2.6.1 CHAAARGE Barb TXIII SpeedFarm
Skills
Items
-
Head
- Raekor's Will
- Immortal King's Triumph
- Stat Priority: Str Vit CHC Socket
-
Shoulders
- Raekor's Burden
- Stat Priority: Str Vit Skill: FC CDR
-
Amulet
- Hellfire Amulet
- Stat Priority: Socket CHD CHC Physical %
-
Torso
- Immortal King's Eternal Reign
- Raekor's Heart
- Stat Priority: Str Vit Skill: FC Socket
-
Wrists
- Nemesis Bracers
- Warzechian Armguards
- Ancient Parthan Defenders
- Stat Priority: Physical % Str Vit CHC
-
Hands
- Raekor's Wraps
- Immortal King's Irons
- Stat Priority: Str CHD CHC CDR
-
Waist
- Immortal King's Tribal Binding
- Stat Priority: Str Vit Life AR
-
Legs
- Immortal King's Stature
- Raekor's Breeches
- Stat Priority: Str Vit Socket AR
-
Feet
- Immortal King's Stride
- Raekor's Striders
- Stat Priority: Str Vit AR Armor +
-
Rings
- Avarice Band
- Band of Might
- Stat Priority: CHD CHC Socket CDR
-
Weapon
- Immortal King's Boulder Breaker
- Stat Priority: Dmg % CDR Str Socket
-
Offhand
-
Legendary Gems
Kanai's Cube
Paragon Priorities
Movement Speed |
Primary Stat |
Maximum Resource |
Vitality |
Cooldown Reduction |
Critical Hit Damage |
Critical Hit Chance |
Attack Speed |
Life |
Resist All |
Armor |
Life Regeneration |
Area Damage |
Life on Hit |
Resource Cost Reduction |
Gold Find |
It's obvious you didn't saw the video.
someone asked how much CDR do you have in your guide that's why i replied him that. guess the guy deleted his post. nice guide btw.
You could run in-geom as well, TXIII is very easy with charge barb.
Charge Barb and WW will be the fastest for TXIII.
Why would you use Battle Rage - Bloodshed in a speed farming build when the Ferocity rune exists and provides a comparable damage increase through Standoff? Am I missing something with the new Bloodshed mechanics that makes it superior here? Seems like you're just passing off 15% movement speed for no real reason.
Why the focus on PHY damage? AFAIK Raekor set gives all runes of Furious Charge, and the one you select is the one used for elemental damage.
I'm now using the Fire rune on my Charge barb in season (P620-ish), even with In-Geom cubed and Boon of the Powerful (I don't have all the best gear with CDR rolls yet, also kinda half decent Fire Nemesis). Besides a not very well rolled ancient boulder breaker and ancient gloves all the rest is non-ancient - I don't have the feeling I'm going through TXIII much slower (even with badly rolled Avarice and Might rings).
How about area damage, my friend told me we need area damage on shoulder and gloves. What do you think ?
What procs Bane of the Trapped?
I have a hard time using this build. In a dense rift, the damage is fantastic, but maintaining Battle Rage, Sprint, and especially WotB can be very difficult to keep up when there are large gaps in a rift (such as Shrouded Moors) or I have to backtrack to find the next floor. 37% CDR or not, if there aren't any enemies there's no way to build fury and thus no way to recover WotB, so I lose all momentum. Even in a dense rift, having three buffs to keep track of is a lot to process when there's no rotation (unlike Leapquake's Leap-Leap-Leap-Slam) and I have to adapt very quickly based on what's going on in the rift. I also find it very fragile - even on the lowly T10 I have to take the Striding Giant rune to not die all the time. It's certainly a very powerful build, but it's a lot to keep track of for a build so fast.
For anyone having issues with this you should grab a Band of Might, it will increase your durability quiet a bit.
Ya, but you should not have to watch the video for the build info (that is what this page is suposed to be for). The videos are mostly for you to show that the build works, explain why if needed/wanted, and tell everyone how to use it. Anyway, for anyone wondering 37% cdr is minimum needed for build but the more cdr the better the build works and the other passive (hellfire ammy) is brawler.
I disagree. The video is the real guide and the dfans build supports it for reference. There's less appeal in a guide if it's 10 pages of text. But thanks for the feedback.
So, you are saying that telling people the build requires at least 37% cooldown reduction but more cdr the better and that the other passive from the hellfire amulet should be brawler will somehow add several pages to the build. Sorry but that is far from enough to do that and perhaps you need your eyes examined. I never said you need to tell them how to use the build in the guide (actually I said that was what the videos are for). I only said you should put all the info needed to make the build in there and those things I mentioned were the only things you were missing. So please, explain to me how is it that something I can easily say in 1 or 2 sentences takes you several pages to say?
So then do it... I'm not going to make a written guide for every build I make, I take the time to make these videos and I think that's enough. I'm sorry you prefer the written form.
Would like to know as well the logic behind that choice, I would've thought the Ferocity rune was a no brainer !
After playing the build for most of season 15 i've tested a lot of random stuff, and there is no big difference between Battle Rage - Bloodshed and Ferocity rune. In the end it comes down to personal preference. Bloodshed gives you abit more AOE clear and Ferocity increases ur movespeed and DMG with the regular charge hitbox. I personally prefer Bloodshed for the extra AOE.