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    posted a message on ROS Barbarian Information/Guides

    What made you decide to go for the Raekor 4-set? With In-Geom cubed it doesn't seem like the cooldown on FC would be a problem even without merciless assault and dreadnought, and you don't need the freeze CC, so all you're really getting is the damage from battering ram rune/2set and the fury from stamina rune. The new shoulders and a gavel of judgement would help mitigate the issue with fury if you choose battering ram, or vile ward would help with damage if you choose stamina, and you'd be able to cube a better jewellery effect or keep the RORG and use a better helm.


    Is it just that you're blowing stuff up this fast anyway so it's better to have the safety net on your FC usage in case you get a bad rift and can't sustain In-Geom?

    Posted in: Barbarian: Bastion's Keep
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    posted a message on [2.3] Kanai's Cube: Upgrade Rare vs. Reforge Legendary

    Would I be able to reforge an old obsidian ring of the zodiac (non-season, no CDR effect) into the new version? I didn't play this season so I never got a new one, and it would be nice if I didn't have to wait for one to drop naturally. I'm guessing blizzard is too clever to allow this, but I'd like to know for sure if someone's already tested it.

    Posted in: Diablo III General Discussion
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    posted a message on Help with an old barb just returning.
    Some enemy types will be very deadly at higher difficulties unless you have the immunity necklaces (fire chains and electrified top the list). Apart from that it comes down to A. dodging stuff, and there are lots of things you can dodge, B. killing faster/keeping things CCed, and here you want more damage and cooldown reduction in order to keep the furious charge freeze on things, and C. having enough armor/resistance to not die too fast, and being able to heal it back.

    A is a matter of practice, B is a matter of getting the right drops. C is also about gear, but there are a few changes you can make. First, consider swapping overpower for something more defensive. Ignore pain with Iron Hide, especially with a Pride of Cassius belt, is very popular, but war cry is also good. Second, right now you probably have too much HP, in the sense that you would be seeing better results by trading it for other stats. HP acts as a buffer from dying, but it generally doesn't do it as well as defensive stats after a certain point because it doesn't work well with things like LOH. Higher health scales with life % or things that heal based on % of max HP, but those are uncommon. More often you'll be getting healed from health globes or fury spending, and for those you want lower maximum HP and higher defense. That way, the same amount of healing you get from a health globe or from LOH is worth more effective health. If you're using Ignore Pain, especially with pride of cassius, cooldown reduction is also a very potent defensive stat, since it allows higher uptime on a massive damage reduction ability. Keep in mind, for solo play you really desperately need the double unity rings trick.

    Personally I've found having a few pieces with health globe bonus as a secondary (it can roll on boots, chest, shoulders, and jewelry I think) and the bloodthirst passive along with spamming battle rage does a good job of healing back damage in a pinch. I have only 300k HP, but each time I cast battle rage I get back around 45,000 of that, and that's with just 2 health globe pieces plus some fury to health on my belt. That's what's worked for me, but there are certainly other options as well.

    As for LOH specifically, you shouldn't need more than you can get from paragon points.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Help with an old barb just returning.
    What specific problems are you having in greater rifts? Killing stuff too slowly or dying? If it's killing too slowly, is it the yellow mobs/rift guardian? Because you have a VERY defensive build for a non-HC character. The Moratorium gem and an amethyst instead of a diamond in your helm is a big deal for a furious charge build. You should at least consider swapping a legendary gem to Mirinae, as that gem pretty much carries barbarian single target damage. The other most popular gems from what I've seen are Gogok of Swiftness, Bane of the Trapped, and Bane of the Powerful (good for general damage, bad for rift guardians).
    Posted in: Barbarian: Bastion's Keep
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    posted a message on All-Inclusive Barbarian DPS Calc for 2.1! Skill Changes, Gems & Gear!
    Possibly some kind of export/import feature? It's not exactly elegant but exporting text to a notepad program and copying it back into the website somewhere would be miles ahead of having to re-enter every time. No idea how difficult it is to design this stuff but that seems like it would be the simplest.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on I need of a build that doesn't require a specific item
    You can start with whatever skills you like. Barbarian will play just fine with your choice of fury builder (like bash, frenzy, cleave), and fury spender (HOTA, seismic slam, whirlwind), with some various other abilities/cooldowns to assist your defense, mobility, or damage. All the more specific builds tend to require certain items because they modify skills in significant ways. For now, start playing what you like and see what drops, then tailor your build around the items you get. If you have a specific build in mind, use blood shards to work toward that (it's best to go for the items that cost 5 blood shards first).

    Also, the bounty caches now have a high chance to drop the cache-specific legendary items. Most of them aren't going to be your ultimate best in slot pieces, but they're a good way to start building a set that can handle low torments.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Non-templar follower viability for t6/greater rifts
    Apart from a lack of Ramaladni's Gift I've had pretty good luck picking up gear for my raekor charge build so far (http://us.battle.net/d3/en/profile/Gridlock-1714/hero/18410313), including fairly good raekor gloves and a great (second) unity last night, allowing me to dump a mediocre-at-best RROG. The problem is I've never found an Enchanting Favor for my Templar, and I very quickly discovered without follower immunity the double unity trick could be generously described as "not viable" (really: hilariously awful). Since there's not even a way to gamble for relics I'm pretty much at the mercy of fate on ever finding one.

    I have, however, found the immunity relics for the scoundrel and enchantress. Though I'd much rather have the Templar's healing (I never found a thunderfury either, so I'm not losing out on that by swapping), after some testing it certainly still seems worth it to use a different follower with unity. Because everyone I've seen uses the templar I'm not really sure which of the other two is a better choice, which skills of theirs to use, and what items I may not usually think about but are useful for them. I don't have anything for the scoundrel but I do have a second maximus that I discovered does proc on followers, so I went with the enchantress for now (using pretty much all strength gear, but I guess as long as Ess of Yohan's pull and Maximus's fire chain still work her other damage is meaningless even with intellect stuff). Still, I'm not thrilled with her attack speed buff compared to the scoundrel's crit chance or hysteria buff, so I don't know if the tradeoff is worth it.

    Any thoughts?
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Weapon reroll question (with damage % fix in mind)
    Is it that simple? My strength with just the devastator equipped is 8124. Even allowing for that to get higher as I gather better gear while weapon damage stays constant, being more than 1000 away from the break point would indicate the strength will be better for a while.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Weapon reroll question (with damage % fix in mind)
    TL;WR: Earthquake build. Option 1: 925 Str, 1447-1951 damage mainhand. Option 2: 0 Str, 1538-2034 damage mainhand. Math/explanation below.

    I recently got a Burning Axe of Sankis with the following stats (this is for an earthquake build, I have a devastator to go along with it):

    2186.5 DPS
    1444-1920 damage
    1.3 attacks per second

    1175-1422 fire damage
    18% fire skills
    8% damage
    740 strength

    Obviously, I intend to reroll for a socket; the question is strength or damage %. I know right now damage % doesn't affect the fire damage, but with the fix for that imminent I'd like to treat it as if it did. By the same token, I want to count Rampage's strength bonus, and I'll assume I have it maxed out at 25%.

    So, if I did all the math right, the following weapons are my options:

    Keeping Strength:
    2149.6 DPS
    1424-1883 damage
    1.3 attacks per second

    1175-1422 fire damage
    18% fire skills damage
    925 strength (counting rampage)
    Open Socket

    or

    Keeping Damage %:
    2321.8 DPS
    1538-2034 damage
    1.3 attacks per second

    1269-1536 fire damage
    18% Fire skills damage
    8% damage
    Open Socket

    Unfortunately one last complication: if I keep the damage % I would use the axe in my main hand, but if I keep the strength I would use my devastator in my main hand. The devastator is 1447-1951 damage (no damage % so it won't change on the patch). For HOTA that won't matter but for earthquake it means losing the damage % does a little less than it otherwise would.

    That's as far as I can get. I've tried a few of the DPS calculator websites and spreadsheets but they all seem to have quirks that make it difficult or impossible to get the answer I'm looking for. Does anyone know a good method to figure this out? Is it even close? I just don't know how to value the stats properly. I don't even know if any more information about my stats is needed to solve this, let me know if it is and I can provide them.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on ROS Crusader Information/Guides
    My problem with Judgment: Resolve builds is that whenever enemies are immune or able to break the snare (which frankly happens pretty often, and I'm not sure but I think it may also happen if you or an ally knocks a snared enemy back also) the crit chance bonus is lost. Swapping out the skill for something else is one thing, but gearing for 20% crit is a major commitment and a big loss if you don't have Judgment to cover it.
    Posted in: Crusader: The Church of Zakarum
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