury for anything else to be successful. (besides re-upping battle rage but if you crit enough you will barley ever have to do that) :D.
but if ive said this all before. oh wells. i type fast. lulz
i would completely agree pre-patch 13. but since the nerf to the fury return on no escape ( :() i dont think we will be overflowing with fury anymore unless u get like a 70% crit chance. which is possible. but i doubt it. all of my fury generators have big CD's too. although if your always hitting big groups with ricochet and always getting 14 fury return then its still possible. IF thats the case and were finding ourselves always at max fury then im DEFINITELY taking WoTB to make it even easier. lol
ya fuck dots in diablo. we dont have time for that shit to tick!
well WOTB does increase your run speed, not as much as sprint but it has all those other benefits too so its just an overall best choice if your finding yourself at max fury a lot. golden rune that shit so it lasts a while
hmm yea i saw that. its interesting, wish we could test it! rawr game just needs to come out so we can stop theorycrafting and start TESTING this shit
so then its like "BOOM BITCH THIS SHIT WORKS *video proof*" instead of raging over speculation
im free
wtf hax
ill kill him
lulz ur dmg sucks stop 'in
wtf hello shit everywhere. fuck this shit going back to hell
I like the changes to the Barbarian though for the most part, although it did seem like once the full spell pages came out that he got quite a few nerfs.
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You only can stun at certain times... or that would be stupid