Insane art, congrats!
- eldimmy
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Member for 12 years, 1 month, and 28 days
Last active Sun, Dec, 27 2015 10:27:21
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- 58 Total Posts
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Sep 11, 2015eldimmy posted a message on zDPS Exp Witch Doctor, Reimagined Wizard FanartPosted in: News
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Sep 7, 2015eldimmy posted a message on Death's Breath Farming Builds for WD and DH, Bounty Speed Farming Crusader, Rank #1 DHPosted in: News
nice try on the DH farming build, but no... it's terrible
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Jun 25, 2015eldimmy posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
Fixed legendary effects should be in hand (calamity, flying dragon, rimeheart), and variable legendary effects should be in cube (furnace, sun keeper), because they always roll max effect, but depends, if you already have a godlike rng gear equipped, then you can put anything in the cube.
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Jun 16, 2012eldimmy posted a message on Patch 1.0.3 Unofficial ChangesPosted in: NewsQuote from pitchShifter567
Quote from aldrek
So they're making Fury spenders even less attractive? Niiice. Not that anyone uses that passive anyway.
I have my barb in Act 2 Inferno right now and I hardly ever use a fury spender. The only ones I would ever use are earthquake and WotB. I use leap (with 300% armor inc.), war cry (armor and resist), revenge, ignore pain, WotB, and frenzy. I swear fury hasn't meant too much to me so far. I'm constantly full.
Edit: Also, is there a confirmation or some sort of source as to the patch is supposedly coming next week?
try to use rend with blood lust rune, gonna be impressed. - To post a comment, please login or register a new account.
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I prefer rings and amulet with loh, I just pop WotB with ToC and clear everything, WotB rarely fades.
http://us.battle.net/d3/en/profile/Dimmu-1546/hero/11886932
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I really hate games that has some kind of potion spam to be alive or to use your abilities.
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One shot everything in diablo is not the fun part, if you think so you doing it wrong.
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Active skills
Bash: Fine maybe a buff on damage and a boost on it's rune effects. Frenzy most of the time is superior and Bash is more usable with instigation for faster fury generation.
Cleave: I think Broad Sweep rune just destroys Bash. Damage with Cleave need some tunning. Sidearm is more viable because of it higher procs. Gathering Storm is too short. Also cleave should generate fury per enemy hit and not per swing, the rune is just a boost for more fury.
HotA: 200% weapon damage for thunderstrike rune just don't worth. I'm not fan of "kills procs something" or "critical has a chance of". Kills make it more viable when you have superior gear or the stage is crowded, useless vs elites/bosses. Rolling thunder with reduced damage? I prefer to pick seismic slam instead.
Ground Stomp: Just make it useful on bosses and elites. If the problem is eternal stunlock than put a slightly DR on it.
Rend: Blood Lust rune only works if you have sooo powerful gear, for progession is useless needs a buff. Lacerate and Mutilate, why should I pick one or another? the tooltip is so confusing, modify one to generate fury instead or whatever. Bloodbath, again rune that grants a benefit on kill is weak (my opinion), I want a instant gratification, something that I can rely when I want, be dependent to Rend kills is rough and not fun.
Leap: Blizzard stated that leap is a escape ability. And two runes improves that: iron impact and death from above. The rest of the runes are soooo weak. We could use a leap with dodge bonus/movement speed increase. An offensive leap with increased damage bonus or a guaranteed critical strike for all your attacks for X secs. Something interesting. Or a rune that makes you "after 1s of leap, you can leap twice before incurring it's cooldown."
Ancient Spear: Needs a rework, too situational, blizzard can make it more useful. I don't have any ideas right now.
Frenzy: Sidearm nerf for sure, the axe damage will probably be 75% weapon damage or less. Triumph rune, again "on kills runes" is bad, people RARELY use it, bad for progression and makes the player rely too much on kills with the specific ability, add some life on hit on this. Vanguard should be baseline, or at least increase attack speed to 100% at 5 stacks in addition to the movement speed.
Seismic Slam: For me weak weapon damage and all fury spenders need some buff on damage, people rely to much on fury generators for main damage. Fury spenders only worth with high level gears, it's sad. Stagger, 70% for just 1.5s stun? it cost fury, I want to be rewarded for using it. Rumble rune is weak.
Revenge: I'll compare this one with overpower (which is downrated compared to revenge). Barbarians rarely don't get hit, and for the massive use of provocation rune, a nerf with proc chance is inevitable. So first, revenge is too rewarding on damage and survival. 220% weapon damage is too much, so a nerf here. Provocation rune is mandatory so it should be removed and revenge proc can be adjusted baseline of 20%. The rune that substitutes provocation can be Guardian rune. The guardian rune grants additional 5% of your max hp has a shield. Absorved damage does not proc revenge. Grudge is weak, could be replace by a rune that increases your armor 5% for 5s, stack up 3 times.
Overpower: I'd like a buff on damage and a reduced cooldown, 15s is too much. If criticals reduces cooldown I want this ability to worth using. i'll pick revenge that procs all the time and do much more damage and heals me. Make Overpower OVERPOWER.
Ignore Pain: Bravado rune, bad design, NOONE use this kind of rune "knockback/damage on activation". Put a rune that increases the damage ignored by 100% for 3s.
Battle rage: I have no doubt that critical hit affix will be nerfed and critical damage aswell. And many of battle rage runes has this "critical hits HAVE A CHANCE", Imo I hate this kind of RNG and will be affected for future nerfs, so make runes more consitent and less RNG. marauder's rage is too strong, put a rune that increases damage by 20% and critical hit chance by 5% or increased critical hit damage instead of all damage.
War cry: Impunity will probably be nerfed by half. My idea is to put 15% armor and resistances baseline and 25% armor and resistances with the rune, to make others more powerful compared to impunity, because resistances are so useful, so a baseline resist is good. Instead os Hardened Wrath, put an offensive war cry that grants attack speed by 5% for everyone, don't give damage increase because we already have passives and battle cry.
Weapon throw: A situational ability and well balanced. Also nerf charm effect to 4s.
Sprint: For me a meh ability, We have a plenty escape abilities so I don't think it is necessary to have a mobility ability like that, but that just me.
Threatening Shout: Well balanced ability. Falter can reduce attack speed by 10% but for entire duration. Terrify could be 100%, RNG is bad for CD abilities.
Furious Charge: Merciless Assault could be baseline, if so furious charge would have less damage and nerfed beneftis from runes, but that just me. But for balance purposes, Battering Ram is useless if I can spam Merciless Assault. Dreadnought could be nerfed to 5% (8% is too good). Bull Rush could be 100% without the crit thing.
Wrath of the Berserker: Of course Insanity rune will be nerfed here, but I'll add a 25% damage baseline and 50% with insanity rune. Arreat's wail type of rune is sad and poor design in my opinion. And add a kill to increase the duration of the ability like archon to encourage players too use it to zerg mobs, not only champions. Make Thrive on Chaos to also add 1s duration per 25 fury spend. Slaughter to have 100% proc chance, less RNG blizz.
Earthquake: Needs a rewamp on some runes, they look so similar.
Call of the Ancients: Duty to the clan is the most popular choice here, and add new abilities to one of the ancients isn't that cool, you really don't know how this would work and looks more cosmetic than anything, so rewamp this abilities runes and make them more cool, like "talic/korlic/madawc is now your companion and gives X benefit" like Monks copy elements.
Passives
Inspiring presence: Double duration on shouts isn't that useful, you know, you have to activate them when they're off Cd because you have to generate fury and stuff, so it's inevitable. 1% hp regen per sec is weak, 2% fair. A buff on main stat bonus of the shouts could be better than an extended duration.
Bloodthirst: This is disgusting weak, i'm sorry, but life steal is already nerfed on inferno, and 3% is useless. Make it more useful please.
Unforgiving/Animosity: Should be 2 in one really.
Relentless: 20% is really too low, my idea is to put 35% health and 50% less fury cost and damage while below that amount.
Juggernaut: Too RNG, people don't like that. Passives should be consistent. nerf healing to 10%, but put it to a 100% really.
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Anyway nice video and nice barb.
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try to use rend with blood lust rune, gonna be impressed.
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Some points:
Frenzy with maniac rune: why sidearm if I have rend/revenge. Also it's increase the damage of rend so it will heal you for more.
Rend with bloodlust rune: soooooooo overpower, you guys have to try it out. I rarely go out of fury so rend is almost 100% active on enemies, just love to take packs and packs of monsters with this. With revenge procs this heal is amazing.
Leap/furious charge: a must. so much mobility and survival with those guys. just take it and try to master it uses.
My stats:
8779 damage
900 resist all
8888 armor
21% block
630 Life on Hit
48k HP
1,1k str and vitality.
helm with star gem and 2 items with 5% hp
OBS: Rend guys, REND!
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Azmodan runs on nightmare gives you 40k xp. Then finish the last quest of the act (just talk to npcs) and get another 40k. Repeat.
Azmodan on hell gives decent xp as well, around 200k with the process I mentioned above.
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By Bashiok on twitter (6min ago)