Soo...topics is getting very repetative...Same old Barb asking how to go thru Act 3/4...
Here, from my experience, is what i've notice why did barb die like a bitch and start complaining.
1st. i'm not telling you L2P but here's some fact.
Act1 - Very minimal Range mobs, so barb don't suffer much and smash their face
Act 2 - Bees Bees and more Bees...Mob dies BOOM ACID and you cbf moving and BAM you are dead...
Act 3 - Loads of ADds...FLYING MONSTER SHOOT AND RUN...a bunch of Goad ppl summoning, running away, Range you and lol at your face...bunch of skele archer and minions shooting darts at you...
Act 4 - Breathing dragon...mobs that hits you for 50% hp, and they can range you like no tomorrow...Charge when you least expected, Armor debuff etc etc...
So, you guys see the change in pattern?
Anyway, my point is, range mobs is the one you should be focus on, and use the melee mob as your "heal" to revenge proc.
When i see a range, i will ignore every melee there is, Leap and smash that range instantly, and try to rotate CD if "shit got serious"
Apart from that, there's the Elite.
The most annoying ones for me is Fire chain, shielding. basically a GG.
Anyway, you can avoid taking alot of dmg by moving oppose to the way they are moving. Eg. they move towards you, you move backwards. This is one of the way i find very helpful. Though there is a learning curve, but once you master it, you can chuck away leap/charge to take up something abit more useful.
Anyway, this is not a guide, just from my own experience. I hope this post keeps rolling to share "how to handle a specific mob in a way".
ehm right.. this will probably help ppl that struggle with act3/4 ^^
So, tell me the reason why ppl struggle with Act 3/4? Since you give me the impression of "oh please, a 3yo knows why"...
Lets say you have 32k hp, 800 resist, SNB with ard 17k dps.
Using "normally recormmended spec".
Leap - Iron Impact
WC - 50% resist
Revenge - 30% proc
WOTB - Insanity
Frenzy - Side arm
Ignore pain - 20% heal
Now, tell me how u do it since you have a better idea on how to handle act 3/4.
IMO, if you don't break down what to kill 1st/or know what kills you fastest, you'll be like "mehhhh this sucks/inferno is hard". Finding out what kills you and counter it with a different approach, you will find it fun while clearing, but thats for me.
One example, Choking Fire chain in to a narrow path (Stairs), where you can easily move away while they are moving towards you (which makes everything quite predictable), plus, you can dps at the same time, just more work.
I don't have the best gear..Just 26k dps (36 - 45k dps with Battlerage DW depending on passive/weapon - 90 to 110k with WOTB), 33k hp and >1.1k resist or ~1.4k resist if tanking pony, 1.6k ish LOH, clearing most mobs but swaping to shield when there is hard hitting mobs.
Soo...topics is getting very repetative...Same old Barb asking how to go thru Act 3/4...
I count more threads by barbs who claim to have cleared act3/4 describing their gear/build, but it is fair to say in-general this is something of a common topic, yes.
Note: Repetitive use of ellipses is a most unfortunate abuse of syntax.
Here, from my experience, is what i've notice why did barb die like a bitch and start complaining.
1st. i'm not telling you L2P but here's some fact.
I would rather see quotes, to be frank, as your subject isn't your experience, but rather that of other players whom you propose to give a rather dubious voice.
Act 3 - Loads of ADds...FLYING MONSTER SHOOT AND RUN...a bunch of Goad ppl summoning, running away, Range you and lol at your face...bunch of skele archer and minions shooting darts at you...
Act 4 - Breathing dragon...mobs that hits you for 50% hp, and they can range you like no tomorrow...Charge when you least expected, Armor debuff etc etc...
So, you guys see the change in pattern?
I would have to guess your thesis is that ranged monsters increase porportionally with act difficulty. I don't know this to be the case or not, so I'll have to take your word for it. That being said, there are plenty of melee monsters and affixes which cause me (personally) more trouble in act3 on my barb than a normal archer minion.
Anyway, my point is, range mobs is the one you should be focus on, and use the melee mob as your "heal" to revenge proc.
When i see a range, i will ignore every melee there is, Leap and smash that range instantly, and try to rotate CD if "shit got serious"
I take it you consider leap - iron impact mandatory? What of the builds who do not take this skill? Could you provide us your build for point of reference as to what the "shit got serious," rotation might be?
Anyway, you can avoid taking alot of dmg by moving oppose to the way they are moving. Eg. they move towards you, you move backwards. This is one of the way i find very helpful. Though there is a learning curve, but once you master it, you can chuck away leap/charge to take up something abit more useful.
That is a lot of words used to describe lateral motion, but a good tip none the less.
Anyway, this is not a guide, just from my own experience. I hope this post keeps rolling to share "how to handle a specific mob in a way".
"How to handle specific mobs in a [certain] way," would have made a fine topic header. Your current title is a bit lacking if your intent was to deliver a place to share information rather than simply provoke trolls/flames.
Or you could gear for WW/Tornado build and let this range mobs die chasing you, if you didn't blow them up with WOTB-Slaughter whithin 5 sec.
P.S. Actually act 3 quillbeasts and goat shamans are way more annoying then anything in Act 4. Honestly would like Blizz to increase amount of elites in Act 4 to make it a choice between farming it or Act 3.
You may not like my play style, but here's how i play my barb and handle my CD.
Atm i did not take up Leap, although it's nice skill to have. IMHO, i favour OP (reflect) > Leap (300% Armor) Act 3 onwards. Thought leap has the advantage to get out of bad situation, but i still find OP to give me alot more uptime in DPS'ing elite/Champ/Boss. It all depends on your play style. I like to have more Uptime DPS while WOTB is up.
For barb, the worst thing is to chase around elite with puddle all across the map. Leap only gives you 6 sec of advantage, but that doesn't mean you are not taking dmg. Even with 2.2k LOH which i've tried, my life pool is still droping.
With OP, i can allow myself to have plenty of error. Eg. standing in Conc, poison puddle, stuck in mid of Fire chain just for 2 sec and heal up.
In situation where i need to burn elite or shit got serious (overwhelm), i usually pop WOTB, OP (4sec reflect). WOTB will help you get most of your HP back with good LOH. If i encounter conc/fire chain, OP reflect instantly gives me 4 sec of advantage to not die (because of LOH). When OP ran out, i just step out of the conc, pop Ignore pain with 20% heal if needed. This allow me more uptime to DPS. i'm pretty sure there will be another conc/puddle around, Pop OP, and may be get ready to kite to a narrow area.
Note* If Op resets while WOTB zerg, delay Ignore pain for later use. (WOTB - OP (and hope it resets, and may be pop again) - Ignore pain if you are taking way too much dmg and heal up - OP again). You may need to practice the timing yourself.
Anyway, i still find range mobs in act 3 is the highest reason my barb getting pwnd. Swaping to a shield and chasing down range does help me to survive quite abit, and then back to DW when range are done. .
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Here, from my experience, is what i've notice why did barb die like a bitch and start complaining.
1st. i'm not telling you L2P but here's some fact.
Act1 - Very minimal Range mobs, so barb don't suffer much and smash their face
Act 2 - Bees Bees and more Bees...Mob dies BOOM ACID and you cbf moving and BAM you are dead...
Act 3 - Loads of ADds...FLYING MONSTER SHOOT AND RUN...a bunch of Goad ppl summoning, running away, Range you and lol at your face...bunch of skele archer and minions shooting darts at you...
Act 4 - Breathing dragon...mobs that hits you for 50% hp, and they can range you like no tomorrow...Charge when you least expected, Armor debuff etc etc...
So, you guys see the change in pattern?
Anyway, my point is, range mobs is the one you should be focus on, and use the melee mob as your "heal" to revenge proc.
When i see a range, i will ignore every melee there is, Leap and smash that range instantly, and try to rotate CD if "shit got serious"
Apart from that, there's the Elite.
The most annoying ones for me is Fire chain, shielding. basically a GG.
Anyway, you can avoid taking alot of dmg by moving oppose to the way they are moving. Eg. they move towards you, you move backwards. This is one of the way i find very helpful. Though there is a learning curve, but once you master it, you can chuck away leap/charge to take up something abit more useful.
Anyway, this is not a guide, just from my own experience. I hope this post keeps rolling to share "how to handle a specific mob in a way".
So, tell me the reason why ppl struggle with Act 3/4? Since you give me the impression of "oh please, a 3yo knows why"...
Lets say you have 32k hp, 800 resist, SNB with ard 17k dps.
Using "normally recormmended spec".
Leap - Iron Impact
WC - 50% resist
Revenge - 30% proc
WOTB - Insanity
Frenzy - Side arm
Ignore pain - 20% heal
Now, tell me how u do it since you have a better idea on how to handle act 3/4.
IMO, if you don't break down what to kill 1st/or know what kills you fastest, you'll be like "mehhhh this sucks/inferno is hard". Finding out what kills you and counter it with a different approach, you will find it fun while clearing, but thats for me.
One example, Choking Fire chain in to a narrow path (Stairs), where you can easily move away while they are moving towards you (which makes everything quite predictable), plus, you can dps at the same time, just more work.
I don't have the best gear..Just 26k dps (36 - 45k dps with Battlerage DW depending on passive/weapon - 90 to 110k with WOTB), 33k hp and >1.1k resist or ~1.4k resist if tanking pony, 1.6k ish LOH, clearing most mobs but swaping to shield when there is hard hitting mobs.
I count more threads by barbs who claim to have cleared act3/4 describing their gear/build, but it is fair to say in-general this is something of a common topic, yes.
Note: Repetitive use of ellipses is a most unfortunate abuse of syntax.
I would rather see quotes, to be frank, as your subject isn't your experience, but rather that of other players whom you propose to give a rather dubious voice.
Given the topic I don't believe either of these acts are relevant.
I would have to guess your thesis is that ranged monsters increase porportionally with act difficulty. I don't know this to be the case or not, so I'll have to take your word for it. That being said, there are plenty of melee monsters and affixes which cause me (personally) more trouble in act3 on my barb than a normal archer minion.
I take it you consider leap - iron impact mandatory? What of the builds who do not take this skill? Could you provide us your build for point of reference as to what the "shit got serious," rotation might be?
Indeed, that has been a troublesome combination for me aswell, but you're attempting to educate here so this factoid is rather out of place.
That is a lot of words used to describe lateral motion, but a good tip none the less.
"How to handle specific mobs in a [certain] way," would have made a fine topic header. Your current title is a bit lacking if your intent was to deliver a place to share information rather than simply provoke trolls/flames.
That alone puts your gear astronomically higher in value than most.
P.S. Actually act 3 quillbeasts and goat shamans are way more annoying then anything in Act 4. Honestly would like Blizz to increase amount of elites in Act 4 to make it a choice between farming it or Act 3.
(I'm not knocking it, really. I'm not being sarcastic either, so don't take offense. Just keep posting and I will keep reading.)
You may not like my play style, but here's how i play my barb and handle my CD.
Atm i did not take up Leap, although it's nice skill to have. IMHO, i favour OP (reflect) > Leap (300% Armor) Act 3 onwards. Thought leap has the advantage to get out of bad situation, but i still find OP to give me alot more uptime in DPS'ing elite/Champ/Boss. It all depends on your play style. I like to have more Uptime DPS while WOTB is up.
For barb, the worst thing is to chase around elite with puddle all across the map. Leap only gives you 6 sec of advantage, but that doesn't mean you are not taking dmg. Even with 2.2k LOH which i've tried, my life pool is still droping.
With OP, i can allow myself to have plenty of error. Eg. standing in Conc, poison puddle, stuck in mid of Fire chain just for 2 sec and heal up.
In situation where i need to burn elite or shit got serious (overwhelm), i usually pop WOTB, OP (4sec reflect). WOTB will help you get most of your HP back with good LOH. If i encounter conc/fire chain, OP reflect instantly gives me 4 sec of advantage to not die (because of LOH). When OP ran out, i just step out of the conc, pop Ignore pain with 20% heal if needed. This allow me more uptime to DPS. i'm pretty sure there will be another conc/puddle around, Pop OP, and may be get ready to kite to a narrow area.
Note* If Op resets while WOTB zerg, delay Ignore pain for later use. (WOTB - OP (and hope it resets, and may be pop again) - Ignore pain if you are taking way too much dmg and heal up - OP again). You may need to practice the timing yourself.
Anyway, i still find range mobs in act 3 is the highest reason my barb getting pwnd. Swaping to a shield and chasing down range does help me to survive quite abit, and then back to DW when range are done. .