Rating
+2

Pull Barb - The Outcast

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Skills

  • Furious Charge Merciless Assault
  • War Cry Veteran's Warning
  • Ancient Spear Rage Flip
  • Ignore Pain Mob Rule
  • Rend Mutilate
  • Threatening Shout Falter
  • Inspiring Presence
  • Nerves of Steel
  • Pound of Flesh
  • Relentless

Items

More Details
  • Legendary Gems

    • Gem of Efficacious Toxin
    • Wreath of Lightning
    • Gogok of Swiftness

Kanai's Cube

  • The Burning Axe of Sankis
  • Chilanik's Chain
  • Band of Might

This build is used in 4 player meta play for either pushing or speed running 110+ GR.


Skills:

Furious charge(merciless assault): this is your movement and freeze skill. It is also your main fury generator. Because of knockback effect some groups have barbarian wear strongarm bracers instead of nemesis and necromancer wears nemesis. Sometimes charge is combined with Ancient spear: rage flip pull skill to help barbarian pull mobs through tight spots. FURY GENERATOR (1 CHARGE 15 FURY + STAMINA RUNE - EACH ENEMY HIT GENERATES 10 FURY)

War cry (veterans warning): this is your buff skill for the party and yourself which increases armor by 20% and with the rune also dodge chance by 30%.Activates inspiring presence passive which after using shout activates regeneration of 3% of maximum life per second for you and party. FURY GENERATOR (20 FURY)

Ancient spear (rage flip): this is your skill to pull mobs together and stack them at the stopping point for wizard and monk. You have two pulls on each mob before they get immune to crowd control effects a.k.a. you rage flip. After cc stops you can pull them again. mobs will be pulled behind you so you can more easily "feed" the monks cyclone. you can use force stand still with this skill. FURY SPENDER (25 FURY)

Ignore pain (mob rule): this skill will help you and your party become immune to crowd control effects for 5 seconds (cassius belt increases this buff by 6 extra seconds). Second effect is your incoming dmg is reduced by 50% and by 25% for your party.

Rend (mutilate): this skill will bleed enemies in12 yards and the mutilate rune will increase dmg taken from all sources by 10%. FURY SPENDER (20 FURY)

Threatening shout (falter): this skill reduces dmg from enemies in 25 yards range by 20% for 15 seconds. Falter rune increases dmg to enemies by 25% for 6 seconds. Falter does not stack. FURY GENERATOR (15 FURY)

Paragon Priorities

Core

Vitality
Movement Speed
Maximum Resource
Primary Stat

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

After you are start getting main stat points you put them in vitality. For group play you turn of paragon points in area dmg, critical chance and critical hit damage.

Build Guide

With this build you will have to buff party with dmg reduction, moving and increasing dmg, help them with freezing mobs when moving, making way for wizard with monk, decide when and where to stop for mob stacking, play pylon "spawn" and "despawn" according to maps and progress and proper playing on RG for boss killer.

Pulling of mobs:

This one seems pretty obvious, what your main objective is, is to pull mobs sometimes when moving and for "pit stops". You will usually have 2 pulls on enemy before it is CC and then you need to wait a bit before you are able to do it again. Some enemies can not be pulled because of their size or affixes (shielding, juggernaut). That is when your toxin gem comes into play because when you poison enemies it is an aggravation mechanic. This also means you do not have to pull enemies all the time when they are poisoned esp. near monk and wizard stop point. Other aggravation mechanic is your wreath of lightning gem which comes in handy esp. on tight spots when you can not pull enemies, elites and you lure them with lightning of gem. You do not hit enemies with rage flip at the time more than it is needed to proc the gem.

When you move you can pull mobs with you because you expect to stop somewhere ahead and you don't want to lose time with stacking them later. It is crucial the monk doesn`t cyclone them along the way because if he does you can not pull them. You must be careful not to block wizards path with pulling of enemies. Rage flip helps wizard to get through tight spots because you will move enemies in such a way that the wizard can go through. Monk and barb have to know when and where someone of them pull them away. That is also why you want to stack attack speed and resource cost reduction on gear so you move and pull faster. The second reason is also faster fury spending which procs obsidian ring more.

To be efficient you have to position yourself in way that you can pull enemies according to map layout because if you are in wrong spot you will not be able to move them you will only knockback them a bit. Rage flip can be used to either position white mobs around elite or moving of elite inside wizards hit are if needed.

Ignore pain: this skill has to have 100% uptime for party and yourself to prevent any crowd control effect on you and party and for dmg reduction (see skill description). This uptime is achieved with Cassius belt and good CDR which you stack to max on weapons, jewelry, gloves, shoulders and gem in helm with combination of Leorics crown.

War cry: Together with Chilaniks chain it will also buff party movement speed. Faster moving, pulling and stacking is crucial for GR play.

You will also use your threatening shout to help with dmg reduction on you and party and buffing dmg through falter on mobs. Rend is used on mobs that are stacked around monk and wizard to buff wizards dmg. Can be used on RG for cooldown for IP and is used on RG for buffing dmg when BK attacks him.

Next thing is "pylon percentage play": Usually first pylon spawn can start at 15% and is "guaranteed" at 30%, 50%, 80-85%, 95% or if not on 95 at 98-99% it is still possible to get a pylon. This is used with map layouts and that is why you have to be careful how much of map you open when you move and where you make your stops. If you do not want any pylon on particular map and you estimate that the percentage party gets from killing of left mobs is enough to spawn new pylon, you can despawn by "opening" of map. You can also wait with collection of elite globes to either prevent RG spawn before new pylon is discovered or move on next map if you know the pylon will spawn at percentage you a re before you pick globes.

There are many more tactics in GR play but this are some of the basic ones.

For proper RG play as barb I recommend checking this spreadsheet which has good descriptions of RG gameplay:


https://docs.google.com/spreadsheets/d/1JUvow4-hooyW2F29LY9PLk-2Lr4eiEhE9McgR6lYIoI/edit#gid=0


Notes:


Relentless can be swapped with superstition.


You can augment your gear with vitality if you feel you need more but usually all resistance is the best way to go... Best secondary resist on gear is physical resistance and reduced dmg.


If you use pig sticker and stormshield change the relentless passive for sword & board.


Never use an Ess of Johan amulet on support barbarian.