[Barbarian] Helpful Hints of Sanctuary Guides

  • #1


    "Helpful Hints of Sanctuary" Guide Contest
    Welcome to the Barbarian version of this contest!

    The winner has been chosen and you can find his guide's official thread here - http://www.diablofan...is-gear-setups/
  • #2
    Barbarian PvP StunStyle Guide:



    Skills and Runes:

    Bash – Clobber
    Hammer of the Ancients – Smash

    Leap – Death from Above
    Ground Stomp – Deafening Crash
    Earthquake – The Mountain’s Call
    Ancient Spear – Grappling Hooks


    Passive Skills:

    Brawler
    Weapons Master
    Ruthless



    Strategy:

    The idea is to apply a stunlock to the enemy and finish him off. We start with Leap, with the Death from Above rune we have a 100% chance to stun him for 3 seconds, then we use Earthquake with the Mountain’s Call rune, there is no fury cost which can be cast instantly and start to deal 2000% weapon damage. After the stun time from Leap is over quickly cast Ground Stomp to apply stun for 4 seconds. This way we have a total of 7 sec stun and the Earthquake is 8 seconds which means the target takes 90% of the damage. If he’s still alive and trying to escape, cast Ancient Spear with Grappling Hooks rune there is much better chance that the enemy will be captured and finish him off with Bash!
  • #3
    Introduction

    Please note that I AM Uberjager#6563. :/ I have no idea why the account retrieved off this site has the name "Wolf and Raven", probably an old account of mine before I adopted the latter name. This will pretty much be a rip from the Diablo Forums, I wrote it specifically for that audience and it's hard to change the style to cater to Diablofans (I know most of you out there are more knowledgeable about the mechanics of the game, the writing is more newbie friendly)


    Also. Take note that for some reason Diablofans doesn't allow me to put up too many youtube links. :/ It keeps getting removed on edit as well. -.-" (some links I will be leaving a space between the h and the ttp.

    Take note that this guide will never be "finished". It's a work in progress and needs constant input and care.
    Only sections 2 and 4 are available now with section 4 not being fully fleshed out. I will try my best to see it done, finding the time seems to be a problem.

    Credits go to:

    Wayneold#1685

    Nubtro#2147

    Haiyang#1387


    All who which have in some way or another made significant contributions to the guide.


    Uberjager's Guide to Ubergearing WW Barbs

    Hey there, this is Uberjager.

    Previously, I've been meaning to keep information that I know about WW barbs and my own personal theorycrafting to myself and never shared any amount of it with anyone.

    However, I feel that right now this is warranted because it has come to my attention that many of you know very little about the metagame "WW build" and how to optimally gear for it. And as a result, most of you either build yourself into a rut, make some terribly underpowered build for the price you pay or get in some ways "cheated" by some of the many popular gearing services within this community, well most of them are good its just one or two bad eggs that ruin it for the rest. (One of them just quit recently)

    Even so, some of these builders are building based on outdated info and some builds that they might be making could be entirely subpar without you noticing. I will address this, but only for the WW build. (I've also noted that some of them are pretty well known streamers. Jesus, I'm watching one now and boy is he giving really stupid advice.)

    I will teach you the secrets of what you need to know to make your build awesome and CHEAP (CHEAP! This is the most important point of all). And as proof you may look at my male barb. That barb, can do MP10.

    It only cost me 1m. And I got all the items in 20 mins, no sniping/ no camp-AH-till I find GG buyout. Just buyouts on AH within that 20 mins.

    Here's some videos, featuring MP10 elite kills with 1m gear as courtesy of Wayneold. Please give him due credit, he's one of the best player's I've seen skill wise in this community.

    ______________________________________________________________________________
    Keeps 2:

    http://www.youtube.com/watch?v=aKQumwwzkPE&feature=youtu.be

    Crypt of the Ancients:

    http://www.youtube.com/watch?v=8uiKzHNsP_s&feature=youtu.be

    Also, if you're coming in here and crying "Nerf barbs!" You probably haven't seen Athene do MP10 Diablo Naked or this Korean Wizard that kills MP10 elites in 10 seconds.

    h ttp://www.youtube.com/watch?feature=player_embedded&v=mQxAVdNOOTE

    We're not the most OP class.

    ______________________________________________________________________________

    On my main barb, this is my current stats and clear speed.

    http://www.diablopro...rjager/25307580

    Till date. The barb has cost me 2.4B. Good buys and proper itemization go a long way. :D

    ______________________________________________________________________________

    This thread will be pretty rudimentary. I can't type out 4 months worth of theorycrafting nor can I type all that I know about this build in just one day. I might take days for this. Expect constant updates.

    In this thread I will have multiple sections:. (I will cut this down to 2 for Diablofans, alot of it isn't up yet sections available are in bold)

    1: History of the WW build, the mechanics behind it and how it has progressed over the period of this game. (I'll put this right at the back, its pretty TL:DR and most people don't want to see it.

    2: Metagame changes, how does it affect build optimization, what are the current gearing strategies of the many players in this game and what are the pros and cons of each strat.

    3: AH strategies for gearing, what items to look out for, what is build maneuverability, how do you optimize each stat. How price perception shifts your strategy for AH.

    4: Playstyles, build optimization, what most "pro" players are doing wrong, how to min/max. What skills are optimal? How do you plan your build?

    5: This is part massive mindblow for some of you. How Diabloprogress rankings are WRONG. How TDPS/DPS calculators though useful in some sense but completely irrelevant for others.

    6: Conclusion. Last words to end the guide.

    ______________________________________________________________________________
    DISCLAIMER:

    I will call out some well known players out there. But the objective is not to create drama but to provide insight as to what these players are doing wrong.

    I notice one player extremely butthert about this. You know who you are. (Diablo 3 forums have pretty strong personalities, some of which aren't too pleasant.

    Take a chill pill, its just a game lol. >:3
    ______________________________________________________________________________
    GUIDELINES TO DISCUSSION:

    Guys, you can debate, you can discuss. But remember that everyone has a different view than you. Its ok to disagree sometimes.

    Learn the art of agreeing to disagree. :P

    Also shoutout to everyone:

    Guys! I won't be on all the time. Sometimes I've got IRL stuff... or the login server has issues so I can't respond. Anyone who's read the guide and have had the knowledge of the WW barb bestowed upon ye can also help give advice. I'll be looking through your advice though, so don't troll the less experienced. >.

    Also, please don't provide gearing services in this thread, give advice on what the other player should do, don't offer to gear him. >.

    However, if you see a barb in need and want to donate gear to him. Go ahead. There's no stopping you for that.

    If you want to look for gearing services I believe Dboy does a really good job of it. This is his thread:

    http://us.battle.net...opic/6714102283


    2: Metagame changes, how does it affect build optimization, what are the current gearing strategies of the many players in this game and what are the pros and cons of each strat.


    Subsection:

    2A) Optimal stat values. Misconceptions on what are optimum. Cheap and underpriced stats.etc on armor and weapons.

    2B) The mechanics of EHP, what are Additive HP and HP multipliers. How to optimise both.

    2C) The mechanics of DPS, what is Additive Damage and Damage multipliers. How to optimise both.

    2D) What is sustain? How do I maximise sustain?

    2E) DPS armor sets. Ideal DPS sets.

    2F) Defensive armor sets. Ideal defensive sets.

    2G) Weapon choices!

    2H) Optimizing EF + Weap setups!

    2I) Gearing your follower!

    __________________________________________________________________________________

    2A) Optimal stat values. Misconceptions on what are optimum. Cheap and underpriced stats.etc.

    The most overrated stat of all time:

    First and formost lets address the stat that many of you are familiar with.

    It's all resistance (AR). Now I see players out there telling you to stack all resistance to 700 or more.

    WRONG. Unless you really have the money to waste. 700 AR is way too expensive to be stacked to those amounts.

    Ideally you want your Helm/Bracers/Belt/Chest/Boots/Pants/Shoulders to have AR. There are some exceptions to this, I.e. innas. in which case you'll have to get them on gloves.

    The summation of an average of 70 AR on each of these pieces (along with the 2 piece IK set which is pretty much mandatory irregardless of build) will give you slightly below 600 AR total. Why you don't stack more than 7 pieces is simple. Because you have to get them on gear that you want to focus on DPS and on gear where the AR can cause the value of that gear slot to effectively double. This includes your Rings/Ammy and gloves. Shield users will have an easier time with AR stacking and can afford to stack to 700. Likewise because they can stack higher values of AR you can skip AR on one of the pieces to save money.

    The most underrated stat of all time:

    What would be the cheap and underpriced stat to get you your damage negation? Armor? Nope, people overprice that as well.

    The answer is % damage reduction. For Melee % You can get these from the IK gloves and helm and from the 3 piece IK set/Blackthornes chest/Stormshield. For Ranged% you can get these from lacunis/ Blackthornes chest. And for Elite % you can get these from Litany rings (the only ring I really don't mind having defensive stats on for a more defensive setup), Blackthorne's chest, Blackthorne's boots, stormshield.

    % damage reduction is currently the most underrated stat for the amount of reduction it actually gives you. It's an ideal stat for building economy builds that don't want to over rely on AR or armor for damage negation and I'llbe covering how it works, how to use it and how to optimize a build around it on the next section.

    Other underrated stats:

    Dex. Yes, Dex.

    Dodge is something most barbs don't consider as part of their gearing strategies but oh boy is it extremely useful. It can help you to avoid fallen maniacs/explosions from molten elite deaths/that stupid ranged attack about to spear your face.

    It also helps that you get Dodge from WoTB (yay!)

    How dex increases dodge is a tiered system of diminishing returns.

    100 dex = 10% dodge. 500 dex = 20% dodge. so on and so forth. I won't go higher because if you think I'm telling you to stack more than 500 dex you're retarded.

    Now, 0 Dex (although its never 0) with WoTB = 25% dodge chance. Every 1 in 4 hits you dodge.

    400 dex with WoTB = 34% dodge chance. Every 1 in 3 hits you dodge.

    At paragon level 100 you should have around 167 dex (I might be wrong, please correct me). So yes, having dex on armor is less effective. But earlier on at lower paragon levels having that extra 300 dex or so might save your !@#.

    I'm not telling you to actively SEARCH for dex. But if you do see an armor out there on AH with dex on it. DON'T go "oh dex, $%^- this *!@#". That armor might be really good.

    ____________________________________________________________________________

    2B) The mechanics of EHP, what are Additive HP and HP multipliers. How to optimise both.

    EHP is comprised of two components. I'd like to call them Additive HP and HP multipliers. AD and HM for short.

    Here's the general equation. EHP = (Base hp + AD) x HM.

    Relatively simple.

    Under AH you have:

    1) Vit.

    2) Life %.

    Under HM you have:

    1) Dodge and dex

    2) Armor

    3) AR and intelligence

    4) A combination of Block % and Block value.

    5) % damage reduction

    Now, look at stat availabilty on items.

    For Life% you can get them on Shoulders/ Chest/ Helm/Ring/Amulet/Belts/ Blackthorne pants/ Ice climbers. ( I counted shield out because life% on shield is not an optimal roll).

    I've already mentioned as to where you can get % damage reduction above so I won't go into it again.

    For the rest of the other AH/HM modifiers you can find them on virtually every armor.

    One thing you need to know though. The Vit roll on Chest/Pants/Ammy can roll up to 200. It rolls a max of 100 everywhere else (not sure on rings, someone pls cfm)

    How to optimize AH values?

    As most of us know. 1 vit = 35 life.

    1% life = (1/100) x (Vit x 35) life.

    Most players doing gear services would say the best way to optimize it is by doing a spreadsheet and finding the ideal life%/vit ratio that you want.

    Yes. They're absolutely correct.... only if you're never going to upgrade your character ever again after buying the set.

    You see, Life% is so much more valuable than vit because:

    1. Its underrated.

    2. Most important point ever. It gives you room to maneuver.

    Lets say you have 60% life and 1000 vit. Yes, you're not at the ideal vit/life % ratio and hence, losing more health than if you were to go 1200 vit and 48% life.

    But if you remember, Life% is harder to obtain than vit on armor.What that means is, with more life % you'll find it easier to increase your AD with subsequent upgrades as your upgrades are more likely to have vit rather than life % ! :3

    Secondly. Life% is relatively cheap on certain armors. I.e. Chest. Look at my IK's on my female barb.

    A 190 str. 210 vit one would cost me 500m+.

    ... I got that for 320m.

    And the more vit I stack subsequently, the more effective that 12% gets! :D (I got 190 vit from my new ammy recently, win)

    And with each gain in paragon level I gain more vit! :3

    Ideally, you'd want your EHP values to be around 1million to be comfortable.

    How to optimize HM values?

    If you thought the the theory for AH was long, HM is going to blow your mind.

    I will be adressing HM from a "mob damage reduced" perspective rather than a "EHP" perspective as it will be easier to understand. In this case I'll remove block and dodge out of this as its easier to visualise.

    Lets say a elite mob in MP10 A3 hits you for 100k damage.

    How damage is reduced is that Damage dealt = 100k x (1-% damage reduction from AR/100)x (1- % damge reduction from armor/100) x (1- % melee or ranged damage reduction/100) x (1- % elite damage reduction/100) x (1- % damage reduction from crushing advance if applicable/100) x (100- % damage reduction from superstition if applicable/100)

    What does this mean?

    If you can afford high values of armor + AR. You should only stick to a MAXIMUM OF 2 damage reductions sources. As the more sources you have subsequently, the less effective each source is.

    At 65% reduction from armor and 65% reduction from AR.

    Mob hits= 100k x 0.35 x 0.35
    = 12.25k

    At 50% reduction from armor and 45% reduction from AR, 35% reduction from crushing advance, 20% melee reduction, 14% elite reduction

    Mob hits= 100kx 0.50x0.55x0.65 x0.80 x 0.86
    =12.298k

    So it really depends on your budget. As I explained above if you cannot afford high AR, find ways to increase the number of sources of damage reduction at minimal cost. A good example is the 3 piece IK set. You can compensate for the AR loss on those with good % reductions.

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    2C) The mechanics of DPS, what is Additive Damage and Damage multipliers. How to optimise both.

    Like EHP, DPS is a combination of two different factors. Additive damage and Damage multipliers. (AD and DM for short)

    Additive Damage:

    1) AVG damage from weapons.

    2) AVG damage on Rings/Amulets.

    Damage Multipliers:

    1. CC. (helm, gloves, bracers, passives, skills, shield)

    2. CD. (Weapons, rings, passive, WH, Amulet)

    3. IAS and +xx APS. (Gloves, Mempos, Innas, Lacunis, WH, Rings, Amulet)

    4. Strength. (Every-!@#$ing-thing)

    5. % damage increase. (skills)

    DPS = AD x DM

    Most barbs gear wrongly in the sense that they tend to stack DM but completely neglect AD. (there are few barbs that do the inverse to complain about). And those that do skew their AD values to one stat and neglect the others.

    You need to understand that a combination of both give you your dps. Also you need to understand where to get each DM and AD source from and how to balance them.

    Now as you can see the stat that is the hardest to obtain here is AVG damage as they are only available from 3 sources: Weapons, rings, amulet, with 80% or more of it coming from weapons. Strength is the most common DM and hence should be prioritised lower over the other forms of DM to allow subsequent gearing maneuverability.

    You must also know what IAS breakpoints on Nado tickrates are and decide on which breakpoint you want to hit. Get your IAS to that value and focus the rest on other DM sources.

    This is slightly complex so ask me in posts. I'll try my best to respond.

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    2D) What is sustain? How do I maximise sustain?

    There are two aspects of sustain that I'll be covering. Fury sustain and Life sustain.

    For Life Sustain.

    Survivability is a factor of two things, overall damage reduction and Life Sustain values.
    Sustain is a term coined by Celanian (He has a thread up called "Hall of the Godly Barbarians") I prefer life generation as its more descriptive but its too much to type, sustain will suffice. :3 If you want to calculate it out you can go to www.d3rawr.com/d

    Life Sustain is basically your ability to generate life. If you've ever tried standing still and not dealing damage as a WW barb you'd realise pretty early that you'd die in a few hits. What keeps you alive is your sustain.

    Now with RLTW's proc rate being nerfed the primary and only form of life sustain that's used by most barbarians now is lifesteal.

    So this section will be more about how much Lifesteal is required and how you should balance EHP and sustain values.

    Lifesteal is a mechanic that allows you to steal health based off a % of the damage you do, that means that to optimize sustain you have to have enough dps for it to be useful. Hence, with lower dps, you must stack as much life sustain as possible. My 1M WW barb has about 70k dps buffed, hence I have to have at least 8% lifesteal. If he had 150k I could skimp it and drop to 5% lifesteal. Follow that principle.

    Some of you might want to get higher dps via weapons without lifesteal (because they are cheaper) I would dissuade you from doing that. Having lifesteal on weapons gives you the flexibility to drop lifesteal on the belt for WH which gives more dps than a weapon with no lifesteal. I would refrain from using bloodthirst, more details are in the skill evaluation section.

    Survivability = Health Gain over time - Damage taken over time

    If your Survivability is in the negative it means either your damage reduction is too low or your life sustain is too low. As you've seen above, optimal damage reduction is 600 AR 6k armor. Hence the only way to go from here is to stack more life sustain, if you're at max possible sustain from gear (8-9, belt/weaps) then it means you've got to get more dps. My 1M barb is proof that this can be accomplished with minimal cost.

    As you cross certain DPS thresholds you can start dropping life sustain. However, do not drop too much sustain or you will render yourself unable to combat reflect damage.

    I believe survivability to be a way more important stat of measurement than EHP and it this is why Diabloprogress is so flawed in that it cannot rank based on this as survivability is a much better indication of a player's ability to survive in combat instead of EHP.

    Life Sustain is a pretty straightforward stat. I think most of you will have very little questions on it.

    For Fury sustain.

    Fury Sustain is a WW barb's ability to generate fury, the resource required for all barbs to continously cast fury spenders. These included WW and Sprint, the two most commonly used spenders in the WW build.

    At this point I assume most of you understand how fury sustain functions. First and formost, you should know that fury is generated from your critical hits as mentoned in the rune "Into the Fray from Battle Rage". Hence critical chance is an essential aspect of a WW barb. It is also tied to your Ticks per second (look above under the Nado tick breakpoint section) and it is hence a byproduct of your IAS.

    However what I'm about to tell you next is what most barbs don't understand

    When gearing a WW barb always gear a barb defensively first and foremost to be able to handle a higher MP level, before gearing offensively to deal the damage that will allow you to be more efficient in that MP level.

    Why?

    This is because if you start gearing for DPS before you hit the higher MP levels you will end up killing mobs too quickly in the lower MPs.

    What does this mean?
    Imagine this, you've WWed past a mob after farting a tornado on a ground that lasts for 3 seconds. If your damage was lower, the mob would have walked into the tornado and died, but only at the 2nd or 3rd second. This would mean during that duration you would have a chance of gaining fury for any crit within those 2 to 3 seconds. However if your DPS is too high you end up killing the mob in the first second of the Nado or less. What this means is that your overall Fury generated is now cut by 2/3s or 1/2.

    This is why I always advocate increasing EHP through gear before increasing DPS. Some players can work around this because they're highly skilled at working the barb class, like Wayneold and can compensate the lower EHP with much better playing. Thus allowing them to play on higher MPs with lower defensive stats (they also compensate by picking defensive skills).

    I will elaborate later on as to why focusing on defensive stats before moving on to gearing for DPS and not relying on Skills for defensive ability in the skills section.
    But for anyone who can't wait here's a screenshot of my maximum buffed dps in an MP10 fight. It's massive. And the reason for it is that none of my skills are defensively orientated.

    http://i.imgur.com/YjI1H.jpg
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    2E) DPS armor sets. Ideal DPS sets.

    There are currently two sets of approaches to the WW build both with the same goal of improving DPS output.

    One, focuses on Nado tick rates. In this build players will want to hit specific IAS on their OH to maximise the frequency and hence the total amount of ticks done by Nadoes while having a MH with a high dps range to maximise the damage of each tick. This build is ideal for more economical setups, mainly because it allows you to skimp on your OH dps and effectively allow you wield a "stat stick". As the majority of this build's DPS comes from Nados you can afford to kite more often as your WW will be doing at most 20-30% of your total dps. The negatives of this setup is pretty clear cut as well. As your weapons are setup to optimize a niche skill set you are only able to play that niche skill set properly.

    That means it is extremely inefficient to incorporate abilities such as HoTA or Seismic slam or any ability that requires a strong OH to function optimally.

    I like this build because of its cost efficiency, if you're planning just to play WW your entire time as a barb, this build is for you. But if you're a player who likes to switch around builds and try other stuff, not a good idea.

    To optimize Nado tick rates look up Nubtro's thread:
    http://us.battle.net...opic/6037344497

    The other setup for the WW barb relies on a completely different approach. This approach is more costly and it is what most geared barbs use today. In this approach you don't aim to stack IAS to hit ridiculously high breakpoints, you have enough IAS to hit the breakpoint you're comfortable with. But you also focus on high MH and OH damage to deal more WW/Frenzy/Bash/Overpower/HoTA damage. This build is flexible as it allows you to pick your form of damage output and doesn't restrict you to Nados as a form of dps. The only flaw with this is that it isn't cheap. But this should be your endgame ideal if you can afford it.

    Gearcrafting for an ideal DPS set is pretty flexible. There are many different approaches to it

    Objectively, this is what you'd want to accomplish minimally

    500 AR.

    5.5k armor

    2.0 APS breakpoint.

    50k hp.

    5-8% lifesteal depending on your dps.

    As much DPS as possible.

    How to stack as much DPS as possible?

    For armor, you'd want to focus more on defensive stats, your primary DM from armor will usually be strength and crit chance, the only exception to normally defensive set pieces will be Innas and Witching hour.

    For innas, you have to understand that despite the flak it has gotten from the "pro barb community" it actually works. But you really need to go for a very specific setup. For Innas, the reason why you get it primarily is because Ice climbers (IC) has ridiculously high stats for a boots and that 10% to cold res is the strongest mitigation ability from any armor piece in the entire game. However, rolling movement speed on ICs increases it's sale value by 3-4x and makes it unbearably expensive. The second reason why you get it is because it gives you IAS, allowing you to hit a higher breakpoint for Nados without needing to stack it on amulets or rings where it is MUCH more expensive.

    What determines the best Innas? Innas as you know has only 1 random roll, most people would consider AR/Str&vit/Vit rolls on innas as viable. I'm here to tell you that AR on innas is completely pointless. Why? Because 70 AR is the maximum roll for each armor. remember what I said about vit and pants? Vit rolls highest on pants/ammy/chest for armor rolls. So to fully optimize your innas, get high rolls of vit on them. You can go Str/vit combinations but these are usually more expensive (1.5-2x more) as they're purchased by barbs who want to make diabloprogress rankings. If you need more AR, stack it somewhere else.

    For Witching hour, please understand that for barbs. The IK belt is the best belt of all time, hands down, its the most cost effective gear a barb can have. However, for DPS purposes WH outperforms it by a mile. A well rolled WH can outdps a well rolled IK belt by about 20k+ damage. That is substantial, 20k dps is effectively a 400m weapon upgrade or a 600m ammy upgade.

    The problem with witching hour is simple, it is extremely hard to balance out your build without an IK belt. IK belts give you so much damage reduction and sustain, it also contributes to the IK set bonus allowing you to use IC/Mempos/rare gloves. Having a WH means you need to plan all your stats well and optimize each piece. If you're not at that point please avoid using a WH, its not worthwhile.

    For me I got IK gloves with all res to compensate for the WH, I still keep my IK belt for RD mobs though. :P

    To gear optimal DPS from rings and ammy you have to be mindful of your classes current DM balance, if you have enough IAS from WH/Innas/Mempos/Lacunis like I do, you can skimp on those on rings and ammy to save money. This reduces your reliance on trifectas which are stupidly expensive. Same with sockets, sockets are usually underpriced for the reason that most people can't afford radiant ruby gems.

    For rings/ ammy. This is what you should be aiming for Strength/ CC/CD/AVG damage. High values for all of these. Socket if you find one with it.

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    2F) Defensive armor sets. Ideal defensive sets.

    In this section we'll address defensive sets.

    Now there are two ways about this. One is to stack high values on AR and Armor the other is to rely on multiple sources of reduction and stack a decent amount of each on it. I will not go into this because it is straightforward and many of you already do that. The other is to increase % damage reduction in gear.

    Really depends on what you can afford and what you want to do. Take note by gearing multiple sources of reduction it is generally hard to increase DPS later on in the game. Your dps is capped to about 100k + whereas if you stack high AR and armor it allows you to easily transpose into a DPS setup as elaborated in Subsection 2F.

    In here I'll be showing you how to utilize damage reduction% in your item setup. Credits are to haiyang#1387 who came up with the idea and theorycrafted with me its effectiveness. He's one of the very few barb's i've seen with 400k EHP that can solo mp10 comfortably.

    He doesn't fully optimize it though because of budget constraints. But his profile with give you some semblance of how its done. (Take note that his profile is non static because he WILL change it based on his preferences, I'm only showing you how he stacks % reduction, you don't have to copy his gearset)

    http://us.battle.net...7/hero/17716826

    To optimize damage % reduction you have to go 3 piece IK, belt/helm/gloves. 4 piece blackthornes, chest/ pants/boots/ammy, stormshield, Litany ring, Band of the hollowed whispers and Lacunis with % ranged reduction.Aim for % elite reduction on blackthorne chest.

    In total. You will hit about (not counting the stupid diminishing returns that come with it) 22% melee reduction, 28% elite reduction and 16% ranged reduction. (if all % roll perfect on each item)

    Doing this will allow you to completely skimp on ridiculous amounts of all resistance. I believe this build can function with 300 AR and 5k armor. Rest of it goes into DPS/ flat HP.
    Take note you can use this build with entry level pieces, meaning the cheapest items for each on the AH. So it's not really expensive at all. Notice on the profile above that he is dual wielding and is using rare ammy and rings. That was the only way to increase dps in that build.

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    2G) Weapon choices!

    I know most of you have been waiting for this.

    Weapon choices is one of the primary reasons why most barbarians waste money. Especially WW barbarians.

    First things first. Here's a list of important stats that can roll on weapons (ranked in order of importance):

    1. AVG damage.

    2. Lifesteal.

    3. Socket/Critical Damage (they're essentially the same thing)

    4. Strength.

    5. Vit.

    Why do I rank lifesteal higher than that of critical damage/socket/strength?

    I've seen most players gear to improve DPS rankings on offsites like Diabloprogress or etc. On these sites they seem to ignore the value of lifesteal altogether and most players do on the assumption that they can get the bloodthirst passive and proceed to stack for more paper dps. This stupid. Mainly because it puts you in a rut. Lets say if reflect damage gets buffed, (though I really hope not) these players would have suddenly realised "ohshi- I need more lifesteal nao. Changing your weapon in the event of a crisis like that happening is the worst thing that could happen to you. This is because weapons at a higher tier are usually godly... expensive and players who make that mistake commit to errors resulting in losses of hundred millions of gold. Try to avoid that.

    Also, the use of the bloodthirst passive is stupid. I know it's massively tempting to go the way of the Diabloprogress DPS rankings but beserker rage or brawler give way more bonuses than you could get off a "10k dps higher weapon with no lifesteal". Some of you might complain that "omg, they have so low uptime" I'd probably respond with a "l2p". I'll go indepth on this in the skill choice section. But this approach to gearing for barbs has been terribad.

    A fine example of this is Google337#1271. Recently upon a rumor that orignated off a blue post that RD was going to be nerfed he immediately sold his lifesteal MH (he had only 2.7% on gear then all of it was from his MH, selling it would drop it to 3% from just bloothirst alone) and got a higher dps weap with more critical damage. It was pretty amusing to then watch him die over and over again before he had to resign to the fact that they weren't going to do anything about RD and that having !@#$ty LS and sustain is bad. He promptly bought himself another MH with LS (that was crappier than the previous one he sold). Looking from his finances I'd say he probably lost 1b in that whole fiasco.

    Lets run through the 3 most optimum dual wielding setups and two of that includes your favorite fear stick, Echoing Fury (EF).

    High DPS MH + EF.

    EF + Fast but low dps OH.

    High DPS MH + Fast but low dps OH.

    Heres some elaboration on each individual setup and my take on which is better.

    High DPS MH + EF.

    I would say this is the most ideal setup for a barb that you want to be able to play different skill builds. You could be a HoTA/WW hybrid or a throw/WW hybrid. You could play anything. The only cons of this setup is that it's going to be expensive. A high dps EF and a high dps weapon you can expect to cost about 300m per piece. One MH I find really cost effective to fill that slot that fulfills the ranking system I listed above is the Butcher's Sickle. Personally, I've seen a !@#$ton of sickles in the market relatively underpriced compared to their rare counterparts and mostly unsold. The EF fury procs are largely rare and manageable due in part that the only few things that would proc it are WW (though probably only on initial cast), fury generating attacks and Overpower, hence removing the need for a cold SoJ. In this setup, the dps is skewed to WW and other forms of damage dealing skills, however RLTW still deals about half of the dps for your setup so hitting breakpoints are still as important.

    EF + Fast but low dps OH.

    Alot of players swear by this. This build is a variation on the classic WW build pioneered by kripparian but instead of using a High DPS MH you'll be using an EF to further maximise your RLTW by hitting the higher breakpoint thresholds. However as EF is on MH, it procs way more. I find it quite tough to pin point the source of this but I suspect it has to do with RLTW actually proccing the MH's CC. It's annoying to the point that if anyone runs this setup without a cold SoJ or a cold offhand to keep the fear in check it's an extremely inefficient setup. If you recall Acrimony used to have an EF on MH and a sword on OH. But whenever he advertised his DPS it'd be at 240k... with no cold SOJ or OH. His actual combat dps was much lower because of the fear procs and the fact that a good 30% of the mobs he's trying to kill run off from the pack of mobs he's WWing. Its an example of deceptive skill building that tricks the less informed into thinking that the setup is ideal (high dps, ehp ftw), especially since his MH EF had no lifesteal. I heard he sold his gear for 12b, fanboys + deceptive gearing ftw!

    High DPS MH + Fast but low dps OH.

    About the same as the above but because of the fact that you don't get the +xx APS it's much harder to hit the APS required to hit the higher breakpoints. You'll realise that as a result you're extremely over reliant on % ias from gear and might make gearing in that respect much harder.

    However, you don't constantly fear stuff you attack, so it has its benefits.

    Popular misconceptions:

    Most players prefer to use a mace or axe for MH. But most do not realise that if your CC is pretty high you can afford to drop the axe or mace as your MH and use a high dps sword as an MH. The 15% from weapon master increases your dps by a decent amount once you've gone past a certain dps value.

    ON 2H setups for WW. I don't really know that much about how 2H works because tbh I've avoided it like the plague. Sure, they're awesome for HoTA, rend , seismic slam but WW wise they seem too slow to help in the fury generation process. For that reason I won't comment much on it. But I wouldn't endorse it either.

    __________________________________________________________________________________
    2H) Optimizing EF + Weap setups!

    Lately I've seen alot of players who are having problems choosing a weapon to pair with their EFs. In short, people don't know what weapons to pick to get the optimal APS setups. Sometimes people pick weapons that cause one weapon's APS to just hit one breakpoint but the other weapon's breakpoints are too low or too high.

    Weapons with optimal base APS to pair with EF (assuming + 0.24 APS minimum on EF) are:

    Sword (no IAS): 1.40 APS

    Axe (+8% IAS): 1.40 APS

    Mighty Weapon (+8% IAS): 1.40 APS

    Mace (no IAS): 1.2 APS

    Spear (no IAS and only for OH use): 1.2 APS

    Dagger (+11% IAS): 1.66

    Please note that even though I've added in spears, do not use them lol.

    These weapon combinations would allow you to have your EF and the other weapon to just about clear breakpoint thresholds.

    Any other weapon combination would put either your EF or your other weapon in a position where you're in the middle of two breakpoint thresholds which would equate to wasted % IAS.

    __________________________________________________________________________________

    2I) Gearing your follower!

    The section below on gearing the scoundrel follower has been deemed outdated and hence, irrelevant. There's another way to gear your follower to help you in locking down pesky elites and clusters of mobs, and this setup will not only cost less, but also allow you to use the enchantress which will make it easier for most of you to hit the IAS breakpoints for Nados.

    Guess which weapon will we be using for the enchantress?

    :D

    Azurewrath! Try to get one with as much IAS and freeze as possible. As the metagame is still currently on Scoundrel + Buriza, most of you will be able to get these relatively cheap. (I hope)

    Star of Azkaranth. Get one with as high of a freeze value as possible all of you who've already geared a scoundrel with one, just swap it over to your enchantress.

    IAS + Vit + LOH rings. 2x IAS would bump your Enchantress's APS to about 2 APS (with a 20% IAS azurewrath), thats almost 2x faster than the scoundrel! D:

    The LOH and VIT is to keep her alive.

    Token. As much LOH + VIT as you can find. All res is optional.

    The skills you will be using on her would be:

    Charm or Forceful Push. Either which it doesn't really matter, all up to personal preference as either decision here is non crucial.

    Powered armor. 5% to armor is nice, but the 30% slow to attackers would help you quite abit.

    Erosion: Now, this skill takes the cake. When she casts erosion on an area with mobs in it as long as you have a pretty high chance to freeze (15%) you will be amazed at how effective this is. 15% more damage and a disable? Hell yea!

    Focused Mind: For all of you WW barbs to buff up your APS, gives you greater ease in hitting your breakpoints. :P

    Aight. Thats all folks, this setup is about as effective (maybe even more) than the scoundrel setup, and cheaper too!

    I've kept the scoundrel setup up so that those who still want to go that route can refer to it. :D

    This is by far my favorite subsection to talk about.

    Up till now, most of you probably still use alkaizer's setup to farm. Enchantress with Maximus etc.

    What if I told you that you could have a follower transform himself into a mini CM wiz that helps you freeze mobs that you're attacking?

    Yep, the scoundrel is by far the most OP follower of all time, but only if you gear him properly.

    Take a look at the scoundrel on my female barb.

    Buriza with as much pierce as possible/ as much freeze as possible with a socket.

    Coupled with 5% more freeze on a star of azkaranth he can have a max possible 20% chance to freeze! That means 1 out of every 5 mobs he hits gets frozen for more than 2 seconds. The pierce, coupled with multishot allows him to hit packs of enemies, freezing them in place.

    What this does is increase your overall dps as mobs don't move and stand on your tornadoes and increases your survivability as mobs can't attack you. With Crippling shot, which has a 100% chance to slow for 60% it helps so much with kiting mobs.

    The socket on the buriza is for the most expensive amethyst gem you can afford. Why? because the more LOH and Vit you stack on him the less likely he is to die and thus increasing his prescence on the battlefield to CC more often. That and vanish almost nearly renders him unkillable.

    Why hysteria instead of anatomy? This is because at higher base DPS hysteria does more of a damage increase than anatomy.

    There you have it, the CM wiz scoundrel extraodinaire.

    4: Playstyles, build optimization, what most "pro" players are doing wrong, how to min/max. What skills are optimal? How do you plan your build?

    Subsections:

    4A) Playstyles

    4B) Build optimization

    4C) Technique (Co-Authored by Wayneold#1685)

    4D) Well geared barbs. Y u no theorycraft?

    _________________________________________________________________________________

    4A) Playstyles

    I believe with the WW build each person has his or her own unique take on the class. In the WW class there are 4 Skills that are mandatory and 2 passive abilities that are always used (but not mandatory).

    Those skills and passives are:

    Battle Rage: Into the Fray

    Without saying, this is the single most important skill for a WW barb or almost 50% of all barb builds out there. Before people realized how this skill worked, barbs were considered the 2nd slowest class ingame for generating resource (Monks are the slowest) and our playstyles were very limited by this. What into the Fray does is that it generates fury on every critical hit, even on those generated from skills like Overpower.

    Sprint: Run like the Wind

    Your Nado generator. It was infamously remarked upon by many other (jelly) classes as the skill that allowed barbs to kill mobs by "farting clouds".

    It is your primary source of dealing damage and for most budget barbs does a majority of your their dps. Because of its mechanic as described in Nubtro's thread (http://us.battle.net...opic/6037344497) Nados are extremely cheap to optimize.

    Nados deal damage based on the MH weapon's damage range but ticks based off the last weapon swung. However, some barbs don't get is that the number of Nados that is maintained at any one time is determined by the distanced traveled. Since Nados have a 3 second duration the only way to optimize this is through movement speed (MS).

    Total, you can get 20% MS from Wrath of the Beserker and 40% MS from sprint. How much MS should you get on gear?

    With no MS on gear Nados spawned = 4.

    With 12% MS on gear Nados spawned = 4.

    With 24% MS on gear Nados spawned =5.

    This is why it's optimal to have 24% MS on gear. >.> It takes you less time to get from one point to another.

    From what I have observed, it does not matter what shape you draw with your Nados with regards to the number of Nados spawned so how you draw your Nados depends on what you hope to achieve and what technique you want to utilize to get there.

    This is just a hunch but. It seems that RLTW only procs CC effects from your MH the same way that if you were to have cold damage on your MH it would apply the slow effect. But if you were to have the effect on your offhand it would not apply.

    Wrath of the Beserker: Thrive on Chaos

    10% CC.
    25% IAS.
    20% Dodge.
    20% MS.

    CC Imunity.

    WHICH BUFF OUT OF ALL OF THESE IS SOMETHING YOU DON'T NEED?

    None, this is easily the best buff ingame. Now, normally the uptime on this great ability is capped to 15seconds. However, with the rune Thrive on Chaos it allows you to extend the uptime of this ability by 1 second for every fury generated. This works perfectly in synchronization with Sprint: RLTW and Battle Rage: Into the Fray. If tick rates on Nados are optimized and the barb has enough crit chance it would generate enough fury to keep WoTB permanently up.

    However, most people don't realise that fury cannot be generated if the fury bar is full. Hence for certain players, if the generation is too damn high you've got to dump fury to make space for more fury to be generated. So for players who can't keep up wrath indefinitely check if this is one of the causes for it.

    Whirlwind: Hurricane

    Allows you to WW through mobs. What this does is:

    1. Increase your mobility.

    2. Allow you to place Nados where ever you choose.

    3. Act as a second source of damage on top of your Sprint:RLTW.

    Optimizing WW is also part of Nubtro's thread: (http://us.battle.net...opic/6037344497)

    The two passives that are commonly used for WW barbs are:

    Ruthless

    Pretty self explanatory. 5% CC and 50% CD is massive (effectively the stats of a near perfect CC and CD roll on a ring)

    Weapons Master

    Most people get it for the 10% CC especially if they're budget barbs and require cheap sources of CC. Personally I use the 15% damage bonus from a sword MH. This works really well if you already have 50%+ CC from gear + ruthless. Especially if you intend to use HoTA. This is because HoTA tends to hit max CC because of its mechanic so the 15% damage is more valuable for it.

    Its a pity that the IAS% bonus for spear MH is too low, I've tested it and the % IAS bonus it gives is not worth it being a MH.

    For the 3 fury a hit with Mighty Weaps I wouldn't consider it a viable option unless you're farming really low MP levels and fury generation there is a problem.

    That leaves you with 2 Skills and 1 passive slot free.

    Now, the skill choices for these is up to debate.

    With those 2 skills and 1 passive slot free players are free to choose whatever setup they desire, based off whatever playstyle they prefer. However as I assume most of you are gearing for maximum efficiency here, I'm going to focus on only the most efficient choices for those 2 skill slots.

    The skills that I will present are divided into two sections:

    1. Defensive Skills.

    2. Offensive Skills.

    Pretty Straightforward.

    __________________________________________________________________________________
    Defensive Skills.

    I'd advise against using these abilities as one of your two skill slots. Simply because I believe that if you've itemized and geared properly, you don't need to rely on them at all, its better if your defensive ability came from your armor and your skill slots are more offensively oriented.

    Overpower: Crushing Advance

    With a decent enough crit, you can spam it enough to ensure 100% uptime. Not only does it function as a defensive skill, it also functions as an offensive skill. (160% damage on cast)

    How it works in reducing damage is explained in Section 2 under Damage reduction. Please look it up, it'll explain why OP: CA is the best damage mitigation ability for undergeared barbs.

    The reflected damage however is negligible, hence I won't go into it.

    Warcry: Impunity

    Alot of players still insist on using this ability. To tell you the truth, it's no longer as useful as before.

    Skill description explains how it works. It also functions as source of initial fury. Generally I'd prefer OP: CA over it because OP:CA gives more overall benefit defensive and offensive wise. The only time WC:IMP works optimally is when you've got high armor and AR. In which case you no longer need the defensive stats.

    __________________________________________________________________________________

    Offensive Skills

    Fury Generators

    Under this section I will adress bash and Frenzy. I will not address cleave, its a terrible skill for WW.

    Frenzy: Vanguard

    Really great ability that's pretty underused. Most people prefer to use Frenzy: Maniac but to tell you the truth, in lower MPs the 20% damage boost doesn't really count for much. Vanguard's so much better as a rune choice for lower MPs because it gives you more mobility and more mobilty equates to faster clears. More mobility also makes it harder for mobs to get an attack off on you.

    Frenzy: Maniac /Bash: Punish

    People prefer to use Bash: Punish over this because Bash: Punish gives a maximum of 24% bonus as opposed to Frenzy: Maniac which gives 20% at maxed stacks. The reason why I prefer Frenzy: Maniac is because Bash: Punish knocks enemies away, which is completely pointless as a WW barb since you want the mob you're hitting to remain still, standing on top of your Nados. Also, because of the increased attack speed of Frenzy at 5 stacks, maintaining the stacks doesn't not require much time, you could actually just tap once to get one frenzy attack off while you're doing turns around a mob and scarcely notice the difference.

    Bash: Instigation

    Still applicable in the lower MPs, but with the increased base fury gen of Bash it's no longer as useful as before. It's something you use if you really have problems with fury generation (though in that situation I'd say your build probably has other issues that need to be fixed) but if you're finding yourself having to rely on it, it's probably a symptom of a bigger issue, you've got terrible fury generation on your RLTW and Into the Fray.

    Weapon Throw

    I've seen a few players swear by it. Tbh, it's a stupid ability for WW unless you're either really squishy in which case you're being a complete cheapscate with your defensives or you like wasting time by throwing stuff at mobs that you'd probably fare better bashing the face in.

    Why? For one, it means you have to get a decent amount of -throw weapon on your abilities, any less would mean you find yourself in situations where you're unable to generate enough fury in time (think treasure goblins) . Two, it usually means you're running No Escape as the third passive which if you ask me is a complete and utter waste of the slot. Three, its terrible dps, really terrible as compared to the other fury generators.

    It's only saving grace is that its the highest fury generator ability for barbs (Bash: Instigation comes close second) but having to use No Escape as your third passive is highly inefficient.

    Fury Spenders/ Overpower: Killing Spree

    Hammer of the Ancients: Smash

    Great ability with great single target dps. It's ideal for kiting mobs and goblins. But the main issue with it is simple, it being a pretty costly fury spender it usually means you have to manage your fury well or have a fury generator on your second skill slot. Even so, with it's high dps output it has almost zero AOE functionality.

    I could HoTA one elite mob and the other one just a small distance away wouldn't get hit. From that, my only application for HoTA is on goblins and those Gold Champion packs. I generally prefer to use WW/RLTW rather than HoTA on Blue Champions.

    On the basis of personal preference, due to the limited usage of HoTA (examples listed above) its a skill that won't be present on my Skill bar. Don't get me wrong, some people like the skill and for many, its a essential part of their builds. I just don't like it.

    Rend: Ravage

    Its a skill that is great in certain situations, really bad in some. I believe Nubtro has done tests on this skill so if you want more detailed information, go to him.

    Reason why I choose Ravage out of all the runes is simple. The way rend is used to optimize builds is that it allows you to clear trash really fast and the bigger AOE allows you to apply rend on more mobs. If you have just enough dps, a single rend is all it takes to wipe out a whole group of trash mobs, at the same time, that damage will be too low to wipe out the mobs with WW and RLTW. (please note I'm not taking into account players with ridiculously high APS values)

    What this allows you to do is walk through the entire map, casting rend only in large clumps of trash mobs, this will allow you to not actually engage the mobs with RLTW/WW and have to run around in a circle (which takes time) .

    Credit goes to Alkaizer#1727 with coming up for this.

    Here is a video of my barb (with throttled damage) EXP farming on mp0.

    http://www.youtube.com/watch?v=UTCaBRrGqW4&feature=plcp

    Seismic Slam: Rumble

    I used this skill alot when 1.05 got released (PTR as well) but for WW purposes the reason as to why it's not efficient is because of the same reason that goes for Bash. Knocking units out of your Nados.

    Other than that, SS: RMB is a really good fury spender though it probably works better in a non WW setup.

    Overpower: Killing Spree

    By far the highest and most consistent damage over time ability out of all the other skills listed above.
    Why?

    1. It gives you 10% CC (which allows you to proc OP:KS more often)

    2. It can be cast WHILE you're WWing. Unlike abilities like rend and HoTA you don't need to stop.

    3. It has incredible synergy with the WW build.

    Synergy due to the fact that WW barbs usually have pretty high critical chance especially coupled with OP:KS gives you about on average 70% CC fully buffed. This means that on every crit on WW and RLTW it has a chance to reduce its cooldown by 1s.

    With my current setup on my female barb it would mean that I can cast it once every second. (sometimes less). Thats 160% damage per second extra. Massive.

    Thats it for skill choices in WW. I will add more if I ever come across a skill that's really really good. But for now. Here you go.

    (Passives added later)

    _______________________________________________________________________________
    4C) Technique

    For this section it will be co-written by Wayneold, I believe he knows way more about how to optimize the WW build (playstyle wise and technique) than I ever could.

    On why we usually prefer to use keeps 2 for videos the main reason is because of the high mob concentrations in the area it saves us time from having to group stuff together.

    For now, here's his part on WW Technique.





    TACTICS AND STRATEGY OF WHIRLWIND

    Brought to you by Wayneold

    Uberjager has asked me to assist with the guide by providing some tactics and strategy that I personally use with the whirlwind build in order to promote efficiency with the build. I fully expect him to add to this portion of the guide but here is my contribution to this great guide without further ado:

    Starting a battle

    As many of you know there are several skills within different whirlwind builds that allow you to gain the fury necessary in order to begin sprinting, and then the process of whirlwinding down large packs of enemies all at once. Some people prefer bash, frenzy, cleave, or even weapon throw with the no escape passive active among others. These are traditional ways of gaining fury and are self explanatory, hit the enemies, gain fury, begin sprinting and whirlwinding, Battle Rage-Into the Fray will continue to generate fury and it becomes a perpetual system until there are no longer enemies to draw critical hits from in order to gain fury.

    Although the traditional build works wonderfully for a lot of high end Barbarians, and they are able to use the buffs from Frenzy-Maniac or Bash-Punish in order to make the whirlwind and sprint skill even more effective (see Uberjager's build, and I am sure he can accompany this with a video if so requested) I have stuck with a build that does not require a fury generator, instead choosing to lean heavily on skills like Overpower, and interchangeably Rend, Revenge, War Cry, and whatever else I feel like running with the build. Immortal King's 5 set utility of fury regeneration, and more importantly fury no longer degenerating assists with this type of a build and tactic, but is NOT NECESSARY. You can run a non-fury generating build without IK 5 set, here is a video of me starting a battle on 3 seperate occasions without the 5 set bonus:


    http://www.youtube.com/watch?v=SucfPnqFwww&feature=youtu.be

    How I accomplish running without a fury generator is by accessing the other way of generating fury: being struck by enemies. A lot of people forget about this way to generate fury, and since it is often overlooked it is not viewed by most as a viable option to gaining enough fury to begin a battle. In essence without IK 5 set what you do to begin a battle is run into an area with enemies, stand still and get struck by enough enemies in order to cast Battle Rage-Into the Fray, then cast Overpower, hope it proc's Into the Fray and you have enough fury to begin sprinting and WWing, but if it does not then you have to wait be struck enough to then cast sprint and begin the process of WWing. From there on out running a build without a fury generator (and no IK 5 set) comes down to timing, watching your fury, and understanding how to end the battle with full fury by sprinting a single target enemy to death.

    The reason I bring up the build differences in a section about tactics and strategy is because your build shapes a lot of your tactics. Obviously with skills like Bash, Frenzy, or anything else that can generate fury on demand some of the tactics I share here might not apply to you (like whirlwinding down a single target, or even a goblin) Both builds have their advantages and disadvantages, but from here on out I will provide some tactics and stratgies for the WW build, however, keep in mind that your specific build or playstyle may not be able to utilize all of these tactics.

    Now that the battle is started, let's move on to how to WW with the best of them.

    Make Whirlwind work for you!

    Believe it or not Whirlwind is not as mindless as it seems. The people that are able to do it most effectively have gotten down the timing for the individual skills, take advantage of their buffs (Wrath of the Berzerker and/or Brawler anyone?) and understand the weaknesses that their gear has and they are able to get around that by using not only the skills on the toolbar, but tactics while in game.

    People with higher-end gear are able to plunge right into the center of groups of enemies, forget about nearly any monster affix, and have confidence that their barbarian will come spinning out the other side unscathed. So, for fun here is me doing that in MP10 with a large group I pulled in the Fields of Slaughter:


    http://youtu.be/c2UsnM6J7jM

    Now, if your barbarian has gearing deficits, lower health or defense, and simply can not afford to take the required amount of damage to just run right into the center of a large group of enemies never fear, there are ways around such shortcomings. The easiest way to not take damage is by simply avoiding it. I need not tell you that standing in molten, descecrator, plagued, or arcane beams is something that if given a choice you should avoid, however, there are other ways to avoid taking damage simply by being tactical. When you plunge your barbarian into the center of a group of enemies he/she is exposed to many monsters all at once that would love to execute your barbarian as quickly as possible. If you choose to take an approach where you spin around a larger group of enemies though, you expose yourself to less enemy damage, a novel idea. A diadvantage to such a tactic is that your sprint tornados and whirlwind stikes hit less enemies, and make your clear times lengthier, but nothing extends the time it takes to clear a level then multiple deaths, so if you find yourself unable to plunge right into the center of a group of enemies, consider the tactic I like to call tracing the enemies, here is a video of the tactic in practice:

    http://youtu.be/Wd5gYsTRE-k

    While farming you will rarely be greeted with an overwhelming group of enemies that provide nearly limitless fury and allow you to just destroy them all at once. When it happends, it is glorious, but in all practicality, it does not happen all that often. This is when you need to develop a sense of timing and understanding of your skills and your damage output. You need to know when to leave a group of enemies to die to your sprint tornado's or in some cases your Rend damage over time. Sitting on a group of enemies and whirlwinding them down to the absolute last one is not an effective farming strategy, you are much better off allowing some monsters to trail you not only from a fury generating standpoint, but also because your sprint tornados are generating potential damage behind you, so you might as well use that to your advantage. This tactic is especially important for lower MP levels where enemies tend to die fairly quick. Here is a video of me in MP 4, and while watching it take note that I am rarely present for the last kill of any group because I am already well on my way to the next set of enemies:

    http://www.youtube.com/watch?v=nEOkh3K_iCI&feature=youtu.be

    Being confident that your tornados can handle the remaining damage necessary to kill remaining monsters is an aquired skill and very gear specific, but timing the effective damage remaining in your tornados and being able to get to the next pack of enemies in time to continue your Wrath of the Berzerker for long stretches of time will allow you to maximize your efficiency with the build.

    Now that I have mentioned Wrath of the Berzerker, a common question I see on the message boards is how to maintain it indefinently. First thing's first: you need the Thrive on Chaos rune in order to do this, next, you need enough critical hit chance, IAS, and movement speed (more move speed = more tornado's produced from sprint) to be able to generate fury necessary to keep the buff. Also, the monsters must have enough health on whatever MP level you are on to support being hit enough to generate that fury. Beyond that, it is all dependent on tactics.

    Wrath of the Berzerker is by far the best singular buff in the game, it gives you amazing offensive and defensive buffs along with crowd control immunity....who wouldn't want this buff 100% of the time? Keeping it maintained indefinently comes down to 2 things, generating enough fury, and spending excess fury.

    Fury generated while at maximum of your globe does not increase the uptime of Wrath of the Berzerker, this is a VERY IMPORTANT thing to understand, and it is the cause of most people losing the buff. Fury generation is rarely the issue, but it is the gentle balance of spending the fury necessary so that all fury gained is applied to keeping the buff. In order to spend fury the Whirlwind has 2 consistently used skills that are able to accomplish such a task, Battle Rage and Sprint. These skills must be used when they can be in order to drop fury to a level where fury gained is applied toward keeping Wrath of the Berzerker.

    I generate enough fury where during WW battle except on single target I can spam Battle Rage every time it is available, when I have a single target or so many enemies that I can't spend enough fury I like to double or triple tap the Sprint skill. A lot of people make their mistake on this....if you just continue to hit sprint constantly you will not produce tornados until the last use of the skill, it resets the tornados produced every time you click the skill, by double or triple tapping the skill, allowing 2-3 seconds for your tornados to produce, then repeating that you can effectively drop your fury and refill it without bottoming out your fury. Here is a video of me using such a tactic:

    http: //www.youtube.com/watch?v=y13-ogR_CEk&feature=youtu.be

    As you can see, the timer on my Wrath of the Berzerker does not count down hardly at all even on single targets, plus I am actually able to add time to the buff when I find a pack large enough to support the fury generation necessary.

    I will reference the video above for the next tactic for effective Whirlwinding, tornado placement. In order for tornado's to produce from sprint, a certain amount of ground must be covered. Spinning in small, concentric circles does not produce tornados because it does not cover enough ground on the map, therefore you need to either spin and sprint in a larger circle, or go in a back and forth motion. In the video you see me alternate between doing in circles and a back and forth motion depending on the map and enemy placement. Spinning in a circle slightly larger then the diameter of the toradoes produced by Sprint seems to give the most benefit to killing individual targets while moving back and forth to produce tornadoes has always been my favorite tactic when the enemy is confined to a hallway, or the enemy alignment allows for such a move. Tornado placement is something that is developed over time, and you will learn how big or small to make your circles or back and forth paths to distribute the most tornaados on a given target. With enough practice (and a cold Stone of Jordan ring) you can even Whirlwind down a goblin in MP10 without much of an issue:

    http: //www.youtube.com/watch?v=plxkQN-9z2o&feature=youtu.be

    Also, in this video at 3:42 you can see how to whirlwind down a single target elite, this was taken when I still had my old gear, so kill time is a bit longer, but I also had lower crit chance and attack speed in this video, which shows it is possible to effectively Whirlwind down single targets with enough practice and a little skill:



    The last tactic I will touch on is affectionately known by Uberjager as the "Meatgrinder". It is simply luring larger groups of mobs into smaller groups to produce more fury, damage (with brawler) and speed up clear times by damaging more enemies at one time. It is no secret that Whirlwind barbs wish there was just an entire level wall to wall packed with enemies because with the right amount of sustain we could ravage the entire room in a matter of seconds without much of an issue. The more enemies that are constnatly within your tornados and whirlwind range, the faster your clear speeds will be.You should always be trying to maximize the damage potential of every tornado and every spin of Whirlwind by including as many enemies as possible to the area which is being most heavily damaged. We can do that by tagging groups of enemies and allowing them to trail in our tornados while damaging elites or other monsters with larger pools of health. It is better to continue to move and allow the elites or other mobs to travel with you to larger groups, that way more enemies are being damaged faster, and the elite will eventually succomb as well. Don't get tunnel vision by thinking you must kill each monster individually before you move on to the next one. Gather them all up and burn them down all at once if you can.

    This tactic should be evident is nearly all my videos, so a specific one is being omitted unless someone requests it.

    Hopefully this tactics and strategy portion of the guide brought to you by Wayneold has helped some of the people still struggling with the Whirlwind build, happy spinning, and thanks again to Uberjager for creating this comprehensive guide to this class and build.

    Take care and happy spinning!
  • #4
    Hello everyone, here is a link to a guide I created which would definitely be helpful for people trying to level up a little quicker.
    100m exp per hour.
    90m/hr without leorics.

    http://www.diablofan...eoric-nor-cain/
  • #5
    Weapon Throw Barb Guide

    This is a guide to get started with a Softcore Barbarian that uses Weapon Throw as a main attack. I have been playing this build in some form or another now since around Patch 1.04. I will discuss Skills, Runes, Passives, and some gear choices.

    I. Introduction to the Build Basics (Or, So Why Play A Weapon Throw Barb?)

    There are several good reasons for players to try out a Weapon Throw Barb. One major reason is nostalgia for the Diablo II Weapon-Throw Barb player.Another main reason is because nearly *EVERY* Barb player has a 'Dual-Tornado' build in some stage or another. Heck, I played one myself for a while. Furthermore, the Weapon Throw Barb has a few tricks that no other 'kiting' build has. One is the 30% Damage Mitigation that Barbs and Monks get that the Wizard, Demon Hunter and Witch Doctor do not get. Finally, if the need to 'face-tank' arises, you know that you can do so with little difficulty, since the Barb is the class that should have the best armor numbers in the game, as the Armor stat is based on our primary stat, which is Strength.

    II. Skills and Runes

    These are the skills and runes that my Weapon Throw Barb uses. I have experimented with other skills and runes, but these serve me very well.

    Bash with Punish Rune.

    First off, one of the main goals of a Weapon Throw Barb is to kill things from some distance. Bash helps this with the 20% chance to knockback. I chose the Punish rune because of the damage boost to the 'primary' attack, Weapon Throw. Of course, ALL of the skills you use for damage get this boost, and you need a way to build Fury for Weapon Throw. Thus, Bash with the Punish rune.

    Weapon Throw with Riccochet Rune.

    Since this is the attack that we will be using most of the time, we want to do as many hits as possible for as little fury as possible. Riccochet lets us hit up to 3 other targets within 20 yards of each other. That means we can use less Fury to do the most damage possible to more than one enemy.

    Wrath of the Berserker with Thrive On Chaos Rune.

    If you do not know it yet, Wrath of the Berserker is a great skill, since it not only BREAKS crowd control skills (should you get Jailed, Vortexed, Frozen), but while the skill is active, you are IMMUNE to those effects! I find that no matter my build with a Barb, I always use this skill once it becomes available. Thrive On Chaos is my favorite rune for WotB, since more fury gained = more time 'amped up'. And this build generates quite a lot of fury if you play it right. That, and there are other cool bonuses with WotB as well - Crit Chance 10%, Attack Speed 25%, Dodge Chance and Movement Speed 20%.

    Battle Rage with Bloodshed Rune.

    Battle Rage is a very important piece of this build, and you should try to keep it active at all times. It grants 3% Crit Chance and a 15% Damage buff. My current rune is Bloodshed, but this is one of the flexable parts of a Weapon Throw build. Bloodshed gives a 20% AOE damage burst when you Crit. My Crit Chance is 47% with my gear/passives/Battle Rage and the native 5% that all characters get. If I add in the Scoundrel with his 3% buff as well, that is a 50% chance to Crit. And if you remember from the Weapon Throw/Riccochet combo, that means that I get approximately 1-4 chances if the enemies are within 20 yards of each other. That, more or less, means that every Weapon Throw Crits 1X OR MORE. And that does not count the 10% Crit from WotB! So the AOE goes off like mad!

    War Cry with Invigorate Rune.

    This is another bit of Barb nostalgia for me. War Cry gives an Armor buff for you and your allies. I use the Invigorate rune for the HP boost. The rune choice here is also flexable, since some Barbs will want the All Resist rune instead.

    Leap with Death From Above Rune.

    Leap is a great skill for getting around, or re-positioning in a fight. It has a great rune for this build in Death From Above. 100% Chance for a 3-second stun. This is a great tactic to use for a small fury boost, and to Bash enemies where you land to re-fill your resource globe.

    III. Passives

    Ruthless.

    5% Crit Chance and 50% Crit Damge. 'Nuff said.

    Weapons Master.

    No matter if you have or look to acquire my recommended weapons, Weapons Master gives some nice bonuses to your build. My Barb gets 2 of the 4 available bonuses - 10% Increased Attack Speed, and 10% Critical Chance.

    No Escape.

    10% Bonus to Weapon Throw and Ancient Spear, if you choose to use it. Also, when you Crit with Weapon Throw, you have a chance to return 14 Fury. This helps keep your Fury bulb full even with the weapons flying.

    IV. 'Necessary Gear'

    There are a few integral pieces to this build. One is the Immortal King's Tribal Binding with the Weapon Throw Fury Reduced by X. Mine has 4, but you can go with whatever you can find/afford. Right now on the Americas Gold Auction House, there are IK Belts with 4 Fury Reduced going for under 50K buyout.

    Another important piece is The Three Hundredth Spear. Look for one that has the highest Damage Bonus to Weapon Throw. If you are on a budget, forego the Socketed versions until you can afford one. The DPS will hopefully be around 900 or so, and those are going for around 50K as well.

    The final piece that I find most beneficial is the Echoing Fury mace. This is for the Chance to Fear enemies. This means that you can keep enemies at a distance even easier. They are going for about 50K with no socket for around 950 DPS.

    The rest of your Barb gear will likely focus on Offensive Pieces and Defensive Pieces. Offensive Pieces are Bracers, Gloves and Jewlery. Defensive Pieces are Helm, Boots, Chest, Pants and Shoulders.

    The things I would look for on Offensive Pieces are Average Damage (on Jewlery), Strength, Attack Speed, Crit Chance and Crit Damage. There are 'reasonable' prices for 2 out of 3 of those stats on Gloves and Jewlery (200K or so). Bracers are a bit of personal choice, in my opinion. Some popular Legendaries (that have some higher prices) are Lacuni Prowlers or Strongarm Bracers.

    Defensive Piece stats are (in some order of importance) Strength, Vitality, All Resist, Armor, Sockets and Physical Resist. If you can get some Pickup Radius, you are in luck. If you are using The Three Hundredth Spear, Movement Speed on your boots is optional. This means that you might find some rare boots with other good mods like higher Strength, Globe/Potion Bonus or Pickup Radius.

    V. Final Thoughts.

    This build is a lot of fun to play for me, and I hope that you enjoy it as well. It is quite different from the current Build of the Moment, and has some serious survivability. I initially got some of my ideas from a Hardcore player when working on skills and gear. .

    Thank you for reading my guide, and happy hunting!

    Sandpapertiger
  • #6
    I will continue this guide during the next days. Actually being in holidays, I can't use my whole freetime to do it.

    :barb: Conan wasn't a real Barbarian. I am ! :barb:

    A modest guide for Barbarians. Not that you don't have any ambitions, but as me, you actually just want to play and rock this Inferno farm as soon/fast as possible.
    Summary :

    I - Introduction :
    I - A] Presentation and explanations about my decision :
    I - B] Presentation of my barbarian :


    II - Building your barbarian :
    II - A] The build :
    II - B] Explanations about the build :

    II - C] Can I vary ?

    III - Gearing this beast :
    III - A] What stats should I focus on ?
    III - B] Items per slot :


    IV - Miscellaneous :
    IV - A] Tips :
    IV - B] Way to run :

    IV - C] Breakpoints :
    IV - D] WW Barbarian's sum-up :

    V - Conclusion :


    I - Introduction :
    I - A] Presentation and explanations about my decision :

    So, I should introduce myself first. I am "Was That Sarcasm" in games and "tlbeatz" on Diablo 3. I am a "high" player on League of Legends and a real Diablo's fan since a long. I am 18 years old and actually studying in Paris in a Game Designer's school.
    I would firstly excuse myself for my English. Being French, I am not that bad in the Shakespear's langage but there are probably some errors.

    I decided to do this guide to help new barbarians, who just want to play an "original" but effective hero. I could consider myself as a "middle barbarian", who could give some advices and explanations.

    I - B] Presentation of my barbarian :

    Here is a link to my Diablo 3's armory :
    http://eu.battle.net...e/tlbEATz-2447/ (FR)
    http://eu.battle.net...e/tlbEATz-2447/ (EN)

    You can see that I am actually playing a whirldwind barbarian (Which is, actually, the best way to XP your paragon level. I will do a little sum-up in the end of the guide).
    I got a 60+ millions stuff but i dropped 3/4 of my items, as the chest or even the belt.

    I would like to help you to do the same, letting you the choice to play a classical WW or the build i will present you (By the way, I am not actually playing it because I did for a really long time and was bored).
    Here we go :


    II - Building your barbarian :
    II - A] The build :




    II - B] Explanations about the build :












    Spells :

    Frenzy / Maniac : I decided to take this because Frenzy is a good way to have good and funny times. The rapidity allows you to swap targets and be quick between stacks. The "Maniac" rune provides way more damages. Giving you 4% damage/hit, so 20% damage after stacking it 5 times, mobs and elites will really get butchered.

    Rend / Blood Lust : I usually play with Rend due to his efficacity. Dealing 700% of your weapon damages, it begins to be really usefull when stacked with Revenge. Those AoE damages provides you a good farming timing. The "Blood Lust" rune gives you enough lifesteal (9% of your damages done with Rend) to tank mobs packs and elites packs in Inferno. Farming in ACT3, I can easily do MP3/4 but I usually do MP 1/2 to farm quickly.

    :?: To give you an idea, I actually got 110K DPS with the boosts, I mean "Battle Rage" activated. Dealing 20k dps/second with Rend to classic elites packs, it gives me 5400 life/second PLUS the lifesteal given by the stuff.

    War Cry / Impunity : War Cry with his "Impunity" rune shall be the best spell actually. Or, atleast, the more usefull. Giving you 20% armor and allresistance, it allows you to tank as you want, with enough allresistance statistic. I actually got 640~ when buffed and I can tank MP5 elites.

    Revenge / Provocation : Revenge is primodial. Stacked with Rend, it gives you enough lifesteal to counter big DPS incoming and tank. The "provocation" rune gives 30% more chances for Revenge to get activated. This rune is simply the best. Understanding the kite will be your worst problem, this rune provides you more survivability and damages.

    Battle Rage / Into The Fray : With 15% damage and 3% critical chances, this spell, added to "Ruthless" and "Weapons Master", make you pass 18% initial critical chances statistic. With a quick calcul, you can easily understand that you just need 34% more to be really effective, so 50% at the end. It shouldn't be that hard ! "Into The Fray" gives enough fury to keep wotb (wrath of the berserker) during elite packs.

    Wrath of the Berserker / Thrive on Chaos : You can't do anything without this spell. Boosting all your primordials statistics, you will have enough movespeed, dodge and damages to not be kitted and stomped by elite packs, which are your principal opponent in Inferno. "Thrive on Chaos" allows you to keep the effect the whole fight by winning more and more fury.












    Passive :

    :?: Those passive are basics but really usefull. Of course, you can change them if you think it would be better. But do it if you are really sure, those passive were thought to keep you alive as long as possible. I explain :

    Ruthless : Ruthless simply give you 5% critical chances and 50% criticals damages. There is no words to explain it, but exemple could :
    With my actual barbarian, I got 46,50% critical chances with Ruthless but without Battle Rage activated. If I remove the passive, I lose 10.000 DPS. If Battle Rage is activated, I lose 13.000 DPS. The higher critical chance and damages, the higher loss.

    Animosity : Since I had enough armor (which is really cheap) to tank, I didn't need a real defensive passive. I usually play with Animosity because it allows you to keep, stacked with Battle Rage, your ultimate and all his buffs.

    Weapons Master : As you will see later, I recommend to play 2H Skorn or 2W with your mainhand as an Axe/Mace. If you do this, you will get 10% more critical chances.

    :?: To give you an idea :
    When I got no buffs, only passive stats, I got 82K DPS. If i remove Weapons Master, I lose 13.000 DPS. If I am buffed, I lose 15.000.

    II - C] Can I vary ?

    It's way easier to determine what you can't or SHOULDN'T change.

    Rend is totally usefull. Combined with Revenge, those two spells are primordials and are the keys of this build.

    Frenzy is the simpliest way to change this build's gameplay :

    Taking Bash would give you more damages but less attackspeed and Cleave would give you more AoE damages (splash damages if you prefer) but less damages in general.

    Battle Rage can easily be changed to a defensive skill :
    Here are some pros/cons of others good spells :

    Furious Charge :
    Movability and fury generator (with his rune) / Lack of damages
    Ignore Pain :
    Respite time / Lack of damages and short duration
    Ground Stomp :
    Respite time and fury generator (with his rune) / Lack of damages

    :excl: The spell I wouldn't recommend you AT ALL is Leap. Based on the principle that it allows you to dodge attacks and packs, it is totally unlike the AoE damages near your barbarian. It would counter Rend AND Revenge.

    About the passive skills, Animosity is the spell you can change without a lot of consequences. If you are decided to play with others spells, as Ground Stomp plus his fury generator's rune, you will have enough fury generation to play this build and could change the skill.

    I would recommend you Superstition to get more resistence, specially versus elite packs and magicians as arcane damages or even Bloodthirst if you don't have enough lifesteal or simply wan't more to resist.


    III - Gearing this beast :
    III - A] What stats should I focus on ?


    Here is a listing of stats you should focus on. I will class them with the more important at the top :

    All resistance :
    This statistic is simply the more important. Reducing the incoming damages, it allows you to tank Inferno's mobs.
    BUT, BUT and BUT, unlike what a lot of people could think, it is really useless (if you only want to farm and do MP5/6) to stack it to.. 800 or 900 all resistance.
    To image you this, I actually got (with War Cry activated) an average of 630 allresistance and I tank all the packs in MP5.

    Vitality and Strength :
    Vit and Str are the principal statistics of a barbarian.
    Giving you life, armor and % damage, you just need to get them as much as possible.
    The reasonable Vitality on a barbarian is 35-40K HP so 1000-1150 Vit.
    In terms of Strenght, you should try to get as much as possible, but something like 2000 is really cool. I actually got 2212 and have 5630 armor and 2212% damage.

    Critical chances (CC) and critical damages (DCC) :
    After those three first stastitics, CC and DCC are simply the best. The higher those two things, the higher your DPS.
    As you can see upper, in my examples, the loss of DPS is higher when I notice you that I got the higher CC. That's not a hazard. It's only due to mathematics. If you got a lot of CC, your base damages will double, or even triple if you got a lot of DCC.
    The combinaison of those two stats just give you a lot of DPS. A real LOT !

    Attack speed (AS) :
    This statistic gives you DPS. If you are rich enough to pay stuff with those three statistics, I mean : CC, DCC and AS,do it, but those items are called "trifactor" and cost a lot. A real lot. (Keep in my mind that a trifactor will cost triple nay quadruple)

    Attack speed allows you to up the breakpoints (that I will try to explain you in the end of the guide).


    II - B] Items per slot :

    I will do a little listing of stats you want to have on items.

    Here is a link where you can see every slots and their maximum statistics : http://www.d3rmt.com...maximum-values/

    Rings :
    All resistance (40 minimum is necessary)
    Strength
    CC (4% would be the best (cheapest) since the maximum is 4,5%)

    About the other ring, you can plan having a Hellfire Ring. If you still don't have it (which would be normal if you are beginning this farmstep), take a similar ring and try to remplace CC by DCC (35%/40%).

    Amulet :
    CC
    DCC
    Strength (50 minimum)

    About the CC and DCC, try to vary and check what is the cheapest. Both of those stats are goods, you just need them both.
    Don't try to take maximum cap, the price will make you die. I actually have a nearly max CC/DCC amulet without any others stats. I dropped it and it's already 7M.

    Boots :
    Strength (140 minimum)
    Movespeed (12%. Unlike the WW build, I think it's enough. You don't need 24% as you were whirldwinding (and I am actually playing with 12% only))
    All resistance (20/30 minimum)

    Try to get vitality, but it will begin to be really expensive.

    Pants :
    Strength (140 minimum)
    Vitality (160 minimum)

    Plan taking sockets on it. It is actually just to maximize the item, but it's not a "must have" if it's really too expensive.

    Belt :
    Strength (180 minimum)
    All resistance (80 minimum)

    You will probably see Immortal King's belts. If they are really cheap, take it for the lifesteal. If you can't, just try without and change your passive as said before if you die too much.

    Chest :
    All resistance (70 minimum)
    Strength (130 minimum)
    Vitality (60 minimum)

    Try to change stats as : 130 to 129 etc.
    Sometimes, for one or two points, items take 100K value because it reaches a "cap".

    Gloves :
    Strength (70 minimum)
    Vitality (50 minimum)
    CC (8% minimum)
    DCC (40% minimum)

    This item just need to get upgraded when you got enough gold. You simply just need those 4 statistics.

    Bracer :
    Lacuny is probably the best BUT the most expensive. And, as I told you, 24% movespeed isn't something I research.
    I would recommend you Strongarm Bracers.

    Strength (160 minimum)
    CC (4.5% (it doesn't vary))
    Life (9%)

    Try to get one with vitality. Don't plan to get more than 30 vit. if you wan't to stay in reasonable prices.

    Helm :
    Socket (to get the experience bonus with red gem)
    Strength (100 minimum)
    All resistance (60 minimum)

    You can try to get one with vitality. Some items are actually sold with those stats to a reasonable price.
    Mempo would be the best, but, if you are unlucky and don't drop it (yes, I did it), it's like.. just a dream.

    Shoulders :
    Strength (160 minimum)
    Vitality (120 minimum)
    All resistance (60 minimum)

    As the gloves, try to upgrade it when you are able to.

    Mainhand :
    You need an AXE or a MACE for your Weapons Master passive.

    DCC (You absolutly need some DCC. Take 75% minimum)
    DPS (would say 850 minimum)

    Offhand :
    On you offhand, you don't need a high DPS since only statistics are importants.
    You absolutly need a SWORD or a DAGGER for their attackspeed.

    Lifesteal (2.60% minimum is what you need)
    Socket (you need this to put a green gem. DCC given are just too overpowered)
    DCC (you need it. moreover, you need 80% of it !)
    Strength

    This item will be the hardest to fine. BUT, some players simply don't know their value and sell them at a really cheap price. Take the occasion !

    IV - Miscellaneous :
    IV - A] Tips :


    - You should focus the right monsters. Don't lose your time on a shielded one (which are often there in ACT 3) and return on it two/three seconds later.

    - When you begin a run session, you have to determine what items you will take etc. As an example, when I run, I usually only take Barbarian items. I don't take potions and gems anymore since I got a lot of them.

    - Don't take blue or white items !

    - Don't forget to apply Rend ! If you don't, you will not have enough lifesteal to do your run. By the way, sometimes you may lag and the spell will not be used as you wanted. Take care of it !

    IV - B] Way to run :

    I just started a really really modest theorycrafting about runs.
    As we only got "pros" predictions and opinions about populars runs, we can't really know what are the best for us, until we tested it.

    It is why I decided to begin, on a Excel document, to list the differents runs I do and how many xp I win with them.

    Here is my document :


    If you wan't to modify it or even check the totality of paths (or if you wan't to have it in French), here is the links of the documents :
    EN
    FR
    You should be able to modify them in Excel since they are at the .xlsx format.

    I sincerely recommend you to go on Raoha's run #2.
    If you need some explanations about his path, check his last video :

    Indeed, my previous tips totally work with this path.

    IV - C] Breakpoints :

    Breakpoints were used in Diablo 2 to estimate how much in a precise statistic you need to hit more or reach a good damage cap.
    In Diablo 3, they are used to determine how many attackspeed you need to reach a hit cap on a skill.

    Appanim, a pro US barbarian streaming a lot, did a document calculating this for you.
    You have to enter your weapons statistics, then you will see what you need to hit more and more with your WW.
    Of course, this is for WW barbarians and I didn't find one for my build, which is pretty normal.

    But, I think that it could be usefull for you and I would explain you this, so there is a link to his document :

    Appanim's breakpoints calculator (Save it before using it, so we are sure you are not modifying mine :P)

    IV - D] WW Barbarian's sum-up :

    The classical WW build is this one :

    Classical WW build

    You can modify the War Cry by using Overpower with his rune Killing Spree. But do this only if you got enough resistance to tank without the Impunity rune !

    Take care about your use of WW. You got to do big circle when turning around ennemis. Doing this, they will take more tornados of your sprint and stack damages !

    I won't say more things about this build since they are plenty of guides about this. I would just do a little sum-up as said before so you can image you what I was talking about.

    V - Conclusion :

    This is finally the end of the guide. Of course, it's not totally finished..

    If you have some questions, ask me in PM. If there is enough question, I would create a thread about them, so people could check if there is an answer before they ask.

    Thanks for reading my guide and I am grateful you did it with my english^^
  • #7
    Hello there everygeek and welcome to Poopenstein(#1427, a.k.a. The Doctor)'s Guide to a Barbarian.

    The Barbarian is by far my most favourite class because of how up in everyone's business they are and still dont ever find time to care. Like all classes, anyone can set a decent one up, but there are certain things required in order to live through Hell and Inferno.{Turn elective mode as soon as possible, it helps infinetly more than not using it.}

    Starting out, you can get some fairly good AoE abilities. At Level 5, you want to use Cleave as your primary attack because you will be swinging at upto half the enemies attacking you which is fantastic because for a few levels its your best AoE effect. I have used Rend and Ground Stomp in all my builds simply for the fact that stunned enemies must take my bleed damage. Ground Stomp with Wrenching Smash comboed with Rend and Lacerate make a killer duo when in areas with 'hordes' of enemies. Depending on how much life you lose later on, Revenge could be good (but I used it automatically when I unlocked it). Vengeance with the Vengeance Is Mine rune comboed with Groundstomp/Wrenching Smash is a phenomenal way to fill up your health bar because you only need to hit 12.5 (13) to fill your life and fill your Fury over half way! Its great for then spamming Rend like no tomorrow. Whirlwind was an ok ability to start with in Diablo 2, however with the damage it does based on % Weapon Damage, its great from the start. Before I refined my build I used the Wind Shear rune because in Act 3 Nightmare I would wait for a group of enemies and Infinicast (infinity+cast;use forever) my Whirlwind as to kill them quickly and fill up my Fury incase they scatter, which would be followed by Ground Stomp/Wrenching Smash and Rend/Lacerate. Earthquake appears good because of the 2000% weapon damage, but if the enemies flee, the damage goes to waist. I only reccomend it with a stunning ability so people dont go anywhere.

    Now onto Primary attacks. I ussed Cleave from Level 3 to 11 because it had a good AoE and you'd want that this early in the game. But at Level 11 you unlock Frenzy which is an amazing attack because you can stack it up to 5 times giving you a 75% bonus to Attack Speed. {Say your base attack speed is 1.43, with a 75% bonus that becomes 2.50 Attacks per Second} If you combo that with Life on Hit (LoH), you gain 75% more life per second. Before refining my class i used the Sidearm rune because it had a chance to hurl a random axe at all enemies in a line which is like attacking them all once.

    Besides AoE and Primary attacks, the Barbarians have Shouts like they did in D2. A very excellent one for early/late game is Battle Rage. Battle Rage is a great ability because you gain an increase in Damage (which is good in both game progressions) and 3% critical hit chance (great in all phases of gameplay). War Cry is a great ability with the rune Impunity (eventhough its a Level 60 rune), but earlier you would benefit the most by using the Charge (generate 40 Fury rather than 20) or Invigorate (like the Sith Marauders ability Fury(?)) where you regenerate life per second. If you're doing speed runs, Sprint/Run Like The Wind is a good combo because you run around the enemies and they get hurt by the tornadoes you expel (pair that with Whirlwind and you're set to kill).

    Passive skills are almost as important as your gear. They are invaluable tools that turns a normal Barbarian into a blood thirsty machine.
    My favourite Passives are Ruthless, Nerves of Steel, Weapons Master, Bloodthirst, and Brawler.
    At level 10 I recommend Pound of Flesh over Ruthless because chances are you dont have any LoH gear. At Level 20 recommend adding any of the other 3 (again depending on your set up). At level 24 I suggest utilizing Bloodthirst because of the Life Steal {Say you have 1350 Life and 150 DPS, if you use Rend with Blood Lust, per enemy you will gain 136.0 per enemy hit, which means you only need to hit 9.93 (10) enemies to fill up your health!} At Level 30 I used Nerves of Steel, Ruthless, and Bloodthirst (that was the start of my Tank). I used that set up for a few levels until I was in Act 3 Nightmare where I swapped Ruthless for Brawler because of all the enemies in the vicinity of me at all times.

    After getting seggestions from my friends, my set up is as follows (I'm a Level 13 Paragon)
    Left mouse: Whirlwind/Hurricane
    Right mouse: Bash/Instigation
    "1": Ground Stomp/Wrenching Smash or Sprint/Run Like The Wind (
    "2": Battle Rage/Into the Fray
    "3": Rend/Lacerate
    "4": Wrath of the Berserker/Insanity
    Passive 1: Ruthless
    Passive 2: Bloodthirst
    Passive 3: Weapons Master

    Now you need to set up your class. Here is a good way/good guide line

    Level 13: Primary Frenzy, Secondary Ground Stomp "1" Hammer of the Ancients "2" Rend/Ravage
    Level 14: Put Weapon Throw in the "3" slot.
    Level 15: Put the Smash rune on Hammer of the Ancients
    Level 18: Put the Wrenching Smash rune on Ground Stomp
    Level 19: Put Revenge in "4" with the rune Vengeance is Mine
    Level 22: Swap out Battle Rage for Weapon Throw
    Level 30: Primary: Frenzy/Side arm
    Secondary: Whirlwind/Hurricane
    "1": Ground Stomp/Wrenching Smash
    "2": Battle Rage/Marauder's Rage
    "3": Rend/Blood Lust {when your Fury is full and you're surrounded by enemies, spam this}
    "4": Wrath of the Berserker
    Level 33: Put the run Lacerate on Rend
    Level 40: Put the rune Insanity on Wrath of the Berserker
    Level 44 [OPTIONAL]: Put the rune Wind Shear on Whirlwind.
    Level 46: Put the rune Into The Fray on Battle Rage

    One last thing, you also have Passive skill slots which are invaluable to you because of all the extra goodies your Barbarian can obtain. The Passive skills you use is dependent on how your class is set up. I originally wanted to set up my Barb like the Druid Tank in Diablo 2 (Lots of strength and vitality), so I am currently using Weapon Master (with a Skorn), Bloodthirst (as per the Life Steal) and either Ruthless (for the Crit Chance) or Nerves of Steel. But like I said, the Passives you chose is dependent on you and how you set it up.

    Something else you need to consider is gear. My original design for my Barbarian (CapnKrunch) was a Tank which is massive points into Vitality and Strength. Early on this worked well, but as it went on, it faltered because of other things i was concerned with. That being said, gear is just as important as your skill set-up.

    What a generally good idea to have on your gear always is Increased pickup radius because you're one of two melee classes and usually cant afford to stop attacking and run to that health globe 4 yards away. Early on, you can buy some decent rings from the merchant in New Tristram called Radric the Fence I believe, he usually has rings that give +2-4 Damage and a 2-4% attack speed bonus. If you cannot obtain rings with high (between 20 and 40) of your class stat, you can always go to him. If early on you can get gear with equal amounts of Strength and Vitality, you should be well off for quite awhile. Attack Speed bonuses can be very beneficial on as many items as possible because the more attacks per second you make, the more damage you inflict.Dual Wielding weapons can be beneficial sometimes, but others you want a Two-Handed weapon or a Weapon and (yes, I know, one of the worst items in the game currently) a Shield. Early on if you cant find a good weapon to dual, find a shield with +50 Strength as a minimum and a socket so you can put a gem in there to add more to Strength. There is a Legendary Level 34 shield called Denial that is amazing for its level. { http://us.battle.net/d3/en/item/denial } If you look at that page you can see what it can do. If you can't, let me spell it out here.
    • 429–509
    • Armor
    • +10.0-20.0% Chance to Block
    • 180–(280-305) Block Amount
    • +109-126 Armor
    • Reduces duration of control impairing effects by 5-6%
    • Reduces damage from melee attacks by 2-4%.
    • One of 2 Magic Properties (varies)
      • +3-4% Life
      • +5-7% Life
    • +2 Random Magic Properties

    I'd say thats pretty good for a Level 34 Shield. What you could also use is Level Reduced gear. My friend is a Level 49 Demon Hunter with Level 60 required gear. If you do not know the benefit of Level Reduction, you're missing out. It basically allows people to wear awesome gear at a lower level. My Barbarian had about 1200 DPS until level 47. Thats when i found a level 60 Sworn reduced by 12 levels. My DPS was multiplied by 5 (7200 DPS) with just 1 Reduced Level item!! Imagine if I had decked out every slot possible with Reduced Level Gear.{Go for Reduced Level Gear. Yes you will most likely find better, but now you will need it because if you're not geared for Hell, you will die.}

    Lastly are 6 little things under the Details button of your inventory. I am talking about Elemental Resistances. In Inferno, they are as important as having 5000 Armor, and the higher they are, the more you'll be saved from those annoying elite affixes. My highest resistance is 850 Fire (but thats because I have an Andriels Visage with 16% more taken), but thats beside the point. The point is unless you want to die from an Arcane Sentry touching you with 1 pixle, you need resistances.
    A good piece of armor early on is a level 36 Chest piece called Changmail { http://us.battle.net/d3/en/item/chaingmail }. Not only can it give you All Resist, but it can give individual Resistances which is icing on the Cake of Immunity. Another tip is to look for one with 2 sockets so you can put gems in it and one with Strength. If when your Level 60 you can get All Resist on every piece of armor, you can be well off for awhile until you find a Set with Resistances (Immortal King's)
    I tried to get Critical Hit Chance on as many pieces of gear as possible. My Critical Chance unbuffed is 53.5%. I recommend having atleas 50% unbuffed so that you have a Critical Hit more often than not.

    Thanks for reading and feel free to look me up on BattleNet as Poopenstein#1427 or shoot me an email at [email protected] with suggestions as to what I can add to this and possibly do reviews of on my upcoming YouTube channel.

    Thanks, and have a fun gaming experience.
    -Dr. P
  • #8
    1.0.6 BARBARIAN
    by Turtel




    Intro: I've learned some stuff about this game and especially the barbarian class since release and i think its finally time to share and possibly help out some of the newer or casual players, average players might find useful bits of info here too. This guide includes general barb information as well as simplified guides for the more popular builds. As an addition, i've created a barb BiS list of max rolled items for those interested.



    Table of contents:

    Abbreviations
    Char sheet dps and the importance of EHP+healing (Page Downx2)
    Fury management (Page Down x4)
    Builds
    WW guide (Page Down x5)
    HotA guide (Page Down x10)
    WT guide (Page Dowb x16)
    BiS gear setups (Page Down x18)
    Hints/tips/tricks
    Useful links
    Credits


    Abbreviations

    AR – All Resistances (Resistance to All Emelents)
    AS – Attack speed (includes ASI and IAS)
    APS – Attacks per Second

    BR:ItF – Battle rage: Into the Fray
    CC – Crowd Control
    CHC – Critical Hit Chance
    CHD – Critical Hit Damage
    HotA – Hammer of the Ancients
    LoH – Life on Hit
    LS- Lifesteal
    MP – Monster Power
    MS – Movement speed
    OP - Overpower
    RLTW – Sprint rune Run Like the Wind
    WotB – Wrath of the Berserker
    WW - Whirlwind




    Char sheet dps and the importance of EHP+healing

    This goes for all builds/classes. I can't help but notice that too many players pay attention to dps displayed on the character sheet tab to such an extent, that it becomes the most important thing to them. Then they set their goals to reach 100, 150, 200k dps etc., like it would be some kind of a magical breakpoint or an indication of how good the character is as whole.

    While i do understand the reasoning, it doesn't justify it (-when it comes to efficiency or playing the game right. I understand casual players simply having fun reaching certain dps).
    The numbers are round, they sound or look good, but that's it. Don't get upset with me, i'm trying to help/explain.

    First of all, your real dps is very different, as in much higher. The char sheet dps is calculated by adding and/or multiplying all your dps stats – weapon dps, bonus min/max dmg, CHC,CHD,APS, primary stat and any buffs and multipliers you have at the time – BR, WotB, frenzy shrine etc. And it's using 100% weapon dmg on a single target.


    You would do that dps by attacking a single target with no ability (remove left click ability or attack with a fury spender while bellow its fury cost)

    Obviously, thats not what really happens when you play. You use abilities (some of which can have increased dmg or CHC from skill bonuses on gear). Take HotA–smash as an example. 406% weapon dmg – that alone more than quadruples the dps shown.

    Secondly, the round numbers are no breakpoints (they might be situationally).
    Consider this. I could reach 100k dps by stacking extreme amounts of AS but low weapon dmg, while you reach it by balancing your stats, or having high dps weapons. We have the same dps on single target, but you will one shot trash on mp1, while i won't.
    Other example is low dps OH as a WW barb.
    So there are many stat combinations to reach certain dps, and while its the same number on paper, its different in a real situation.

    To the point – the goal of stacking dps stats should be to have enough dps to make your run smooth. Be it 1-shotting mobs, having high APS for breakpoints, being able to kill Kulle before enrage etc. Obviosuly MP plays a role here.

    Char sheet dps is a very innacurate measurement for this, so don't hunt any dps stats just for the sake of dps, rather increase it for a reason and with a plan.
    You have to put your gear to the test by doing your regular run and decide what is it that you need/want more of.

    Anyway, the biggest dps loss is dying.
    If you like to be efficient, you cannot die. Kiting is also decreasing your dps output and so you can think of defenses as a form of dps to an extent. Therefor you have to keep your defenses high by stacking enough EHP.

    What is EHP:
    Effective Hit Points. It shows how much damage can you take before dying.
    It's a combination of all your defensive stats, including resists, armor, hp and reductions.
    Dodge, bock, reduced melee/ranged/elites (and single resists higher than rest) can be added to the equation, but should be looked at separetly because they are either situational or have a %chance which can lead to unlucky streaks over short periods of time.

    To reach good amount of EHP, a combination of several defensive stats is required. Understanding which are better than others can make a difference.
    For example comparing cold resistance to physical, the latter is going to come out far ahead, because most attacks are indeed physical. On the other hand, the most deadly are fire abilities.
    Reduction from elites is a strong atribute, because elites tend to do most dmg (remember bosses are elites too), but reduced dmg from X in general is great, because it comes in form of % with high enough values.

    You can use an EHP calculator to see the exact benefits of your defensive stats and abilities/passives.
    However, HP is slightly devaluated by healing. EHP shows how much dmg you can take without recieving any form of a heal, so Vit and Life% should have slightly less values than shown in a calculator.

    Consider the following extreme models which result in same EHP (without dodge), they also have same dps and healing.
    1. 65k hp, 4k armor, 402 AR
    2. 30k HP, 6.3k armor, 720 AR (with Impunity)

    #1 will take larger hits, because the incomming dmg is reduced less than in case of #2. When taking dmg, HP in both cases will be decreased by the same amount in % over time, but not in HP values. So both examples can withstand the same amount of dmg, but when healing comes to play, the 2nd will survive better, because it's easier/faster to heal up low amount of hp. With increasing healing, Vit and Life% lose more value.

    Don't get me wrong though, im not saying you should run around with 25k hp and 12% LS. I'm just poiting out that HP has lower EHP values than shown in calculators, as long as you have some form of healing.
    A healthy amount of HP is important for those cases, when you find yourself in a bad situation. For example WotB falls off, you get jailed in desecration and a beam is cutting you and no mob is close to heal on. You might say it's a matter of good playing, but shit happens even to the best of us. You should have sufficient EHP to survive rare situations like that and HP definetly helps here because stacking reductions/mitigation has its limits and it can be rather costly, while high HP can be cheap to get on some pieces.

    The sustain of healing is also of great importance. Depending on the build you play, you should have a good amount of LS and/or LoH. It's also important for fighting reflect damage packs. Life regen is not really a stat to aim for stacking high, it simply happens to be on gear sometimes.
    LS is an amazing form of healing, but depends on your dps and ability/possibility to attack several enemies. Since it scales with dps, you can think of dps upgrades as healing upgrades too. In general you should get more than 3% LS, meaning 1 item is not enough. 5-8 is cool.
    LoH is not suited for every build, but can be great for WW or fast attacking builds, in combination with LS. Amount of healing from LoH depends on the proc coeficient of the ability you use multiplied by LoH amount and your AS/APS (breakpoints may apply).

    Fury management and WotB uptime


    Knowing how to manage your fury is a very important factor for barbs that use fury spenders, to be more succesful. This includes gaining as well as spending fury, especially when it comes to WotB uptime. It depends from build to build and on the given situation at what levels you want your fury to be, but before i explain this, let's take a look at ways of gaining and spending fury.

    Ways to increase fury generation:

    Many builds use/rely on BR:ItF. Here's how it works.
    While under the effects of Battle Rage, Critical Hits have a chance to generate 15 additional Fury.

    This tells us, that stacking CHC is beneficial for fury gen. Do note, that crits have a chance to generate fury, therefor the actual chance can be smaller than your CHC. To calculate the actual chance, you need to look at the proc coeficient of the abilities you are using. Diablofans user ZzEzZ has created a neat spreadsheet that covers this. If you wish to learn about it, visit his thread here: http://www.diablofan...-complete-list/



    Other ways than your heroes CHC to increase fury gen:

    Mighty weapon with Weapon Master (only 1h)
    Animosity (passive)
    Unforgiving (passive)
    IK 5set bonus
    In some cases AS/APS (RLTW)
    Followers – Templar directly, Scoundrel with 3% CHC, Enchantress with AS (for RLTW)

    Spending fury and WotB uptime:

    It is obvious why generating/gaining fury is good. Spending it is equally importnat if you want to have a good WotB (Thrive on Chaos) uptime.

    Thrive on Chaos
    Every 25 Fury gained while Wrath of the Berserker is active adds 1 second to the duration of the effect.

    In order to keep WotB up, you not only need to generate enough fury, but also be able to spend some of it, when you cap it. Sitting at max fury means there's no room to generate more = WotB loses duration.

    You need to use your fury spenders and this often means also BR, eventhough it doesn't need to be refreshed. For example a WW barb often times spams Sprint and BR while holding down the WW button (3 fury spenders).
    The goal is to be bellow max fury, not lower than half (depending on max amount).

    At other times you might find yourself fury starved.
    Limit the usage of fury spenders and/or switch to a fury generator untill at comfortable amount . Fury starvation might lead to WotB expiring, not having fury for sprint between monsters and lowered dps.

    WW barbs might find themselves in a situation where not enough enemies are present (for example golden elite mob alone left alive) and WotB is losing its duration when whirlwinding. If you finish the monster by using bash, while repeadedly pressing sprint + BR, you will gain WotB dura, kill it with high amount of fury left for sprinting to other packs.

    Sometimes it might be helpful to stop using WW, but sprinting and lettign the tornados generate a comfortable amount of fury, then continue WWing.

    Tip: Attacking breakable objects with your fury generator attack is a good way to get some fury when no enemies are around. Some objects are not clickable/targetable (tables etc), but can be still broken by holding the shift key + attack.

    Barb builds

    There are several barb builds that have high dps, are highly efficient or are simply apealing and its fun to play them.
    I will try to describe 3 great builds, which i have experience with. They are all DW builds, i did not play 2h for more than a couple of hours yet, so i'm not going to try and speak of my ass about them untill i test them. However i can point you to some already existing guides if 2h is your thing.

    WW guide

    WW is undoubtedly the most widely used build for some time now, which is understandable. It's still cheap to make it work, it's not difficult to play and it's extremely efficient.

    The build + vatiations

    http://us.battle.net...URQP!ZYS!YZZYZc

    Instead of OP-Killing Spree, different abilities can be used:
    OP - Crushing advance - very strong dmg reduction and a minor heal from LS
    War cry – Impunity or Hardened Wrath if you lack in the defense departement.
    Rend – To kill mobs with high hp (AoE)
    HotA-smash – For highest single target dmg. I used this variation for uber bosses for a while and it's working great.

    Passives – first 2 are mandatory, last one can vary
    Boon for easier WotB uptime
    Animosity/Unforgiving for fury problems
    Bloodthrist for lack of healing
    Supperstition/NoS/TaN for lack of defense
    Brawler for dps


    How does it work

    WW buid is using abilities that compliment each other and have great synergy

    In short, you run fast and ignore unit colision with WW, tornados spin fast, meaning you crit often, which gives you fury from BR:ItF, which adds duration to WotB. Sweet.

    To make the build work, first of all you need to get high enough crit chance for the BR procs. In general aim for 40-50% CHC, it rely varies, depending on how much fury you are generating besides BR:ItF. See Fury Management section 2 pages above for details.
    CHC can be further increased with OP: Killing Spree if you choose to use it. You can maintain 100% uptime with ease.
    Axe/mace also grants CHC with Weapon Master passive if equiped in MH, however Mighty weapon gives more fury, especially on low MP, at the expense of losing the dps that crits provide.

    RLTW

    In its 3 second duration, 4 tornados are created that spin on 1 place and hit all enemies standing in it. The tornados only apear if you run a certain distance. Standing in place or moving slightly left and right or doing small circles won't spawn any. For the circular movement you can use a waypoint in town to pracice since its about the right size. Run around the outer edge and you got it right.

    Learning how to place tornados correctly in situations that require it, takes a bit of practice if you are new to this ability.
    There are a few basic movements with RLTW.
    Running away from monsters, luring them into your tornados as they follow. This is mostly used on monsters with low HP.
    Circular motion, mostly used on elites, big packs, high hp mobs or a single mob with large enough hitbox.
    Moving back and forth in a straight line (left-right-left; up-down-up...) can be used in a narrow corridor or on a single mob of a smaller size. Some monsters are small and its harder to get all 4 tornados to hit them with a circular motion. If you move in a line with correct length, with the mob being in the middle of it, all tornados will be on top of each other. Requires practice.

    Breakpoints

    As tornados spin, they tick – meaning they do dmg, proc LoH and other effects. More ticks mean more dps, healing and fury.
    The amount of ticks can be increased, by increasing your APS to certain breakpoints.
    The important ones are:
    2.0
    2.22
    2.5

    each of these breakpoints will add 2-3 ticks to your tornados.

    While the dmg of RLTW comes only from your MH weapon, the APS ticks are calculated from, comes from the weapon that was swung last.

    Diablofans user Nubtro made an extensive research and a thread regarding RLTW breakpoints, all credits for the above go to him, please visit his thread if you wish to learn more or just upvote him.
    http://www.diablofan...ency-mechanics/



    WW

    A fury spender that ignores unit colision, making you very mobile and good at avoiding ground effects. WW alternates weapons, so RLTW benefits, when activated at a time of your fast weapon being in use.

    As you hold down your right mouse button (most common WW binding), simply move your mouse and your character will move where you point. If there are no mobs in your vicinity, but they are following you, there's no need to keep Wwing – to save fury, unless you are capped and need to spend the fury for WotB uptime.

    The Playstyle

    Start by attacking a few times with your fury generator to get some fury. Activate BR and at 30+ fury you can start sprinting + Wwing (use OP at this time if you have it) as long as several monsters are around. If there are enough mobs around and will be in the areas you're heading to, activate WotB.
    Now all you have to do is to press sprint atleast every 3 seconds and holding down the WW button if enemies are around. Don't forget to refresh BR. However, you want to keep your WotB up indefinetly, therefor you need to make sure you generate and spend enough fury, which includes spamming sprint and BR at times as explained in the WotB uptime section (few pages above)


    Ability priorities:
    1. keep BR up
    2. keep WotB up
    3. RLTW
    4. WW (+OP)
    5. Bash/Frenzy

    Gearing

    MS
    You need it, you want it.
    Get 24% (=2 items)

    options: 1.Boots 2.Lacuni Prowlers 3.Inna's Temprance 4.Tyrael's might 5. Compass rose (

    1+2 most used, good choice
    2+3 highest dps, lowered defenses. Combine with ice climbers
    4+1 /4+2 most cost efficient, considering no CHC on lacunis. If you don't have gold for a better option, atleast make the best of it at get a good Tyrael's with high dmg to demons.

    DPS

    As mentioned earlier, you will need a healty amount of CHC to start with. Gloves and amulet should have high values, max on those is 10%, but get it everywhere you possibly can. 1 exception can be Lacuni bracers, since they are rather expensive.

    AS is important for RLTW so try to get some on gloves + rings and Lacunis. You can grab Inna's pants if you have enough defenses elsewhere.

    CHD will come mainly from weapons, but its worth picking up on an amulet too.
    Reason being, ignoring trifecta amulets for reasons, it comes down to CHC+AS or CHC+CHD on amulets. That's 9% AS vs 100% CHD as max values. CHD comes out ahead in its lower ranges, compared to max AS. Max rolls are always pricier.
    STR should be stacked atleast above 2k, as high as you can go. STR also grants 1 armor per, which is not much, but it adds up.

    Avg dmg/min/max dmg – only on jewelry, but worth the roll if its a good avg dmg range. I wouldn't really look at those 9-18 dmg amulets, but in higher ranges its a quite solid stat. I would ignore all +Max dmg items, however +Min dmg is apealing to an extent.

    Weapons:

    As we learned earlier, we should be looking at a high dps MH and a fast OH

    MH – high dps, above 1k or more, socket or 90+ CHD, str.
    Obviously, if you can afford it go for CHD + socket and/or LS/LoH

    OH – high dps is not a requirement, rather aim for high AS.
    This weapon should be loaded with stats. With 1 dmg affix (+elemental or phys dmg) the weapons usually range upto around 800- 850 dps. This leaves upto 5 affixes for stat distribution.
    STR+CHD+Socket+healing is what you are looking for.
    Get LS, or if your dps is not high enough, good amount of LoH – atleast 650+

    weapon types:
    MH can be an axe/mace for crit – the most common case, because it increases DPS and fury gen.
    Mighty is a good choice for the fury starved barbs, especially when farming lower Mps with high dps.
    Sword – 15% dmg is usually stronger than 10% CHC in terms of dps. Only go for a high dps sword with high min dmg, IF you have high enough crit chance and good WotB uptime. Not advised for begginers

    Echoing Fury – This is a great weapon, because the +(0.21-0.25) APS is applied to your other weapon as well. It makes reaching RLTW breakpoints a lot easier. You can use it in MH if you don't mind the fears, but they can get quite annoying. In OH it won't proc that often. Try to get one with close to 10% fear on hit (minimum).

    The best 2 options on the 2 random rolls:
    1.Socket (or 9X% CHD) + healing (LS or high LoH)
    2.Socket + CHD


    Defenses and healing

    Get a nice balance of EHP stats, you can use an EHP calc to see stat values. Grab IK 2-3 set, because its good.

    To feel comfortable you should aim atleast at:

    500 AR
    5k armor
    35-40k HP
    2.8-6%LS (+LoH) depending on dps

    The healing stats can vary. You could run pure LS, which you probably will at high DPS, but at lower dmg i'd go for a combination of LS + LoH

    LoH has many sources – weapons and amulet (959), rings (450+), Blackthorn pants (450+), gem in weapons (Don't do it!)

    Amulet

    It's a special item to me, because it has so many posibilities. You can go full dps with quintfecta amulet, a very defensive one (VIT+life% + LoH + AR+reduced dmg from X) or a nice balance. No matter what, you will never fit all the good stats in it. I'd like to mention that i consider a socket in an amulet a waste of a roll, +58 gem isn't even close to what an other mid range roll could be. It has to have sweet other rolls to justify the socket.

    Choose an amulet depending on exactly what are you missing in your gearset, because whatever it is, amulet can roll it (just do your best to include CHC).
    For example, building a fresh WW barb i like to start with 800 LoH, 8.5% CHC. Later droping the LoH for more dps or some HP...
    Choose wisely on this item.


    HotA guide


    This is an overall strong build, focused on a strong and fast melee attack, while maintaining high run speed and efficiency to a decent amount. Personaly, this is the build that reminds me of a proper barbarian more than others mentioned in this guide.
    You have an easier time picking up items with this build, because monsters die right next you, so backtracking is never needed. It has a very high WotB uptime and in my opinion one of the easiest to maintain. However, it has higher gear requirements than WW or others.

    The builds

    http://us.battle.net...URQP!ZYS!YYbYZc thunderstrike farming build
    http://us.battle.net...kRQP!ZYd!cZaYZc smash uber build


    I'm going to describe the build i use for farming (gear/xp/keys) in most detail.

    First of all – how does HotA work?

    The crits
    For 20 fury you smash the ground for high weapon damage, alternating weapons and hoping to get a fury refund. The rune Thunderstrike has a 0.66% proc coeficient, meaning about 2 in 3 hits should proc BR:ItF with 100% CHC. However HotA cowers a large enough area to hit multiple enemies, thus increasing the fury generation dramatically.

    100% CHC is what you want to reach for best results and its easier than it sounds.
    HotA has a 1% increased CHC for every 5 fury that you have. That translates to 20% CHC (for HotA only!) at 100 fury. Most players have more than a 100 max fury (IK belt, SoJ, etc), but lets assume 100, also because you won't be at fully fury at all times.

    20% fury + 10% WotB + 10% OP + 3% BR + 3% Scoundrel = 46%

    54% CHC needed from gear and passives to reach a 100 with 100 fury.
    Max CHC from gear is 65% so it's quite doable as long as you prioritize CHC on your items.

    Don't be discouraged, the build works great with lower CHC, but 100% is the long term goal.
    Also, a bit more than that is not a huge waste, because you won't be at max fury at all times.
    Remeber that max fury is not that bad stat for this build, but don't value it exactly at 5fury=1%CHC.
    The real value is a lot lower than that.

    Tip: Stone of Jordan can roll Reduced fury cost of HotA by upto 5, while sacrificing 6% CHC, it's an effective way to keep your fury levels stable even at jsut -3 fury cost. It also adds upto 15 max fury, which can translate into 3% extra CHC when capped and the elite bonus is just sweet. Add cold dmg if you are rich, so to speak.

    The stuns
    Thunderstrike rune stuns enemies for 3s within 10 yards of an enemy killed by it. This is very helpful and you should learn how to use it in your advantage.
    First of all, it's very useful to kill small mobs near elites that flee (occultists, shamans, spearmen) and also mobs can't use abilities/buffs when stunned (occultists, tremors, any elite affixes), allowing you to kill them faster.
    Secondly, constant stunning of enemies allows you to have slightly lower defenses on lower MP s.

    The movement
    HotA button does not need to be repeatedly pressed. Hold down the button, it acts like an auto-attack and you can use to it move your character. No need to use left click for movement (unless HotA is left click, duh), simply use the HotA button and run into enemies with it.

    AS increases the rate at which you attack with HotA (and its animation), therefor i think of AS as a movement speed stat as well. As you kill an enemy, your character continues moving. Sooner the animation is over, the faster you start running to the next one. You can notice this especially when one-hitting mobs – AS won't ....kill them harder in one hit, but it lets you continue moving faster.


    Keeping fury levels high

    Keeping fury at or close to max is important for clearing speed.
    Your goal is to attack groups of mobs, rather than a single mob. Obviously that is often times unavoidable. Simply bash from time to time when fury levels start dropping.
    Again – SoJ helps on single targets.


    The Playstyle

    Start by Bashing to gain fury. Activate BR and OP, if fury is high enough, start smahsing stuff with HotA and activate WotB + Sprint.

    Now you simply hold down the HotA button and aim at enemies/position to move, while your mouse is at medium distance from your char (not too close, else you'll hit less enemies, too far and you wont hit the close ones).

    Press sprint every 4-5 secs, press OP every 1-6 secs, BR when at max fury while attackign large amount of monsters.

    Keeping up WotB is rather easy, HotA + sprint/5s is sufficient in most cases, other times simply add BR or sprint spam to add some WotB dura, but you need large amount of mobs for this.
    Try to finish fights with high leftover fury for sprinting to next packs.

    You WILL be losing some fury, so use bash to get it back. It's more efficient to bash once or twice early, as in at 80 or so fury, rather than spending it all and then having to bash 7 times. You want to get back to your highest CHC possible, which will allow you to generate fury easier.


    In short, here are the ability Priorities:
    1.Keep BR up
    1.Keep WotB up
    2.Keep Sprint up
    3.Keep OP up
    4.HotA
    5.Bash


    I would record many videos for this guide, but unfortunately my PC is not strong enough for that. I made atleast 1 though. Excuse the quality, the video is recorded in a window and low details, yet i was still lagging, resulting in WotB loss and some inefficiency. The video is sped up slightly to reduce the visibility of lags. It's something.



    [video=youtube;Dk_lz873SNM]http://www.youtube.com/watch?v=Dk_lz873SNM[/video]








    Ubers

    For uber bosses you should change the build around a little. You want high single target dps so Smash is the rune of choice. I'd like to mention that it has a 0.8 proc coeficient so it's easier to keep smashing without too many frenzys/bashes.

    If you are looking for max dps, Frenzy- maniac is the way to go. It takes a while to build up fury with it, but once you have it it's fine. You will have to hit Frenzy once every 4 seconds to keep the buff it provides up at 5 stacks. If that doesn't fit your playstyle, stay with Instigation.

    Sprint is no longer a requirement, so this ability slot becomes a matter of taste, but sprint could be usefull still (especially for NV hunting).
    You won't need 5s duration on it so you can choose the RLTW rune for healing yourself from range and maybe killing adds, but i prefer either Rush for the dodge or Forced March.

    If you decide Sprint is useless, you can pickup War Cry- Hardened Wrath or Impunity; whichever is more beneficial in your current gear... or basically any ability you'd like, be it defensive, offensive or utility.

    As 3rd passive i like to use Bloodthirst for high MP, otherwise Animosity or whatever suits you best.

    Tip: It's rare, but it's possible to hit 2 targets when they are close to each other if you position yourself (or the bosses/adds) correctly. The Lifestealing is immense when hitting 2 targets.

    Gearing

    As i mentioned at the start of the HotA build section, this build has a bit higher requirements. You'll want a chunk of everything. The build itself works with high crit chance alone, but loses most of its efficiency if you don't 1-shot majority of trash and especially if you die.

    DPS

    CHC – I would advise to aim as high as you can afford, close to 50% is great
    CHD – Great stat, since you constantly crit. Get it on weapons and amulet, if resources allow, anywhere else too. Rememer – when using a dps calculator, the values for this stat are a bit higher in reality than shown in a calc, because of the CHC from fury.
    AS – Also strong, but hard to get on a budget. It helps with WotB uptime so try to have it on 2 pieces or more. Once you build strong dmg per hit, you will strive for a lot of AS.

    Avg dmg, STR and weapon dmg all matters, don't neglect any of them.
    Min dmg > Max dmg. They both increase your dps on paper equally, but Min dmg is the one that helps you one-shot mobs, logically.

    I know i'm being vague here, but i really can't just say 'get X amount of Y and you'll be awesome'.
    Building your dps is a combination and balance of all dps stats. In the end, what you're aiming for is 1-shotting trash on a given MP, so you'll have to see for yourslef.

    MS

    Get 24% obviously. Lacunis + boots and the regular. You could go Innas temprance + Lacuni with Ice Climbers w/o MS if you feel like spending, just makes sure to compensate the EHP you lose on pants.
    On the other hand, if your pockets aren't that full you can pickup a good Tyraels Might, as long as you farm A3. Get high %dmg to demons (15 is max) and some Vit or sockets. It comes cheaper than IK chest and other MS item, and can actually do more dmg in A3.

    Weapons

    HotA benefits from weapon dmg and it alternates weapons.
    Therefor both of your weapons should be strong.

    You want the classical – STR/CHD/Socket with high dps.
    Atleast 1 of your weapons needs LS. Don't neglect it, you need it. It should be on your belt as well. You could use Bloodthrist, but Boon is better and so are other passives (-for farm runs, Bloodthirst is great for high MP Ubers). You don't wanna run into reflect damage packs or stand in desecation/arcane beams while surrounded with low LS. Staying alive is gold.

    As far as weapon types go, axe/mace in MH is too good, unless you have extreme crit, then you could try a sword with high min dmg. OH doesn't really matter, as long as its min dmg is not too low. I'd avoid daggers for this reason. Choose the AS of the weapon depending on your taste.

    Echoing Fury needs mentioning, because its awesome. The +APS is perfect, it's generally harder to achieve such speeds with AS on armor. The fear proc you ask? It's not very annoying, because monsters are stunned most of the time so they stay in place. If you happen to fear one too far, simply switch to nearest target... he will come back.

    As long as both weapons are of the type you want to benfit from Weapon Master, it does not matter in which hand it's equiped for HotA and Bash damage. I'd still put the higher dmg range weapon in MH though, because of OP.

    Defenses

    As long as you keep stunning most enemies (high dps + correct positioning), you can have a bit sub-par defenses if you want to save some gold.

    I would still advice to have proper EHP, because shit happens.

    Try to aim at about 470+ resists, 5k+ armor, 35k+ HP and 5+% LS **
    ^this is for farming build, more for ubers^

    IK 2set would be a shame to ignore, i personally use 3set
    Reduced dmg from melee (and ranged and elites) is awesome.
    I also use Litany of Undaunted and i've noticed the difference after obtaining it. Highly recommending it if you need survival against elites/bosses, since those are the ones you take dmg from.

    Physical and Fire resist also need mentioning. These stats counter the most deadly elements, therefor should be valued accordingly, since their price is still lower than what they're really worth. They roll upto 60, they are great to have on shoulders/boots/pants in addition to AR.

    LoH is not working good for this build – dont buy it, LS is extremely strong.

    Tip: If you are in a situation like me, where you don't need IK boots for set and Ice Climbers are out of your price range, Fire Walkers are a great choice, because they can roll upto 269 STR for nice dps, and very nice defenses (Vit/AR/FR/melee reduct 4%).
    The fire they leave behind is actually a constant fire, burning 1-2 yards 360 degrees around your character (as well as leaving a trail), destroying any breakable object you run nearby. The reason i like this, is because i don't need to bash doors, just run through them without stopping. Small thing, but hey.


    **For reference i am able to do MP10 without dying with ~600 AR, 6k armor, 5.3% LS from items +bloodthirst for safety, 36-45k hp (depending on which helm i use), 13% melee and 6% elites reduct. Anything similar to this should survive mp10 with no problems (this includes A1-2-3 and ubers, both solo or grouped).


    WT guide


    This build is fun and its quite effective. You effectively become a ranged class, having it easier to kill ranged mobs, also because your main attack applies a slow. You can also attack bosses like Magdha from a safe distance and deal some serious dmg.

    Builds and variations

    http://us.battle.net....R.P!ZYf!Z.ba.c

    There are a lot of variations in this build.
    You can go WT ricochet for aoe (lower fury returns on 1 target) or Mighty Throw for great single target dps
    You can actaully use RLTW if it's your kind of thing.
    BR:ItF if you dont have reduced WT cost

    Now, the 2 empty slots can be filled with variety of things:
    You need an Initial fury generator :
    - War cry- charge will get you started right away with 60 fury, Impunity/HW if you need the def.
    -Ancient Spear - Skirmish with only 10 sec CD and 30 fury. Other runes viable too.

    For 2nd slot you can choose
    OP - killing spree, the 10% crit helps with fury and increases dps.
    Some ppl like to use HotA ,Rend or even Leap in this build, not my thing but it's your choice.
    Seismic Slam - Rumble is not such a bad choice, combined with Mighty Throw. It changes the build a bit - in short: you AoE with SS and keep fury up with WT.

    I hope this made sence, because there are many ways to make the build work and it depends on your taste i guess.

    Playstyle

    Once you get your fury flowing, simply throw axes at stuff while sprinting. Farm runs with Ricochet are great in areas with high mob density, but can run you dry on fury on single targets, so be careful. Mighty Throw is much better against single targets fury-wise (and dmg-wise obviously) Don't let your BR fall of and same goes for WotB. If you are having fury troubles even at high CHC, you might consider lowering your WT cost further.

    Reduced fury cost of WT

    WT has a 10 fury cost. This can be reduced by certain items by 5 per item. However, even if you have 10 fury cost reduction, WT will retain its minimal 1 fury cost, therefor a -5 and -4 item will cap you.

    Items able to roll WT cost reduction:
    Any belt
    Stone of Jordan
    Mara's Kaleidoscope

    With enough WT fury cost reduction (varies; between 5 to 7), you will lose the need for BR:ItF as long as your CHC is high enough, to generate fury from No Escape, Allowing you to use Marauders Rage instead of an extra 15!% dmg

    I strongly suggest getting it on a mighty belt, preferably IK, because its cost effective and you are not really missing out on super important stats on a belt (WH doesn't count, you need the LS anyway).

    SoJ or a good Mara's are really expensive, but if you can get one of those, have fun with nearly free WT

    Gearing:

    Weapons:

    300th spear is a special weapon designed specially for WT barbs. It can roll upto 50% dmg increase to WT and Ancient Spear, which makes it hard to match, atleast upto higher-mid ranges. It also has 12% MS, meaning you only need 1 more MS item. The 1 random roll it has needs to be a socket or close to 100% CHD though and try get as close to 50% on WT as possible.
    This weapon is used in OH.

    For MH you want an axe or mace with STR/socket /CHD .. and LS. Those are rather expensive, but as long as LS from belt is sufficient, you can save some gold other wise you need to drop CHD for LS from either MH or OH.

    EF is a good MH for this build too with the +APS, the feared mobs should be slowed from your attacks, but you're ranged anyway, so its easier to kill them.

    Armor:

    Stack CHC to about 50% for nice fury gen. AS helps out with keeping out WotB, get some on rings and gloves.

    Unfortunately, you cannot afford to go for a Witching Hour as i mentioned, because you depend on LS and reduced fury cost of WT from a mighty belt. You don't have a free passive for Bloodthirst without a singificant dps loss and your OH doesn't have LS.

    Since you have MS on your OH, you can choose to get Lacunis, Inna's or some boots. It purely depends on the rest of your gear setup.
    Get the lacunis only if you can get them with CHC. Get Inna's only if you won't miss the potential AR and high Vit from other pants. These 2 items have AS, while no other in the same slot do, so it might be worth to grab one of them. Ice Climbers are a solid choice for boots and they don't have base MS.

    Eventhough you are ranged, you will tank some mobs and unless you chose leap, you dont have any escape mechanics except running (which means no dps = no healing), so don't neglect defenses.

    I'd suggest getting a few IK parts. Belt + chest for 2 set and the helm is very solid too, unless you get a mempo.





    BiS gear setups

    In this section, which could be thought of as a whole different topic, i will build several gear setups using max rolled items. Understandably, an idividual will not be able to collect this kind of gear, so it's only for reference, checking the few pices you possibly could aquire etc.

    Please let me know if i made the yellow weapons wrong (or any item).

    DW
    Balanced barb setup (sword) - http://d3up.com/b/214083#gear
    Balanced barb setup (axe) - http://d3up.com/b/245502
    Glass cannon – http://d3up.com/b/244920#gear

    2H
    Skorn - http://d3up.com/b/245576
    Skorn glass cannon - http://d3up.com/b/245584#gear

    -once i get some reactions to these, i will be adding more setups (WT variations, Doom Hammer/Decapitator, high EHP...)

    Notes:

    Some items have the Indestructable affix! This simply means there was no dps affix posibility and it's up to the player to choose the last affix. I could've just added +Armor for highest EHP, but i think other stats might be viable, such as +7 Pickup Radius or 60 phys/fire resist.

    Reason for no IK 2set is that the only real option would be gloves, which would result in a trade of 80 AR +100VIT for 60AR+reduced from melee 5% and 342 regen., which is a -90,690 EHP change (-25058.9 melee EHP) and 0 dps change.

    Depth Diggers : http://d3up.com/i/3237573
    can be used for a
    -6,808.71DPS Change (varies)
    +125,148.43EHP Change
    In the DW balanced.

    WH can be switched with IK belt http://d3up.com/i/3237374 for
    -67,441.43DPS Change (varies)
    +70,157.99EHP Change
    And +3% LS, 15 fury, barb skill bonus - such as Bash+14% or WT-5
    in DW balanced



    Additional hints/tips/tricks

    You can leap while immobilized
    You can use leap to make shortcuts by leaping to an area that has a different altitude or has no straight path to it.
    You can charge through frozen explosion and avoid getting frozen (needs good timing)
    EF fears enemies exactly away from you – by positioning yourself you can control the direction of the fear, for example to a corner or to a wall.
    When comparing items (weapon and ring), holding alt will compare to your OH or right ring, works on links too.
    When doing uber bosses, wander away before you start, take any waypoint and build up fury. I usually go to Fields on Misery and search for the Warden, while my party members start the event. It's easier to start a fight with some fury + you will most likely find the Warden and hurt him a bit, before you're done with all 3 ubers.

    - more to come

    Useful links
    A few links/websites not directly related to barbs, that you might find useful (some are mentioned in above sections).

    http://www.d3rmt.com...ximum-values/�� -Max stats for every item slot
    http://diablonut.inc...s.com/affixes�� - Affix database
    http://diablo-3-gem-...com/index.php�� -Gem crafting calc
    http://rubensayshi.g...lator/#intro��- EHP calc
    http://d3up.com/ - a wonderful website. DPS/EHP build calculator with all the details you want to know, supports char importation, building your own items and guides.
    http://www.diablofan...ency-mechanics/ - rltw mechanics and breakpoints
    http://www.diablofan...-complete-list/ - proc coeficients


    Credits:
    Here are the names/nicks of the people that helped me expand my knowledge and (indirectly) shape this guide:

    Alkaizer
    Aaron Cox (d3up)
    Nubtro (DF)
    Demokin (DF)
    Milker
    ZzEzZ (DF)
    and more

    Disclaimer: Please help me improve this guide by correcting mistakes (including grammar), wrong assumptions/information and adding something relevant or expanding some sections. The guide is never finished, but i'll try to add/update when time allows me.
    I will be improving the WT build and possibly adding extra builds

    /Turtel
  • #9

    Unpinning due to obvious reasons.

    Ha. Bagstone.

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