The focus of this build is stacking damage multiplier through Frenzy (+20% through full stacks of Maniac), Overpower and Revenge for AOE dmg and healing (With overpower being your hard hitting attack) + Warcry with Invigorate + the Inspiring Presence and , and leap with the death from above rune being used for BOTH your CC and escape needs. Ignore Pain + Ignorance is Bliss is added in for extra survivability, and Relentless passive for 50% less dmg taken while under 20% for those times when you cannot lifesteal through damage.
Now, this whole build's real mainstay, as you may have realized, is that there is no Fury dump. At all.
This is done purposely. The goal of this build is to maintain damage and survivability WITHOUT any need for fury. With the Berserker Rage passive, at full rage you will be doing 25% additional damage at full fury. With full Frenzy stacks + Maniac, and this passive, you will be dealing 45% extra damage. You have 3 Fury generators, and 0 spenders.
Your opening would normally go Leap into Frenzy, Warcry once the stun is down, and use Revenge (with overpower as second priority and Frenzy as 3rd) when available. Leap as needed.
Thoughts?
One thing to remember - both Overpower (with the Revel rune) and Revenge heal you NOT for the damage done, but for a percentage of your maximum health for every enemy hit. This means at Overpower's 8% health per enemy hit, you hit - say, 4 mobs. You will heal for a whopping 32% of your total health. Follow that up with Revenge with the same mechanic (and the increased chance for Revenge to proc), and you will see the more enemies you take on at once, the more health you will be returning.
I like. I've been looking at some options for a spender-less build (as have many I'm sure), and this looks like a strong approach.
The one change I'd make is to swap War Cry for Furious Charge (Merciless Assault). The damage, mobility, fury generation and protection (can't be hit while charging) on a spammable (so long as you're hitting a crowd) skill are too good to pass up, in my opinion.
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I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
Yeah, the weakness to this build is the fact that you have leap reliance for Mobility and CC, but Warcry is there to add the armor and HP regen for survivability (as well as another way to increase your Fury, +30 Fury is nothing to scoff at). Not to mention the 10% health will also increase the amount of HP you gain through Revenge and Overpower due to their gain a % of your maximum health mechanic.
In specific, regarding group play: Rune "Mob Rule" to Ignore Pain to extend the benefit to your allies, or if you find the extra lifeleach not necessary through the "Ignorance is Bliss" rune, switch to "Contempt for Weakness".
Edit: going to start referring to this as the "Berserker Build" since it's about retaining maximum fury and dealing out massive damage until the fight is over. =P
Also, in regards to warcry - you also have to remember I took the Inspiring Presence passive. If you switch out Warcry with something else, I'd recommend switching out Inspiring to Brawler for the +30% dmg when 3 or more mobs are around.
Fine points. My overall point: it's really hard to justify not including Furious charge in a build.
Edit - You could probably use it to replace Revenge. It's a nice skill, but you have to be getting hit for it to be useful. Furious charge helps you not get hit in the first place.
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I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
Fine points. My overall point: it's really hard to justify not including Furious charge in a build.
Edit - You could probably use it to replace Revenge. It's a nice skill, but you have to be getting hit for it to be useful. Furious charge helps you not get hit in the first place.
Question then - are you immune during Leap as well?
Fine points. My overall point: it's really hard to justify not including Furious charge in a build.
Edit - You could probably use it to replace Revenge. It's a nice skill, but you have to be getting hit for it to be useful. Furious charge helps you not get hit in the first place.
Question then - are you immune during Leap as well?
Yes. You are. The difference being, there is a 15 second CD on leap, where Furious charge can be cast every .5 seconds.
Rollback Post to RevisionRollBack
I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
Nice build. I would change the Revenge rune to Vengeance is Mine, to go along with the healing/hp regen combo you've got going this build.
I was thinking the same thing - however, with a 15% increase to the chance it will proc, I think I could be potentially healing more with the Provocation rune. Sure, 8% is better than 5% healing, but with Provocation I'm doubling my chances of it become available, potentially, at the very least, doubling the healing I'm doing from 5% to 10% (In 2 Revenge).
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The focus of this build is stacking damage multiplier through Frenzy (+20% through full stacks of Maniac), Overpower and Revenge for AOE dmg and healing (With overpower being your hard hitting attack) + Warcry with Invigorate + the Inspiring Presence and , and leap with the death from above rune being used for BOTH your CC and escape needs. Ignore Pain + Ignorance is Bliss is added in for extra survivability, and Relentless passive for 50% less dmg taken while under 20% for those times when you cannot lifesteal through damage.
Now, this whole build's real mainstay, as you may have realized, is that there is no Fury dump. At all.
This is done purposely. The goal of this build is to maintain damage and survivability WITHOUT any need for fury. With the Berserker Rage passive, at full rage you will be doing 25% additional damage at full fury. With full Frenzy stacks + Maniac, and this passive, you will be dealing 45% extra damage. You have 3 Fury generators, and 0 spenders.
Your opening would normally go Leap into Frenzy, Warcry once the stun is down, and use Revenge (with overpower as second priority and Frenzy as 3rd) when available. Leap as needed.
Thoughts?
One thing to remember - both Overpower (with the Revel rune) and Revenge heal you NOT for the damage done, but for a percentage of your maximum health for every enemy hit. This means at Overpower's 8% health per enemy hit, you hit - say, 4 mobs. You will heal for a whopping 32% of your total health. Follow that up with Revenge with the same mechanic (and the increased chance for Revenge to proc), and you will see the more enemies you take on at once, the more health you will be returning.
The one change I'd make is to swap War Cry for Furious Charge (Merciless Assault). The damage, mobility, fury generation and protection (can't be hit while charging) on a spammable (so long as you're hitting a crowd) skill are too good to pass up, in my opinion.
In specific, regarding group play: Rune "Mob Rule" to Ignore Pain to extend the benefit to your allies, or if you find the extra lifeleach not necessary through the "Ignorance is Bliss" rune, switch to "Contempt for Weakness".
Edit: going to start referring to this as the "Berserker Build" since it's about retaining maximum fury and dealing out massive damage until the fight is over. =P
Also, in regards to warcry - you also have to remember I took the Inspiring Presence passive. If you switch out Warcry with something else, I'd recommend switching out Inspiring to Brawler for the +30% dmg when 3 or more mobs are around.
Edit - You could probably use it to replace Revenge. It's a nice skill, but you have to be getting hit for it to be useful. Furious charge helps you not get hit in the first place.
Question then - are you immune during Leap as well?
Yes. You are. The difference being, there is a 15 second CD on leap, where Furious charge can be cast every .5 seconds.
I was thinking the same thing - however, with a 15% increase to the chance it will proc, I think I could be potentially healing more with the Provocation rune. Sure, 8% is better than 5% healing, but with Provocation I'm doubling my chances of it become available, potentially, at the very least, doubling the healing I'm doing from 5% to 10% (In 2 Revenge).