Technically I am 1 level from being able to try out inferno and get my face kicked in, but already in 2-3 man groups in hell act 3 we are running into some challenging affix combos.
I REALLY don't like the idea of having to commit to 1 build in inferno to get the best loot. I feel it doesn't promote build diversity at all.
That said I have been using an all purpose build quite abit that I think is pretty well rounded.
I like seismic slam ALOT. It costs alot of fury, but it has good runes and affects a very large area. With Strength From Earth rune it's pretty cost effective imo.
I don't like frenzy much because there are many, many times you have to kite around lasers, leap over walls or whatever where you can lose your stacks. Bash with onslaught lets you hit hard every time without requiring up keep from time on target.
This is by no means my favorite build, but it's allowed me to fight some very difficult affix combos and succeed either the first time or within 2-3 deaths with really tough ones.
Juggernaut is imho the most underrated passive of all. If I'm going to use a one size fits all build, it's going to have this passive. I have actually been kept alive by being cc'd in groups while others are chain feared or jailed while taking mortar fire while I keep getting healed repeatedly because of it. The proc chance is very high. I would guess at least 70% which it pretty much has to be to have any real use.
- 6/1/2012 5:54:20 AM Posted in: Barbarian: Bastion's Keep
5/31/2012 8:47:29 PM
Imho crit damage FAR exceeds boosted damage.Posted in: Barbarian: Bastion's Keep
If you run around with +30% damage from battle rage+marauder's rune and a sword with weapon's master 15% and perhaps brawler for 30% with 3 guys surrounding you, and perhaps 20% damage from your sword you have a total of 95% damage boost and around 8-13% crit with scoundrel and 50% crit damage that's somewhat consistent depending on your build.
Now if you use an axe(s), ruthless, weapons master, battle rage with into the fray and scoundrel, plus stack crit chance and crit damage you would have +15% damage, but could easily have 35-40% consistent crit chance with +250-300% crit damage.
With the first damage only focused build a 100 attack would fairly consistently do 195 with 1 in 9-10 or so attacks doing around 250 damage. With the second crit focused build roughly 4 out of 10 attacks would do anywhere from 350-400 damage while the rest would do around 115. But, it's more than that because many skills hit more than 1 target bringing the amount you critical per attack even higher.
It becomes hugely apparent in hell imo. My favorite barb attack is seismic slam. A crit/crit damage build using this skill does massively more damage than a pure damage focused build.
A constant high damage boost is great, but once you hit 25-40% crit chance I think +crit damage vastly surpasses it in potential damage.
5/31/2012 7:28:26 PM
Like I said, use juggernaut. It will completely outclass the armor buff passives being cc'd even once in a fight on average.Posted in: Barbarian: Bastion's Keep
It has a very high proc chance. Mobs that jail, fear, stun, immob you will just heal you.
It's literally night and day.
I don't see any other combo of passives trumping juggernaut, nerves of steel and Tough as Nails for overall utility/defense.
It honestly blows me away how people undervalue this passive. It's useless against anything that doesn't cc you, but maaaaan when you have mobs that cc you this passive will do more to save your bacon than any combo of skills/passives.
This is just my opinion, but I've seen how strong this passive can be and it's allowed me to solo champs that I would have never been able to pull without it-jailer, waller, mortar, arcane etc.
5/31/2012 7:20:29 PM
Personally I think revenge should have provocation changed to 30% chance to strike back each enemy that strikes you within the next 5 seconds for double damage or something like that.Posted in: Barbarian: Bastion's Keep
That sounds pretty revengy to me. As hard as the mobs hit that would be ALOT of damage.
I'm almost finished with hell act 2 on my barb and I can use pretty much any build I want for packs of trash and most blue elites. When I run into champs I typically have to come up with a specific build to deal with whatever affix combos they have and even though this can be annoying I enjoy the feeling of overcoming these champs by using a successfull build.
Inferno beyond just the huge difficulty increase sounds like it homogenizes the class, or every class for that matter because in order to get the best loot you can't change your build. WTF is that?
Imho they need to buff hp values for barbs starting around act 1 hell and scale it up all throughtout inferno.
I've almost finished nightmare on my demon hunter and it's literally night and day between my barbarian as to how easy it is to not die and/or deal with difficult mobs. I don't even use smoke screen.
I hear alot of barbs between act 1-3 inferno sporting anywhere from 30-100k hp with 500-1k resists, with some life on hit and almost always using a shield(lame) and revenge(even lamer).
Now imagine if your typical barb with decent gear starting act 1 inferno had 75-100k hp off the bat. The mobs still do ALOT of damage so it's not like you can't get gibbed down, but with that extra hp buffer your armor, resists, hp regen actually function better and would allow you to use builds that don't have to use a damn shield, revenge etc.
Maybe that's now what's needed. I dunno. The last thing I want to do when playing my barb is have to make a tank focused build to pass content. That's not build diversity.
I understand inferno should be REALLY hard. But, making people resort to homogenized builds to stack nephalem valor is STUPID. Not giving barbs enough of an hp buffer to be able to utilize more varied builds on the hardest difficulty is pretty weaksauce.
I'm not mad. I'm not even in inferno yet. But, I see all the issues and it's clear there needs to be some changes made.
5/31/2012 7:06:51 AM
get some hatred generation on gear, 50+ discipline, use the bat companion and weave in 2-2 generator attacks between shots of multi shot and you could easily use full broadside all the time.Posted in: Demon Hunter: The Dreadlands
I myself use cluster arrow ALL the time and with just the bat and weaving in 2 entangling shots w/justice is served rune I can fire 10 cluster arrows before I tank on hatred.
You don't unload all of your hatred at once unless you need to. The generator attacks are all good attacks in their own right and to keep up consistent high damage you are better off weaving generators with spenders unless you need to burn down something quick.
5/31/2012 6:50:20 AM
The whole nephalem valor buff is FRICKING RETARDED.Posted in: Barbarian: Bastion's Keep
There I said it.
It does the opposite of what the dev's have been promoting. It promotes a homogenized build approach since you can't adapt your build on the fly. Rather than build diversity you are pigeon holed.
IMHO a build that centers on wotb+earthquake to get past elites/champs is cheesy as all hell.
5/31/2012 6:03:01 AM
Frenzy is utterly pointless in the build I listed.Posted in: Barbarian: Bastion's Keep
There is no one size fits all build, for ANY class in this game. You will run into elites/champs with affix combos that you have to make a specific build to have chance of taking them down. Some you can't hope to beat unless you have leap attack in your build or call of the ancients to do your damage while you run around like a bitch because they are shielding, poison, fast, mortar etc.
I've used the build I posted alot and I'm 57 atm. I didn't say it would necessarily work in inferno since I haven't been there yet. My barb at 57 has 18k hp, 7k dps and 40% crit chance with scoundrel. With 2-1 hand axes and 40% crit whirlwind even against a single target crits alot. Each one of those crits is 1% hp. In a pack of mobs you crit left and right. This build is pretty much unstoppable in a huge pack of mobs, but yes it fairs worse against elites/champs. Even then I have taken several down with this build or made modifications like leap attack over war cry(omg I know the horror!).
If you can't drop the mob in the time wotb wears off then that's it for that. There's nothing wrong with insanity and it's the rune I use the most, but thrive on chaos was chosen with this build because it will feed whirlwind and whirlwind will feed it.
Slaughter for wotb is an amazing rune and trumps all for huge packs of mobs with whirlwind. If you whirlwind into a group with wotb+slaughter up you will get multiple 155% explosions off crits proc'ing left and right, overlapping mobs. WW+slaughter=blender.
I use this build probably 50% of the time when I'm not using a furious charge/seismic slam build or when I have to tailor make a build for a specific elite/champ pack. I know it works.
5/30/2012 7:09:21 PM
1 handed axes with life on hit and alot of attack speed work very well with whirlwind.Posted in: Barbarian: Bastion's Keep
5/30/2012 7:07:08 PM
This would be a good life on hit build:Posted in: Barbarian: Bastion's Keep
Use 2-1 hand axes with life on hit. Use a blend of strength, vitality, as, crit chance, all resist.
The crits feed whirlwind and heal 1% of your hp each. The weapons feed you hp. You can wade through groups without being locked into place. You regen 1% hp per sec. You regen a frak ton of hp with ignore pain up. Wrath of the berserker becomes a long term generalized buff thanks to into the fray feeding it fury as you whirlwind.
I use a variation of this build in hell at 56 atm and it works very well for general clearing. It only runs into problems against certain elites.
5/30/2012 6:57:25 PM
I can suggest one thing that might "massively" help you.Posted in: Barbarian: Bastion's Keep
Use the Juggernaut passive. It proc's ALOT. Last night I came up against arcane, jailer, molten, mortar mobs, 4 of them...
First time they kicked the crap out of me. The jailer part was screwing me over the most. So I put on the juggernaut passive. Second fight I get an arcane laser dropped literally right on me as I get jailed. They chain jail me while I'm getting perma laser'd, but the juggernaut passive keeps healing me every time they chain jail me effectively keeping me fully healed because of the jail. I sat there for fricking 7-8 seconds straight with an arcane laser right on me and a mob with molten next to me and juggernaut outhealed that much damage.
After that experience I was completely sold. It's allowed me to solo several other elites that I could not possible have killed without it. I am pretty much going to have it mandatory in my builds at 60 because it can save your ass WAY more than extra armor can, imo.
I'm 56 atm in hell np, but I know inferno is another story. I can only assume this passive gets even better in inferno dealing with cc.
I really think this is a massively undervalued passive. Perhaps the incoming damage is too high to make it worthwhile in inferno, but I would still think it's a no brainer against any enemies that cc you. Using this plus the 2 armor passives would seem to be the best tanking setup imo.
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