This is a very welcome addition to Diablo 3's gameplay and will definitely get me playing again. The chaos it's going to create in dungeons is just too much to resist.
Anyway, as for the difficulty levels, I think it works like so...
The Normal, Expert Master, etc will replace the monster power system.
Normal, Nightmare, Hell, Inferno stay in campaign mode. If you are in adventure mode, the monsters are just scaled to your level and you can play wherever you want to in the game without the need for story progression, which sounds pretty awesome to me.
I'll need way better gear to tackle the higher MP but this gets the job done for now. But I run through Act III pretty easily. I still haven't bothered to kill Diablo.
I haven't noticed this and I've utilized leap for a long while now, but I'm only using fury generators so I may have missed it.
Just to recap, leap only generates fury when it directly hits mobs. If you don't land on mobs, you don't generate fury. Maybe the impact parameters for leap to generate fury are more narrow than you expect?
Anyway, I'll double check that it's generating fury for me the next time I play.
Slightly different from the build in the first thread. I use the maniac rune because it can increase the damage of all skills, so my revenge and furious charge hit a lot harder. Between this increase and the 25% increase whilst I am at maximum fury, my raw DPS is pumped up to 17k, so after the 75% speed increase from fury, I'm doing around to 30k DPS. I've found the faster killing time yields better survivability than a tankier build.
It's not just about your resistances, armor, and life there are other stats which can make a BIG difference. Your block % is too low. People that can tank Act 2 and Act 3 elites have very high chances to block (30-40% range) with high amount of damage mitigated per block. They have also utilized damage reduction via items, look for items which reduce damage from ranged, melee, or elites. These pieces of armor are far more effective in increasing survival than armor and resistances alone.
I would avoid relying on life on hit items, their effects are reduced to 20% of their stated value in inferno.
Your strength is really low, consider adding more strength items to your build. It's important not only for the damage increase. but for the armor increase as well. Your resist and armor should be in a 1:10 ratio of one another, meaning you should have at least 8000 armor with your current resists. If you increased your strength to over 1000, you would also be able to do 8-10k damage, which is enough to at least do some damage to mobs in A2. 40-45k HP is the sweet spot, I'm still increasing my HP to get there, I think I'm rocking 38k HP right now, with 800 resists, 9.5k armor, and 13k damage.
Meh, this has been beaten to death. Melee classes always have to concentrate on armor and damage mitigation while simultaneously increasing damage. That's an expensive endeavor. That's how it is in most every game.
I'm just saving for a stormshield or its rare equivalent so I can get that crazy block % and damage reduction from mobs.
As a barbarian we want defense more than damage. If they can't kill you, you'll eventually kill them.
I'm going to assume you have a 1:10 resist and armor ratio and the vitality into armor passive:
Reinforced Onslaught:
Armor=340+80+72=492
Coversion of Resist All to Armor Equivalent=36*10=360
360+492=852
HP=72*35=2520
Masked Core:
Armor=294+77+66=437
Resist to Armor=41*10=410
437+410=847
HP=66*35=2310
So Reinforced Onslaught if your armor is lower than resists
Masked core if your resists are lower than your armor.
Same can be done for the boots.
Stomp Courage:
Armor=264+139+71=474
Resist All to Armor=41*10=410
474+410=884
HP = 71*35 = 2485
Kick Defiance:
Armor=260+83+74=417
Resist All to Armor=51*10=510
417+510=927
HP=74*35=2590
Same goes as above, Stomp Courage is better if you have low armor, Kick defiance is better if you need resists.
Kick defiance is probably better because most people need resists.
No soft cap, just make sure your resistances and armor are in about a 1:10 ratio. There is a linear relationship between both stats and health, each point is as good as the last even though there is a decreasing amount of damage reduction per point, if you're not sure what I mean google "linear health armor diablo 3".
I'm in the same situation as you. To pass Act 2 Inferno, we're going to have to buy some pricey items from the AH. Stacking block % and damage reduction from x by x% is going to be a must.
I have a level 60 barb that has about 35k life, 10.5k dps, 9.5k armor, and 650 resists. Due to my low DPS, I usually have a couple minutes with the floor on fire before I can kill him. I have a bit more leeway than you because I can handle the hits, but I still like to avoid them.
After he comes at you for the first time, expect 2-3 normal hits and then expect the charged up hit. He will jump twice in place before he starts the big swing. When you see this, swing around behind him and start attacking him there. It has a pretty narrow AoE so you'll be able to avoid it most of the time.
He will shoot a column of fire from his chest when he is about to charge. Immediately move to the left or right as far as possible because he has a large footprint when charging. He'll sometimes get you even though you think you've given him enough room, so give him more than you expect him to need.
The health wells seem to refill every 30 seconds. I make use of each of them when my health goes to half full. Use them as much as possible, but try to always have one available. Also, you will not be able to access the health well if the butcher is in the corner, he has too much bulk and blocks you from being able to click the well.
The faster you can kill him, the better. Once the entire floor catches on fire most squishies like yourself will die. I can handle the floor being on fire almost indefinitely, but you'll either need to kill him before this or increase your resistances a lot.
Intuitively I know when to dodge the chains, but as of yet I haven't consciously determined the warning signs for those. I'll let you know when I do. He will only send out chains if you are more than half a screen away. Try to team up with a tanky character on your runs, if the butcher is occupied in melee range, he will not bother to send out the chains. This may work with the templar as well, but the templar will go down pretty quick from the hits.
Hope this helps.
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Anyway, as for the difficulty levels, I think it works like so...
The Normal, Expert Master, etc will replace the monster power system.
Normal, Nightmare, Hell, Inferno stay in campaign mode. If you are in adventure mode, the monsters are just scaled to your level and you can play wherever you want to in the game without the need for story progression, which sounds pretty awesome to me.
I'll need way better gear to tackle the higher MP but this gets the job done for now. But I run through Act III pretty easily. I still haven't bothered to kill Diablo.
http://us.battle.net/d3/en/profile/DerSchakal-1749/hero/3175427
Also, I usually use tough as nails, not brawler.
I may drop revenge and try out the merciless charge build. It looks like it's pretty popular.
Ah, I didn't realize this, I guess I skimmed those threads too quickly.
Just to recap, leap only generates fury when it directly hits mobs. If you don't land on mobs, you don't generate fury. Maybe the impact parameters for leap to generate fury are more narrow than you expect?
Anyway, I'll double check that it's generating fury for me the next time I play.
http://us.battle.net/d3/en/calculator/barbarian#WSkVXR!bcV!ccccab
Slightly different from the build in the first thread. I use the maniac rune because it can increase the damage of all skills, so my revenge and furious charge hit a lot harder. Between this increase and the 25% increase whilst I am at maximum fury, my raw DPS is pumped up to 17k, so after the 75% speed increase from fury, I'm doing around to 30k DPS. I've found the faster killing time yields better survivability than a tankier build.
I would avoid relying on life on hit items, their effects are reduced to 20% of their stated value in inferno.
Edit: Then 3006, then 37. Oh well, got excited for a minute.
I'm just saving for a stormshield or its rare equivalent so I can get that crazy block % and damage reduction from mobs.
I'm going to assume you have a 1:10 resist and armor ratio and the vitality into armor passive:
Reinforced Onslaught:
Armor=340+80+72=492
Coversion of Resist All to Armor Equivalent=36*10=360
360+492=852
HP=72*35=2520
Masked Core:
Armor=294+77+66=437
Resist to Armor=41*10=410
437+410=847
HP=66*35=2310
So Reinforced Onslaught if your armor is lower than resists
Masked core if your resists are lower than your armor.
Same can be done for the boots.
Stomp Courage:
Armor=264+139+71=474
Resist All to Armor=41*10=410
474+410=884
HP = 71*35 = 2485
Kick Defiance:
Armor=260+83+74=417
Resist All to Armor=51*10=510
417+510=927
HP=74*35=2590
Same goes as above, Stomp Courage is better if you have low armor, Kick defiance is better if you need resists.
Kick defiance is probably better because most people need resists.
I'm in the same situation as you. To pass Act 2 Inferno, we're going to have to buy some pricey items from the AH. Stacking block % and damage reduction from x by x% is going to be a must.
After he comes at you for the first time, expect 2-3 normal hits and then expect the charged up hit. He will jump twice in place before he starts the big swing. When you see this, swing around behind him and start attacking him there. It has a pretty narrow AoE so you'll be able to avoid it most of the time.
He will shoot a column of fire from his chest when he is about to charge. Immediately move to the left or right as far as possible because he has a large footprint when charging. He'll sometimes get you even though you think you've given him enough room, so give him more than you expect him to need.
The health wells seem to refill every 30 seconds. I make use of each of them when my health goes to half full. Use them as much as possible, but try to always have one available. Also, you will not be able to access the health well if the butcher is in the corner, he has too much bulk and blocks you from being able to click the well.
The faster you can kill him, the better. Once the entire floor catches on fire most squishies like yourself will die. I can handle the floor being on fire almost indefinitely, but you'll either need to kill him before this or increase your resistances a lot.
Intuitively I know when to dodge the chains, but as of yet I haven't consciously determined the warning signs for those. I'll let you know when I do. He will only send out chains if you are more than half a screen away. Try to team up with a tanky character on your runs, if the butcher is occupied in melee range, he will not bother to send out the chains. This may work with the templar as well, but the templar will go down pretty quick from the hits.
Hope this helps.