Blade of the Tribes
Ring of Royal Grandeur
UPDATE: I am going to be explaining what build i am using now and how it works at the end!!! This is explaining everything there is ability wise, gem wise, and gear wise.
Required Pieces for both builds
Immortal Leapquake: This is the build that started all my leapquake builds. Uses 3 earth and 3 IK (just like this one except with IK). I am linking this for a interest perspective, I recommend you use this to spark ideas, not as a pushing build, it is kind of out of date now, or is it? Let me know what you think in the comments below!
Meta ZDPS Leapquake: Leoric's Crown, Aquila Cuirass, Lut Socks, 3 Earth, Pride of Cassius. (CFD Build)
Little Rogue and The Slanderer Added
Meta ZDPS Leapquake barb was thought up by CFD, a person who has responded a lot to the reddit forum. This build was a brach off the Whirlwind Leapquake variation. This is more towards the meta, it uses Leoric's Crown (with diamonds), Aquila Cuirass, and Lut Socks instead of the waste set pieces.
I will be using color for the Meta ZDPS Leapquake if its a requirement. Everything that is normal text is either used solely in the Whirlwind Leapquake build, or if there is no orange text in the category, it is used for both. If there is one orange text, that spot is more or less set in stone.
Stat Priority on all items= Cooldown > Vit > Life/Armor/Resist All.
Avalanche: Snow-Capped Mountains - This is surprisingly good, does the same thing as Earthquake - Cave-In, but it also slows.
Rend: Mutilate - Increases your groups damage by 10%.
Ancient Spear: Harpoon/Rage Flip - Harpoon pulls enemies toward your location. Rage Flip throws enemies behind you half way (i.e. you are the 50 of 100 so you will throw them where they are behind you). This is a requirement for the META ZDPS LEAPQUAKE.
Earthquake: Cave-In - A large pull in for the group. Great for stacking enemies if your group doesn't have a pull in.
Ground Stomp: Wrenching Smash/Jarring Slam - Wrenching Smash pulls enemies in just like Earthquake, as a bonus it stuns the enemies as well. Jarring Slam is used for generating globes.
Bash: Onslaught - This grants your group 10% more crit chance. This is nice if your group asks for more crit.
Cleave: Gathering Storm - This is an alternative to Rend - Mutilate. This is used to keep your fury capped out at full when using Blade of the Tribes in the cube.
Whirlwind: Hurricane/Blood Funnel - This is the pull in rune for whirlwind. Sometimes pulls enemies to your location, which is great for the group. Blood Funnel is good for just surviving. Roar survival.
Earthquake: Cave-In - A large pull in for the group. Great for stacking enemies if your group doesn't have a pull in. This is a requirement for the META ZDPS LEAPQUAKE build.
War Cry: Veteran's Warning/Impunity/Invigorate/Hardened Wrath - Veteran's Warning is a dodge increase. Impunity increases Resist All. Invigorate gives the group life per second. Hardened Wrath increases the starting armor to 60% for 5 seconds, then goes back down to the normal 20%.
Threatening Shout: Falter/Demoralize/Grim Harvest - Demoralize is a taunt for your group. Falter increases your groups damage. Grim Harvest generates globes.
Threatening Shout: Falter/Demoralize - This is another spot for Threatening shout if you are using War Cry in the first spot.
Wrath of the Berserker: Striding Giant - Gives you more damage reduction.
Ignore Pain: Mob Rule - REQUIRED. No arguments about this ability, except placement. 25% damage reduction for your group. Again REQUIRED.
Leap: Death from Above - When you leap you stun enemies on impact (This DOES stop pull-ins)/ Call of Arreat - Adds another Pull-In.
In the "paragon priorities" section, I will be going into more detail about the abilities and their uses. As well as the set bonuses, and how I put together this build.
Weapons Master: 2 Fury per hit. This will keep you capped at 100% fury.
Earthen Might: Whenever you use Earthquake or Avalanche, generate 40 fury. This creates insane fury generation. USE WITH BLADE OF THE TRIBES
Tough as Nails: 25% additional Armor. Increases your toughness.
Inspiring Presence: Gives you and your group 3% life per second.
Superstition: Reduces elemental damage. This is not needed which is why this is the spot that is going to be replaced IF NEEDED.
Relentless: While below 35% life, you gain 50% damage reduction, and life per fury spent. This increases your survivability.
Boon of Bul-Kathos: Reduces the cooldown of Wrath of the Berserker. This is important when you use Wrath of the Berserker to keep it up almost 100% of the time. Use when your using Wrath of the Berserker.
Nerves of Steel: Your cheat death. You do not need this. If you die its your fault. I will recommend it for Hardcore though just in case.
Gear - Diamonds
Weapons - Amethyst
Esoteric Alteration - Reduces elemental damage
Moratorium - Turn 35% of ALL damage done to you into a dot. This gem i find really interesting, because you have a lot of toughness. This gem basically, at higher levels, gives you 35% reduced damage from EVERYTHING including elemental damage. you basically out heal the dot damage.
Mutilation Guard - Reduces Melee Damage
Gogok of Swiftness - Increases your cooldown reduction by 15% and gives you increased dodge chance with each rank.
Gem of Efficacious Toxin - Increases group damage by 10% and reduces the damage enemies deal by 10%.
Iceblink - Increases the groups crit chance.
Thunderfury, Blessed Blade of the Windseeker - Slows movement and attack speed of enemies hit by the lightning
Solanium - Chance to spawn a globe when you crit. Nerfed this season via an 8 second cooldown.
Vigilance - Minor monk circle that sometimes spawns.
Blade of the Tribes - This is a interesting combination. This allows you to switch out weapons master with Earthen Might. This is a MINOR increase to your damage, but this could be the difference between finishing in time and not. This is a requirement for the META ZDPS LEAPQUAKE build.
Chilanik's Chain - Increases the movement speed for groups. This is a requirement for the META ZDPS LEAPQUAKE build.
Skull of Resonance - Been looking at this item for a while. I have not tested it out but it looks interesting. It can be another cc for the enemies.
Aquila Cuirass - 50% reduced damage when above 90% resource (which should be easily achieved via Weapons Master and Bul-Kathos Weapons).
Mantle of Channeling - A more reliable, but weaker Aquila Curiass. 25% reduced damage.
Strongarm Bracers - Use for when your group wants more damage. Use this in cube in combination with Nemesis Bracers.
Ring of Royal Grandeur - Required. Lets you have the 4 or 6 piece for any set. In this case its the 4 set for the Waste and the Earth sets.
Critical Hit Chance
Critical Hit Damage
Life on Hit
Resource Cost Reduction
In this section I will be going into detail about the set and the background. I will also go through the Amulets and Bracers.
Overwhelming Desire - Confuses enemies and makes them take 35% more damage.
Halcyon's Ascent - Force your opponents to jump up and down. An additional CC, which is nice.
The Ess of Johan - Pulls in enemies and slows them by 60-80%
Hellfire Amulet - The normal Hellfire Amulet. I would recommend Relentless or Boon of Bul-Kathos, or one of the passives in the passive section.
Strongarm Bracers - Increases your groups damage by 30% for 5 seconds. Whirlwind will proc this. Use Nemesis Bracers in cube if you are wearing Strongarm Bracers.
Nemesis Bracers - Spawns elites via pylons. If your group can handle it, use with Strongarm Bracers in cube to increase damage enemies take.
Ancient Parthan Defenders - Extra toughness. You do not NEED these, but its extra toughness.
Below is my first build which got me started on making builds that started with the idea of max toughness that a character can get. If you know what your max defense is you can back off from it, because you know there are ways to increase your toughness, so you are not just stuck doing a rift because of your gear/comp. It makes you more flexible and able to change the build on the fly.
FIRST BUILD: http://www.diablofans.com/builds/77704-zdps-leapquake-2-4-1
The reason I'm linking this build is to show you guys how the build evolved. That build was my first build, and it evolved into something better. It may also touch on some things I did not say in this build.
This is the start to most of my builds. What can I do to break the last toughness I made. This build at paragon level 800 in just normal gear, AGAIN base normal gear no ancients whatsoever, has a toughness with all buff up at 10 billion toughness on your own which is insane! Using full ancients, perfect stats (aka dream gear), and having an additional 250 vitality on all peices, the toughness with everything active goes up to 24 billion.
Perfect Stats: http://www.d3planner.com/763186597
Normal Gear: http://www.d3planner.com/732512362
This was just for testing and numbers. The abilities i used to test these are viable with this build, but its more general, and less updated than the current versions.
Using War Cry (any rune), Wrath of the Berserker (Striding Giant), and Threatening Shout (depends on group), you can gain the maximum toughness. The build also uses Aquila Cuirass, which will reduce your damage taken by 50%, Whirlwind is another 50%. Band of Might in a perfect world is another 60%. Wrath of the Berserker is ANOTHER 50%. The most important ability, in my opinion, Leap (Death from Above) which gives you 225% additional armor and stuns enemies. By the end, you have extremely high toughness.
Now toughness isn't everything, I know that, why should you care about the toughness. The reason why you should care is because it makes the build flexible. This is the MAXIMUM toughness. If you have ANY troubles surviving there are options to change your build slightly and allow you to support your group, while being able to survive almost anything.
I told a clan mate about this build and he is loving it. He actually did a few things to the build and made it more of a support barb. It has less toughness than the maximum toughness, but it gives the group A TON of extra damage.
The buff build was a creation that my clan mate made. Because the build on its own has tons of toughness, your allowed to do things the normal barb couldn't do as easily without a group making sure you stay alive.
The build is built around increasing your groups damage. The buff barb uses Rend, Falter, Toxin, Overwhelming Desire. If your group can use the extra damage and less buffs, more risky though, you can use Strongarm bracers to increase your groups damage by another 30%. As said its risky because to have a garunteed (not added) strong-arm buff you have to get rid of War Cry for Ground stomp - Wrenching Smash, or Earthquake - Cave In. You can use the base whirlwind and it will work just fine, it will sometimes proc the Strongarm Bracers.
UPDATE: My clan mate tried out an immortal leapquake dps build, it did not work, I literally said is this a thing and put it together and said here to him. He told me it did not work, but this actually gave him an idea. The idea was to use Blade of the Tribes. This allows you massive fury generation, which allows you to remove Weapons Master for Earthen might, and allows you to use two different weapons because your generating so much fury. This also does SLIGHTLY more damage for your group. Its so slight that it could help with the difference between completing the last few seconds of the rift and not. Its unique, and opens up a whole new way to set up this build.
Hope you enjoy, leave any questions you have in the comments below!
Hi everyone! Here is a Whirlwind Leapquake barb. There are variations of this build using different abilities. Thats the beauty of this build, its extremely flexible. Hopefully I went through enough detail.
Leap is a HUGE part of this build. Its basically what the build is built around. Its more than 50% reduced damage i think. Hopefully most of everything above explains all you need.
My friend mentioned above did a 95 in a 4 man group. Did not lose much health. So this build should be able to handle the upper grift levels with ease.
Remember the entire goal of the build is survival and flexibility with your group. If you need more toughness look at the Maximum toughness build. Add what is needed to help you and your group survive the rift level your in (if needed).
Hi everyone! I updated the build to show Ancient Spear instead of Avalanche. Avalanche still works, just not up to par with groups right now. I am not a meta guy, but for the meta groups out there, you want to be using Ancient Spear just for grabbing density and getting ahead. I also changed the Armor Cube item to have Chilanik's Chain in it. This is just to show the meta build.
Hope you guys enjoy! Let me know what you think in the comments below!
Hi everyone! I am going to be making another build/builds to keep this more updated! I am not doing this for views, but I think there are people out there that want to know more information about this build. This is a collection of EVERYTHING I have learned about this particular build/builds.
This is going to become an Uber Detailed Guide for this build. This can be used for other zdps barbs as well. I want this to invoke ideas and start communication.
Enjoy the build guys! I will add a link to the most updated builds I make.
Hi guys!!! Been a while. Just wanted to add this little update that added Little Rogue and The Slanderer. This is still untested but in theory it works. Just adds a load of attack speed, which lowers cooldown of your skills faster. Must have Blade of the Tribes for fury generation. Best of all, it increases your armor even more so you can be even more unkillable than before.
Hi Everyone!!! Just wanted to update this guide to make it known that this is updated for the future. It is still a fun quick working zdps build meant for casual play. Sad that Diablofans is closing, thank you for everything Diablofans!!!