TACTIK!! Thanks for the updates! Holy shit, I'm super hyped for this season and to give Nullifier a good Hardcore run again, especially with Falter rune changes. The skill itself never felt remotely worth it to me, only with the Skull of Res - now it's a reasonably powerful DPS debuff on it's own.
Anyway, if you have the time, I REALLY want to see how far you can push with the recent as of a few days ago IK buff - 100% to 250%.
The only reason this build has a fighting chance is that IK bonus applying to our procs..this build has always been about the procs. It's time to see those procs go next level with this IK buff.
Some suggestions for swapping around I was thinking about; What if one were to try wielding a good ancient well rolled Schaefer's and DPSing 2 handed, but using Odyn Son as your cube weapon? This is probably the "new season" first option I'll be doing, as we all know how insanely difficult it is to get a "good" Ancient SoH+OS with all the right rolls. If you had a good A-Schaefers, you'd obviously hit less fast and get less crits, but your Odyn Son procs would be absolutely brutal I would think - since it would be based on the 2h weapon damage. Our Ancients (which should be even tougher now thanks to Swords to Plowshares changes) would also appreciate the 2h approach.
I have a love/hate relationship with Overpower for the same reason, it's great DW'ing or 2h'ing, but I imagine it'll hit way harder and be more noticeable with a 2h Schaefers, especially during the Lightning Phase of CoE.
As an aside, I know this is your beta build still, but I don't feel too good about giving up War Cry Impunity (because Hardcore ftw) - there's just no way to fit it in really. Would love to hear how your toughness fares in GR55+ without Impunity or the 40% WotW reduction.
Thanks again for the updates and keep being hardcore!
Also, has anyone else noticed a HUGE difference in the amount of damage your Ancients now take or is it just me? I feel as if Inspiring Presence is straight up no longer needed- I did some testing in GR43 with my IK setup, and my own health globe drops much faster than they do, even when taking extreme amounts of damage, my ancients just never die (even without inspiring).
In comparison, this past season/week I was doing GR34 and they felt very squishy, I'd often have to re-cast them throughout a GR if not using the Skull of Res setup.
I'm having too much fun spamming tornadoes everywhere, not gonna lie. Although, I do want Lightning to be better, I don't have an Ancient SoH yet to really test with. I'm speed farming GR42 in 5-6 mins pretty easily with this setup currently.
Regarding what you said with Wrath refreshing - I noticed this too, and absolutely hate the 3-4 seconds of downtime on it, especially since I'm relying on it with Striding Giant in my lightning build. I don't think Physical WW refreshes it faster - the lightning rune has the same fury cost, it just causes you to generate fury on hit. The reason you're seeing Physical have a faster refresh is either due to Sprint or Rend use going towards WotB's CD.
Personally, I am a big fan of committing fully to one set or the other right now, and don't like the hybrid builds at all.
hey TA, i rolled a close to perfect ancient fulminator and i got a decent normal shard + normal odyn + real good normal thundefury. what do you think the best combo woulda be? Also what is the ideal HF neck?
Given how hard it is to roll a good HF neck, I would say an ideal one would would be: CHD>CC>Socket>Str or Ele% - personally, I refuse to do the no mainstat route (CHD/CC/Socket/Element) as that is a ton of armor I'm losing and I play HC. CHD>CC>Socket>Element will yield theoretically the best pure DPS.
As for what passive you want on it, you should be happy with any of the four passives you currently use. Ruthless, Inspiring Presence, Rampage, whatever is good as long as it's one you'd actually want to use. If it's one you already use (Inspiring+Weapon Master+Rampage+Berserker Rage) you basically get to pick up Brawler or Ruthless as a 5th passive. Or, pick up Superstition for more toughness if you need.
The truth is, there really is no true ideal Barb HF neck. The "most ideal" one you'll make should have a passive that's good for more barb builds - probably Rampage as it's a widely used passive for instance.
@ Andrew - glad to hear you got in and got some testing! Your setup is exactly what I want to do as well. My only question/concern for you, how did you feel Fury generation was? I ask because the IK set lost it's passive fury gen. Going forward, on paper anyway, this suggests we give up Berserker Rage for something else.
Then again...with Permawrath's baseline 20% extra attack speed, combined with more crits and high rank Pain Enhancer's attack speed playing off of that...is it possible that your Fury generation was even better now without IK's passive Fury? Big questions here, big implications for a lot of subtle changes, all to optimize our beloved build.
@Andrew - Holy shit, I forgot entirely all about Bul-Katho's, you said "Oath Set" and I was like...what? Yeah, scales with physical, super powerful proc.
My biggest concern with Wrath of the Wastes is simply the fact that there's no easy way at all to get Together as One permanently. We now know that we can use just 2 pcs of IK for perma ancients, and that's awesome....the problem is, the only pieces we can wear with 5 pc Wastes would be IK Boulder Breaker + Belt.
This is assuming they don't add a new IK piece to the mix, which they probably won't...but if they do, that will possibly open a lot of goodness.
IK Boulder Breaker would be obviously awesome with Rend, but I really, really, don't want my weapon choice locked in with my set choice (BK being the exception since it's a standalone)...that would mean not getting to enjoy our beloved Shard of Hate + Odyn Son. Then again on the positive side, if DW/proccy weapons are no longer the best thing we can be doing, the silver lining there is well, to hell with Odyn Son anyway, getting a perfectly rolled one is astronomically rare anyway.
I'm with you on let's wait and see. I'm very curious to see what a "pure" Immortal King setup looks like, no mixing with Raekors or anything else. Tasker and Theo will be absolutely mandatory with how powerful the ancients are there. Permanent Wrath and it's heavily hinted that our "All wrath runes" item is a ring is enough to start loosely theorycrafting I think, but that's probably for another thread. :>
@ swebarb With stalgard u should use a totally different build, I believe Nubtro is the name of the guy who optimized a phisical ww build with that weapon and performs quite well .
I was SUPER excited about the new Wastes WW set ... but when I saw this:
Immortal King's Call 2 pieces: [Call of the Ancients last until they die.]
Immortal King's Call 4 pieces: [Call of the Ancients' melee attacks also deal 600% weapon damage in a 15 yard radius.]
Immortal King's Call 6 pieces: [Increase the duration of your Wrath of the Berserker by [0.5|1|] |4second:seconds; every time an Ancient deals damage.]
Gesus christ , this build will be fuckin insane in 2.2 especially when an item ( hope to find out soon what slot ) gives you this :
P2_ItemPassive_Unique_032 - Wrath of the Berserker gains the effect of every rune.
O MY GOD Gief 2.2
My thoughts exactly, Andrew. BTW, belated grats on getting a hell of a nice / real Hexing Pants upgrade finally! What a surprise, I'm doing the same exact thing you are in season 2, basically shelving my poor Barbie and hoping to get her some upgrades with flavor of the month Monk. These changes have me pretty damn optimistic though that Barbs may finally be getting completely looked at as a whole class, and not just the Raekors set.
The biggest elephant in the room that bothers me though, is just how bad the WW set is...IK will be better at WW (or whatever the hell you want to do, because perma wrath) than the WW set. I just can't see it going live with it's current bonuses, it's so worthless.
Checking back in with our thread and our beloved favorite build, I had a proposal I'd like to make on a slightly different build, and wanted your take (And Taktics_Andrew's).
Long story short, I've hit a wall in T5 and am unwilling to push past Grift 26 (Hardcore Seasonal), due to not having any luck with getting Ice Climbers. I can shred T5 very quickly, and am confident I'm more than T6 ready, it's just the frozen/jailer problem - I save Wrath all the time for the "just in case" or whenever I aggro 2 elite groups I'll wrath. I'm just not willing to risk dying due to possible nightmare affixes and a really huge unlucky double/triple elite pack. My damage and toughness are more than good enough, but the Ice Climbers ability to ignore frozen + jailer is as we know extremely important for pushing higher.
I came up with a halfway solution, of sorts, until I get those Ice Climbers, I'm using the Juggernaut passive. It's incredibly powerful - Punishers using their jump attack on me don't even move my health bar. With Juggernaut, I have close to 70% crowd control reduction, and jailers/frozen last for what feels like a fraction of a second. In essence, I feel as if I can truly not care about getting CC'd, and am *hesitantly* wondering if I can truly not care about Ice Climbers, either.
Anyway, the reasoning behind what I'm proposing, if using Juggernaut with say, 70% passive CC reduction (35-50% from secondaries on gear) is good enough, or gets rid of the need for Ice Climbers, I'm confident the damage loss from taking Juggernaut can be more than made up for by dropping RoRG for SoJ. The gear setup would be Aughild's Helm/Shoulders/Bracers, Immortal King's Chest/Gloves/Belt/Boots, Hexing Pants, Unity, and SoJ.
If this really is a valid way to go, I will start gambling all of my shards on Rings (3 Sojs so far, none of them Lightning) instead of Boots. Any thoughts on this, or other factors I'm not taking into consideration? Trying to think of all the pros/cons here.
TLDR: Much testing with Juggernaut, and 65-70% CC reduction = feels like I can laugh at all CC and not care about Ice Climbers. If I don't "need" Ice Climbers, it becomes possible to drop RoRG for SoJ, which more than makes up for taking a defensive passive.
I just happen to have full lightning sets on of my multiboxing accounts. I'm going to give this a go. I'm kind of stuck around Tier 27-28. I'm lacking the helm you use but I should still be ok with the perma-whirlwinding. I'm probably going to replace Threatening Shout with WotB. Sadly, I only have one pair of Hex pants and zero Ice Climbers. =(
How do you maintain full rage against only the Rift Guardian? Unforgiving + IK set rage generation?
Edit: Has anyone tried to use the Bastion of Will set rings?
I've tried them, they're very disappointing. I had good rolls on both as well. Basically, you can use them as a fair option *until* you get your Unity + RoRG, but I wouldn't recommend anyone using them otherwise. It really comes down to the unfair fact that Unity grants a straight up 50% damage mitigation for you, on one single ring slot, nothing compares to that amount of survivability. It just makes more sense to get the max survival from that one piece, and get your damage up on other pieces. Focus + Restraint barely made any noticeable difference in kill speed for me, you gotta remember it only buffs WW - your procs do a lot of the heavy lifting, WW's base damage is whatever really.
I for one actually do like running Unforgiving + Berserker Rage, but that's also because I'm using Schaefer's. I'm not advocating Schaefer's is better than TF+OS, but I'm just working with what I have in the meantime. I'm in the same boat as you too, no Ice Climbers yet. In order to get away with no Unforgiving, you have to be DW'ing and I *think* have at least attack speed on your RoRG + Gloves to have a better than baseline WW breakpoint, that in tandem with staying perfectly on the RG's hitbox. I've felt as well sometimes that I need the extra help on fury gen, and don't see how Tactik gets away with it - IE Zerk Rage but no Unforgiving :).
It really depends on which RG you get, too. Some, like Rime, or RG's that spawn adds, or ground effects, you should have significantly less trouble staying fury capped - at least, if you're using Superstition.
Cheers to Tactik, and all of the other hardcore WW lovers here actually pushing content and the limits of this spec~! I've been keeping up with your post on reddit's D3Barbarians thread as well. Unfortunately the discussion over on that side is pretty non-existent, especially on topics of WW.
I have a few questions in general regarding Tactik's approach/choices, and questions regarding my own build to advance the discussion here; first here's my armory + d3progress for reference;
First big question I'd like to field...Threatening Shout + Skull of Resonance. I'm really not sold on them, of course, I am still just breaking into T6, and understand the usefulness in breaking Firechains with the TS-Charm. My beef with Threatening Shout is that I'm questioning whether the skill itself is really worth it or not. Does anyone know if TS reduces the damage done by "ground effects" type damage, if you TS an elite? I'm guessing it does, yes, but just wanting to really analyze all the pros and cons of it.
- One of the biggest reasons I'm against TS, surprisingly, is watching Tactik's videos and seeing the Punishers. It's their leap attack that's actually deadly, and it hits you before you can ever get TS off, or you manage to dodge it. Unless you just happen to have it off cooldown and catch them in the split second they're airborne coming at you, I don't see it helping against them much.
- Wasps. Wasps are by far, one of the deadliest mob types (HC perspective here) because they burn down our Ancients incredibly fast. Our Ancients just sit there and get focus fired. I don't see Threatening Shout helping much against the wasps; they spread out too far and keep apart from each other, as all annoying as hell ranged mobs tend to do. This is my current thinking anyway. It's probably incorrect as I haven't seen just how high the damage scales at Grift30+, but the biggest reason I *don't* want Skull of Resonance is that it conflicts with my "ideal" gear setup; I would like to instead use IK helm, IK Chest, IK Gloves, all the other required pieces, but being able to use Thundergod's Vigor if our belt slot is open.
If we *aren't* using Threatening Shout, this probably means you're using Wrath of course, which I am definitely in favor of for making better times on rifts. Long story short, I'm just not convinced TS is "needed" if one is actually using Taeguk, has it leveled, and has stacks of Rampage rolling with it, and super high 90% mitigation. I guess it comes down to the scaling when it gets up there. That all being said, I certainly respect the choice to use it, and all of Tactik's work. What monsters does it really make the most noticeable difference in helping you survive against? I'd guess Dark Berserkers / Mallet Lords / really big enemy types?