Shielding demons in act 3 with Nightmarish, Invulnerable Minions, Extra Health. The minions had natural knockback and he kept his own shield up, so I had no option but to skip.
I'm a Barbarian, though, so I just leaped across a gap to get away.
I also loathe the infernal act 2 wasps with Jailer, fast, molten, illusionist. Dodging anything is impossible.
quite alot actually with my barb, then again as soon as i got to hell i thought i couldn't do other then dying
my mage on the other hand blew right through to hell without a single death
Curious. I died quite a bit on normal (Played in a group of 4, for whom I was the "tank") and a few times in Nightmare, but after I reached hell, I've started playing so much more carefully that I've only died once.
General
This is a pure tanking build, mainly for team play at later difficulties (Just look at the levels the used runes unlock!) and possibly hardcore characters. It does not have much in terms of fury spenders (Only Threatening Shout) and it depends mostly on other players to eliminate targets - Especially single targets like bosses. However, it has many strengths when it comes to preventing the death of all my teammates.
I have a lot of Fury generators, but this is intentional, to allow for as consistent a taunt with Threatening Roar as possible.
Modifications to this build include switching out Ignore Pain for Leap Attack and Furious Charge for position control at the appropriate rune levels. I am likely to coordinate other escape plans with my friends before diving into dangerous situations where backing off might be necessary, but Leap Attacking away from a Brute can work well as an "Oh Shit!"-button.
Frenzy Triumph
My primary Fury Generator and damage source. Chosen due to the possibility of constant sustain (with the rune) in situations where enemies constantly die.
Ground Stomp Wrenching Smash
Secondary Fury Generator mostly chosen for the crowd control potential, which the chosen rune amplifies.
War Cry Impunity
Tertiary Fury Generator and team buff ability. More armor and resistance means longer lifespan means tankier.
Threatening Shout Demoralize
The only Fury spender in my build. Chosen because of the cheap taunt without a cooldown. Is very reliable with this many Fury generators.
NOTE: If "Inspiring Presence" increases the duration of the taunt effect, I will choose that as a passive ability.
Revenge Vengeance is Mine
A must for any Barbarian taking on the role of "Being hit more than my mates".
Ignore Pain Iron Hide
I may have been spoiled by Warcraft, but an "Oh shit!"-button is to me a necessity. Can theoretically be replaced by Leap Attack or Furious Charge, but that's something I will have to test in-game. until testing can be done, this seems more reliable to me in a group situation - The tank won't suddenly run away, leaving the monk to die.
Nerves of Steel
Passive Armor is always good.
Superstition
The extra fury isn't necessary for this build to function, with only one fury spender.
However, the reduced elemental damage prevents nasty surprises when encountering a previously unfought mob or enchanted monsters.
Tough as Nails
More armor! MORE ARMOR!
I have other builds for more casual play than this - I wouldn't want Ignore Pain for a solo build where I have to be the primary source of damage, for instance.
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Don't worry, it's included. If you want Frenzy to increase other skills' damage, use the Maniac rune.
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I hope set items will become useful at some point too.
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I'm a Barbarian, though, so I just leaped across a gap to get away.
I also loathe the infernal act 2 wasps with Jailer, fast, molten, illusionist. Dodging anything is impossible.
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Yet.
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General
This is a pure tanking build, mainly for team play at later difficulties (Just look at the levels the used runes unlock!) and possibly hardcore characters. It does not have much in terms of fury spenders (Only Threatening Shout) and it depends mostly on other players to eliminate targets - Especially single targets like bosses. However, it has many strengths when it comes to preventing the death of all my teammates.
I have a lot of Fury generators, but this is intentional, to allow for as consistent a taunt with Threatening Roar as possible.
Modifications to this build include switching out Ignore Pain for Leap Attack and Furious Charge for position control at the appropriate rune levels. I am likely to coordinate other escape plans with my friends before diving into dangerous situations where backing off might be necessary, but Leap Attacking away from a Brute can work well as an "Oh Shit!"-button.
Frenzy
Triumph
My primary Fury Generator and damage source. Chosen due to the possibility of constant sustain (with the rune) in situations where enemies constantly die.
Ground Stomp
Wrenching Smash
Secondary Fury Generator mostly chosen for the crowd control potential, which the chosen rune amplifies.
War Cry
Impunity
Tertiary Fury Generator and team buff ability. More armor and resistance means longer lifespan means tankier.
Threatening Shout
Demoralize
The only Fury spender in my build. Chosen because of the cheap taunt without a cooldown. Is very reliable with this many Fury generators.
NOTE: If "Inspiring Presence" increases the duration of the taunt effect, I will choose that as a passive ability.
Revenge
Vengeance is Mine
A must for any Barbarian taking on the role of "Being hit more than my mates".
Ignore Pain
Iron Hide
I may have been spoiled by Warcraft, but an "Oh shit!"-button is to me a necessity. Can theoretically be replaced by Leap Attack or Furious Charge, but that's something I will have to test in-game. until testing can be done, this seems more reliable to me in a group situation - The tank won't suddenly run away, leaving the monk to die.
Nerves of Steel
Passive Armor is always good.
Superstition
The extra fury isn't necessary for this build to function, with only one fury spender.
However, the reduced elemental damage prevents nasty surprises when encountering a previously unfought mob or enchanted monsters.
Tough as Nails
More armor! MORE ARMOR!
I have other builds for more casual play than this - I wouldn't want Ignore Pain for a solo build where I have to be the primary source of damage, for instance.