The old attribute of "Defense" used to decrease ALL incoming damage, both magical and physical. "Armor" then took over the job that "Defense" used to have. Here is the info I have that supports this; From the Diablo Wiki:
1. Defense:http://www.diablowiki.net/Defense - "Defense was one of the core attributes for characters in Diablo III. It goverened the amount of damage the character took from all attacks, physical and magical"
I'm fairly certain that armor will not protect or will only partially protect from elemental or spell damage. This is the type of armor ignoring attack that was mentioned earlier (which seemed to be sadly laughed at). This is why you need to get vitality and elemental resistances. If you have high armor and low life then casters are going to kill you, fast.
I've seen nothing that suggests armor will have a diminished effect on magical attacks. Most skill runes seem to make the player choose between a small amount of armor, or a large amount of magical resist. Since magic is a very specific type if damage, it makes sense that the player is offered more resistance to it compared to the more broad "Resist All" effect of armor.
Example: War Cry - Choose between +20% armor or +50% resistance.
I saw here http://eu.battle.net...ctive/whirlwind that one cast of whirlwind is about 3 second carnage so 4 fury per hit sure is a lot. I think. I'm not sure how whirlwind works but thats what I see on the vid.
I just changed some runes for more survivability. Used REVEL for overpower and PROVOCATION for revenge.
I added LEAP just cause I like that skill ever since D2 lol and it added mobility to get in and out of crowds, And I used call of Arreat for it to act as crowd gatherer for more effective use of whirlwind and overpower.
And added warcry for even more defense and survivabilty
I wonder if fury gain is high enough for the berserker rage to kick in if not I would switch it out for tough as nails, superstition or bloodthirst depending on my gear.
Frenzy(Smite) - Faster swing for more hits in while they're stunned
Seismic Slam(Stagger) or Weapon Throw(Hammer throw) - Long range stun and fury dump for those enemies that love to run away
Revenge(Provocation) - Like yours for healing and survivability
Warcry (Impunity) - Just cause I had bad experience on elemental damage from D2
Threatening Shout(Falter) or Ground Stomp(Wrenching Smash) - Ground stomp for more "come over here and stay here"
Leap(Death From above) - for the time you manage to get away or I stunned you with hammer throw or seismic slam
Nerves of steel, superstition, relentless - I don't know how superstition and relentless works but if they are additive that would be 70% reduced damage from elemental + the resist from impunity I may not have to worry about dying from elemental damage. With nerves of steel more hp means more armor. More hp means the relentless would activate on a safe HP value I suppose and if relentless activate spam all fury spender!
For PVE I think he might need more AOE damage? Or maybe the seismic slam is enough AOE?
Active skills:
Ricochet WT for more no escape procs
Toppling Impact Leap and Bravado Ignore Pain for distance
Threatening Shout for drops (but it could be set up as additional attack speed/speed reducer)
Ancient Spear as additional fury gen, with the nice rage flip rune.
Passives:
Ruthless and No Escape (obiouvsly) and Unforgiving for fury recovery.
This is an high level build, with some optional elements that will need to be tested but could work.
You're right I'm gonna use ricochet instead for more procs thanks!
I also have a different build for mf barb with hota and threaten that also have high crit
@Scyldragon - I didn't see that... I guess its just a CHANCE to regain fury every crit. sad I thought it was constant.
Yeah, but we don't know the percentage. It can't be THAT low, or those abilties would be effin worthless. I still think it might be viable, but unless blizz releases some numbers I guess there's just trial and error left.
Then again maybe this build would be more fun in co-op I could potentially stunlock stronger enemies. Assuming they're not immune to stun.
Possibly. Has anyone ever used that ability? Cause the reading is shifty on whether you actually do any damage with that hammer, or if it's only an attack with high stun percentage. 110% dmg and 75% stun for 10 rage sounds a bit too good, like something you could easily use in melee to stunlock enemies.
Maybe it's just 75% stun with no damage with that rune lol. I'm not sure but it would suck if it only have chance to stun like its just a waste of fury 1/4 of the time :/ If thats the case then I guess I have to use a different rune for it. But I would really like to try this build just for fun lol.
@Scyldragon - I didn't see that... I guess its just a CHANCE to regain fury every crit. sad I thought it was constant.
@Gnarf - I thought I wouldn't need def that much since I won't be charging in the thick of things. But if I happen to get killed often in higher difficulties I guess I can change ruthless to tough as nails and start using Shields.
Then again maybe this build would be more fun in co-op I could potentially stunlock stronger enemies. Assuming they're not immune to stun.
My main attack would be weapon throw first using Shout for some fury to spend then using Battle Rage and Overpower for some crit or maybe I can leap into a cluster of enemies and use overpower there. Then I will just attack with my weapon throw hoping for some crits to regain 29 fury.
Then if I have enough fury I would use wotb for more crit. Then hoping to maintain the berserk with my weapon throws.
It would be ideal to stay away from enemies using leap and attack from long range.
or am I hoping for too much crit for this build to be effective?
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Based from the link you gave http://www.diablowiki.net/Defense
it says def, armor and resist are different.
But it also says this "Armor is taking over for what Defense used to provide" that means the damage protection for all type?
But then does that mean resistances became useless since I can just pump all into armor?
Then I assume enemies have that too. I think weapons that ignores armor just become very valuable.
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on that note does anyone know what armor value do I need to get the maximum damage reduction?
EDIT: Does armor defend against elemental damage?
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I made a build around that but added some more survivability and removed wotb
http://eu.battle.net...XQkV!cbY!cYYccc
I saw here http://eu.battle.net...ctive/whirlwind that one cast of whirlwind is about 3 second carnage so 4 fury per hit sure is a lot. I think. I'm not sure how whirlwind works but thats what I see on the vid.
I just changed some runes for more survivability. Used REVEL for overpower and PROVOCATION for revenge.
I added LEAP just cause I like that skill ever since D2 lol and it added mobility to get in and out of crowds, And I used call of Arreat for it to act as crowd gatherer for more effective use of whirlwind and overpower.
And added warcry for even more defense and survivabilty
I wonder if fury gain is high enough for the berserker rage to kick in if not I would switch it out for tough as nails, superstition or bloodthirst depending on my gear.
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http://us.battle.net/d3/en/calculator/barbarian#WeVkYX!beU!YaccZc
Frenzy(Smite) - Faster swing for more hits in while they're stunned
Seismic Slam(Stagger) or Weapon Throw(Hammer throw) - Long range stun and fury dump for those enemies that love to run away
Revenge(Provocation) - Like yours for healing and survivability
Warcry (Impunity) - Just cause I had bad experience on elemental damage from D2
Threatening Shout(Falter) or Ground Stomp(Wrenching Smash) - Ground stomp for more "come over here and stay here"
Leap(Death From above) - for the time you manage to get away or I stunned you with hammer throw or seismic slam
Nerves of steel, superstition, relentless - I don't know how superstition and relentless works but if they are additive that would be 70% reduced damage from elemental + the resist from impunity I may not have to worry about dying from elemental damage. With nerves of steel more hp means more armor. More hp means the relentless would activate on a safe HP value I suppose and if relentless activate spam all fury spender!
For PVE I think he might need more AOE damage? Or maybe the seismic slam is enough AOE?
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You're right I'm gonna use ricochet instead for more procs thanks!
I also have a different build for mf barb with hota and threaten that also have high crit
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Maybe it's just 75% stun with no damage with that rune lol. I'm not sure but it would suck if it only have chance to stun like its just a waste of fury 1/4 of the time :/ If thats the case then I guess I have to use a different rune for it. But I would really like to try this build just for fun lol.
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@Scyldragon - I didn't see that... I guess its just a CHANCE to regain fury every crit. sad I thought it was constant.
@Gnarf - I thought I wouldn't need def that much since I won't be charging in the thick of things. But if I happen to get killed often in higher difficulties I guess I can change ruthless to tough as nails and start using Shields.
Then again maybe this build would be more fun in co-op I could potentially stunlock stronger enemies. Assuming they're not immune to stun.
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Is this build viable?
My main attack would be weapon throw first using Shout for some fury to spend then using Battle Rage and Overpower for some crit or maybe I can leap into a cluster of enemies and use overpower there. Then I will just attack with my weapon throw hoping for some crits to regain 29 fury.
Then if I have enough fury I would use wotb for more crit. Then hoping to maintain the berserk with my weapon throws.
It would be ideal to stay away from enemies using leap and attack from long range.
or am I hoping for too much crit for this build to be effective?