I guess you are right... Even though nerves of steel gives me 1400 armor, my guess is that 5k+ armor is still good enough? The +20% will boost up my cleave to 195% weapon damage which sounds totally sick. I'll probably be able to get 80-100k hits without crit.
No your wrong too - seriously do people not read nowadays?
you cannot just add it to the 175% why dont you then just go ahead and add your 1000str as well and say your cleave does 1000%+175%+20% .. then your also saying that the +20% does not matter more than +20str, you really think so? no you didn't think .. i see.
People should do as I did, long ago - make a damn spreadsheet to calcualte your upgrades. two good things: 1 you actually lean how damage works, since OBVIOUSLY 9/10 ppl really dont know. 2. you will learn that stats often beats DPS, how much dps does not matter, how must 1% atk speed really do and so on ..
If you wanna roll with this guy who made this post. Then learn how damage is managed.
Yeah you are right, but i cant be bothered with spreadsheets and accurate calculations. Right now i do around 50k a hit, with a 20% boost it will go up in like 10k or so, i can just test it in game and actually look at the numbers... that's enough for me dude. Calm down, i haven't claimed to be the master of dps calculations.
Why did you take it so personal i have no idea. And keep your offensive comments to yourself.
I shelved my barbarian a long time ago and swapped to a wizard. Finding an 1150dps 2h sword with perfect stats along with this post made me love playing him again. Thanks a lot, he really is a wrecking ball now.
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"For the price of one bullet you can eat 4 hotcakes." - Vash the Stampede.
How can you even ask this? read the skills "weapon damage" where does it say "DPS" .. DPS means damage per second. its a calculation on the how much damage with the weapon damage you will do every second. So many ppl fail to understand this.
What you fail to understand is some skills DO, in fact, scale off dps even though it says weapon damage in the tooltip. Examples are hydras and some of the monk abilities. You can easily test by noticing that your dmg from that abilities goes up after picking up frenzied runes. Fortunately, (or unfortunately for 1h spec) testing shows that this isn't the case with barb abilities.
you cannot just add it to the 175% why dont you then just go ahead and add your 1000str as well and say your cleave does 1000%+175%+20% .. then your also saying that the +20% does not matter more than +20str, you really think so? no you didn't think .. i see.
If you just want to compare 2 build where in one build you have +20% and on the other you don't, then it's sufficed to say that in the new build your bash will do 175%*1.2 = 210% weapon swing compare to old spec 175%. This is also roughly accurate if you want to roughly calculate how much your new bash will do based off character dps sheet and ias.
Of course, it's won't be perfect as dmg buff are not multiplicative from each other (berserker rage is additive with marauder rage, for example), but for the purpose of comparing 2 builds, this rough calculation does more than enough.
Seriously though, there is no need for the hostilities against everyone. People actually pay more attention if you say it nicely.
Thanks for this build Typho. I picked up a 1000 dps 2H for cheap on the AH just to give this a try and even with my poor just-working-thru-Act-1 gear, this build is godly. I was killing elites in seconds. I was standing in the plague just watching their health bars melt away. Rediculous.
Rend+blood lust is an absolutely monstrous skill post-patch, and I think it just put my monk that I've been farming with into the retirement home for a while.
I found this build not to long ago and I'd have to say..its a blast. I was using a WW spec but it got boring and didn't make me feel liek a true Brab. Now with this build I'm having the time of my life watching mobs fly off screen or just blow up out right. I'm currently farming AC1 and moving onto AC2 shortly..just not having luck with drops.
I found this build not to long ago and I'd have to say..its a blast. I was using a WW spec but it got boring and didn't make me feel liek a true Brab. Now with this build I'm having the time of my life watching mobs fly off screen or just blow up out right. I'm currently farming AC1 and moving onto AC2 shortly..just not having luck with drops.
I know what you mean. WW spec feels as if I'm trying to draw something on the screen to me. I'd prefer to feel like I'm bashing my way through demons. This is part of the reason why I try to come up with a 2h build that works.
about to try this now. got a 900 something dps 2 hand mace with 500+ str on it. should be fun. i got a higher dps 2hander, but not sure what the rest of the stats are. I get nothing but 2handers and shield drops since the patch. they are becoming the new quiver. haha
ok, so i did the build, even had a few friends join after a while and they think its legit. only tried act 1 though, and it was pretty easy. probly rearrange my button setup for act 2, but it was pretty fun to be able to use the 2 handers i had found. Do i enjoy this as much as farming acts 1 and 2 with Sever? yet to be determined. but definitely a good build. if you want a third video opinion, here's my feed, should be the top, most recent vid
Also on a side note for the peeps talking about crit. I burn through mobs without or very little crit at all. Charge through...Rend...and watch them die. I do run with over 8% lifesteal which is great. Now I'm only currently farming act 1 but I'm doing it with easy.
Here's my build: http://eu.battle.net/d3/en/profile/Potjie-2181/hero/15745266 .
On a side not...which follower should I use? Currently running with the enchantbitch.
My defenses were too low with the offensive passives for Act 3. Normal mobs ate me alive. Switched to those two defensive passives and I could take on 3-4 Hulking Phasebeasts before leap. Leap basically makes you invulnerable.
For Act 1 and probably Act 2, I would switch out to offensive passives.
Perk about this build that I don't think anyone has mentioned:
When charging or leaping, you cause an animation interrupt for enemies. Last about .5 seconds. Pretty much enough time to leap into a group, rend, then start the charging process. A leap, rend, charge combo after 4/5 seconds and the group should be < 1/2 health to dead.
I want to add tornadoes (Sprint RLTW) into this build. One problem of this build is if leap is on CD, rend is not up, and you charge into a group, the possibility of dying is high due to dodge animations when trying to get off a rend. I want to see if tornadoes add the extra survivability when trying to get a rend off. Kiting for 6 seconds for the next leap can add unwanted time to farming. I wish there was a way to reduce animation times. I will edit this post to comment on how tornadoes work with this build in all acts.
On a side not...which follower should I use? Currently running with the enchantbitch.
And again....awesome build...give ups.
Follower for barb should only be enchantress just from the 15% armor aura alone. Templar only works if you're super geared and would like to benefit slightly for more mf offered by snb templar.
Perk about this build that I don't think anyone has mentioned:
When charging or leaping, you cause an animation interrupt for enemies. Last about .5 seconds. Pretty much enough time to leap into a group, rend, then start the charging process. A leap, rend, charge combo after 4/5 seconds and the group should be < 1/2 health to dead.
I did mentioned charge gives you "limited crowd control" But yeah, as long as you keep hitting 5 or more enemies and keep doing the charge, it's just impossible for you to die. Elites are exception because they are not affected by the small knockback and can still hit you midcharge. That's why against elites you switch to rend.
I want to add tornadoes (Sprint RLTW) into this build. One problem of this build is if leap is on CD, rend is not up, and you charge into a group, the possibility of dying is high due to dodge animations when trying to get off a rend. I want to see if tornadoes add the extra survivability when trying to get a rend off. Kiting for 6 seconds for the next leap can add unwanted time to farming. I wish there was a way to reduce animation times. I will edit this post to comment on how tornadoes work with this build in all acts.
I have experimented with manyy sprint runes, including RLTW. All sprint will also increase your charge speed (which was already fast before, tbh). Gangway actually offers additional hit as you charge through them, although the "proc" is rather random and the dmg is just negligible at best. RLTW actually leaves tornado as you charge, so it's a nice dmg addition. Problem is that you have to probably drop leap in order to get RLTW and leap offer you much higher survivability. Gettins second fury spender means you also can't get berserker rage passive. Dropping rend for RLTW just isn't worth it. If you're already geared enough and would like to speed up the run, marathon rune for sprint actuallyy fits the bill the best anyway since you won't be needing that extra dmg from RLTW.
You can reduce rend animation time by using faster weapon or ias, but that comes with the cost of lowering your dmg (or wasting stat slot or pay more for ias). You could always play it a little safer against tougher pack by rending from the side instead of the middle of the pack (like against elite colossal golgors).
I've done some math regarding battle fury rune bloodshed, and it appears that if you have some crit and critdmg, you will almost always gain more benefit from using the rune bloodshed compare to marauder's rage.
Decided to give this build ago, and fell love straight away. Much more fun to play than boring WW build or sword and board. Had to buy some new gear pieces thou but it was worth it. Can burst through Act 3 now quite fast and with ease.
this is my specc for my 2 hand barb. Going around in act 3 with around 80k dmg :Thumbs Up:
I fail to see how that is related to the topic this thread is about.
Back to topic... started using the build listed by the OP with cleave instead of bash, having a blast, a bit more risky then double tornado build but its nice with a change.
Back to topic... started using the build listed by the OP with cleave instead of bash, having a blast, a bit more risky then double tornado build but its nice with a change.
I've been experimenting a bit with cleave, too. I have to say I'm not a big fan of cleave. The aoe provided is too limited as it only works if the mobs are standing shoulder to shoulder and in an arc in front of you. The damage gimped by not using bash is also enough of a significance. Also, in this particular build I feel like there's enough of an aoe option that cleave is not necessary. you can either charge or rend if charge is on cooldown.
However, among all the cleave runes I'd have to say either rupture or broad sweep is probably the best. Rupture can be pretty good since it can chain and wipe out a whole pack in one swing.
On SC I rarely die on act3 inferno anymore (99% of my death only comes from the godforsaken fallen maniac...). So I'd say it's at the very least somewhat viable, but that depends a lot on your gear and how good you are at dodging the fallen maniac.... (tbh if I'm playing HC I'd avoid keep area altogether just because of those fat bastards).
1) Cleave instead of Bash (i love rupture, but i can see bash being better overall)
2) WotB instead of Battle Rage (again flavor, i like the CC immunity and increased runspeed vs some champ packs, when my DPS gets better i might switch)
3) Nerves of Steel instead of Berserker Rage (need the defense)
Thanks for posting your thoughts on this, i really love this build, especially the Merciless Assault rune which i used during most of the time leveling to 60 until i had to switch to dreadnaught in inferno.
Thanks to the buff to Rend and Lifesteal on 2H Weapons i could now switch back to Merciless Assault.
You should try cleave w/ the rupture rune, it is really fun to make corpses explode and fly away...
I've tried some cleave variations. I agree that rupture rune is probably the best rune for cleave. However, I feel like the cleave is either redundant with furious charge/rend in terms of aoe or the aoe is too limited and hard to use. The dmg loss also often makes it require more hits to finish off the few mobs left which is what I need my normal attack to do most of the time (after the charge period settles).
For Wotb, I find that I kill too fast to have it come off cd reliably against elites. If I'm using a long cd ability I'd recommend EQ instead of leap. EQ scale much better for 2h especially with battle fury+berserker rage. rend+EQ = dead elites in almost all the cases.
On a more general note, I've tried swapping Berserker rage for other defensive passive including bloodthirst many times, the result often is that I actually survive better with the 20% damage buff because of how much faster stuff dies.
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Yeah you are right, but i cant be bothered with spreadsheets and accurate calculations. Right now i do around 50k a hit, with a 20% boost it will go up in like 10k or so, i can just test it in game and actually look at the numbers... that's enough for me dude. Calm down, i haven't claimed to be the master of dps calculations.
Why did you take it so personal i have no idea. And keep your offensive comments to yourself.
What you fail to understand is some skills DO, in fact, scale off dps even though it says weapon damage in the tooltip. Examples are hydras and some of the monk abilities. You can easily test by noticing that your dmg from that abilities goes up after picking up frenzied runes. Fortunately, (or unfortunately for 1h spec) testing shows that this isn't the case with barb abilities.
If you just want to compare 2 build where in one build you have +20% and on the other you don't, then it's sufficed to say that in the new build your bash will do 175%*1.2 = 210% weapon swing compare to old spec 175%. This is also roughly accurate if you want to roughly calculate how much your new bash will do based off character dps sheet and ias.
Of course, it's won't be perfect as dmg buff are not multiplicative from each other (berserker rage is additive with marauder rage, for example), but for the purpose of comparing 2 builds, this rough calculation does more than enough.
Seriously though, there is no need for the hostilities against everyone. People actually pay more attention if you say it nicely.
Rend+blood lust is an absolutely monstrous skill post-patch, and I think it just put my monk that I've been farming with into the retirement home for a while.
I know what you mean. WW spec feels as if I'm trying to draw something on the screen to me. I'd prefer to feel like I'm bashing my way through demons. This is part of the reason why I try to come up with a 2h build that works.
http://us.battle.net...22/hero/3153312 (wiz)
http://us.battle.net/d3/en/profile/heavymetal-1322/hero/8654665 (monk)
my twitch feed (just messing around, no super player or anything)
http://www.justin.tv/heavymetalmak
Ill try your build when i get home tonight!!! Thanks for the excellent post!!!
http://www.justin.tv/heavymetalmak
http://us.battle.net...22/hero/3153312 (wiz)
http://us.battle.net/d3/en/profile/heavymetal-1322/hero/8654665 (monk)
my twitch feed (just messing around, no super player or anything)
http://www.justin.tv/heavymetalmak
Here's my build: http://eu.battle.net/d3/en/profile/Potjie-2181/hero/15745266 .
On a side not...which follower should I use? Currently running with the enchantbitch.
And again....awesome build...give ups.
http://us.battle.net/d3/en/profile/Perpetuus-1696/hero/22042617
My defenses were too low with the offensive passives for Act 3. Normal mobs ate me alive. Switched to those two defensive passives and I could take on 3-4 Hulking Phasebeasts before leap. Leap basically makes you invulnerable.
For Act 1 and probably Act 2, I would switch out to offensive passives.
Perk about this build that I don't think anyone has mentioned:
When charging or leaping, you cause an animation interrupt for enemies. Last about .5 seconds. Pretty much enough time to leap into a group, rend, then start the charging process. A leap, rend, charge combo after 4/5 seconds and the group should be < 1/2 health to dead.
I want to add tornadoes (Sprint RLTW) into this build. One problem of this build is if leap is on CD, rend is not up, and you charge into a group, the possibility of dying is high due to dodge animations when trying to get off a rend. I want to see if tornadoes add the extra survivability when trying to get a rend off. Kiting for 6 seconds for the next leap can add unwanted time to farming. I wish there was a way to reduce animation times. I will edit this post to comment on how tornadoes work with this build in all acts.
Follower for barb should only be enchantress just from the 15% armor aura alone. Templar only works if you're super geared and would like to benefit slightly for more mf offered by snb templar.
Thanks for the ups
I did mentioned charge gives you "limited crowd control" But yeah, as long as you keep hitting 5 or more enemies and keep doing the charge, it's just impossible for you to die. Elites are exception because they are not affected by the small knockback and can still hit you midcharge. That's why against elites you switch to rend.
I have experimented with manyy sprint runes, including RLTW. All sprint will also increase your charge speed (which was already fast before, tbh). Gangway actually offers additional hit as you charge through them, although the "proc" is rather random and the dmg is just negligible at best. RLTW actually leaves tornado as you charge, so it's a nice dmg addition. Problem is that you have to probably drop leap in order to get RLTW and leap offer you much higher survivability. Gettins second fury spender means you also can't get berserker rage passive. Dropping rend for RLTW just isn't worth it. If you're already geared enough and would like to speed up the run, marathon rune for sprint actuallyy fits the bill the best anyway since you won't be needing that extra dmg from RLTW.
You can reduce rend animation time by using faster weapon or ias, but that comes with the cost of lowering your dmg (or wasting stat slot or pay more for ias). You could always play it a little safer against tougher pack by rending from the side instead of the middle of the pack (like against elite colossal golgors).
See calculation details here: http://www.diablofans.com/topic/67201-battle-rage-marauders-rage-vs-bloodshed-rune-contains-math/
Love the name of your youtube vid
this is my specc for my 2 hand barb. Going around in act 3 with around 80k dmg :Thumbs Up:
I fail to see how that is related to the topic this thread is about.
Back to topic... started using the build listed by the OP with cleave instead of bash, having a blast, a bit more risky then double tornado build but its nice with a change.
I've been experimenting a bit with cleave, too. I have to say I'm not a big fan of cleave. The aoe provided is too limited as it only works if the mobs are standing shoulder to shoulder and in an arc in front of you. The damage gimped by not using bash is also enough of a significance. Also, in this particular build I feel like there's enough of an aoe option that cleave is not necessary. you can either charge or rend if charge is on cooldown.
However, among all the cleave runes I'd have to say either rupture or broad sweep is probably the best. Rupture can be pretty good since it can chain and wipe out a whole pack in one swing.
On SC I rarely die on act3 inferno anymore (99% of my death only comes from the godforsaken fallen maniac...). So I'd say it's at the very least somewhat viable, but that depends a lot on your gear and how good you are at dodging the fallen maniac.... (tbh if I'm playing HC I'd avoid keep area altogether just because of those fat bastards).
I've tried some cleave variations. I agree that rupture rune is probably the best rune for cleave. However, I feel like the cleave is either redundant with furious charge/rend in terms of aoe or the aoe is too limited and hard to use. The dmg loss also often makes it require more hits to finish off the few mobs left which is what I need my normal attack to do most of the time (after the charge period settles).
For Wotb, I find that I kill too fast to have it come off cd reliably against elites. If I'm using a long cd ability I'd recommend EQ instead of leap. EQ scale much better for 2h especially with battle fury+berserker rage. rend+EQ = dead elites in almost all the cases.
On a more general note, I've tried swapping Berserker rage for other defensive passive including bloodthirst many times, the result often is that I actually survive better with the 20% damage buff because of how much faster stuff dies.