Rating
+2

LONG RANGE LeapSlam Barb - GR97+

Regular
Solo
BBCode Link
Edit

Skills

  • Leap Launch
  • Seismic Slam Shattered Ground
  • Battle Rage Bloodshed
  • War Cry Veteran's Warning
  • Wrath of the Berserker Insanity
  • Threatening Shout Falter
  • Boon of Bul-Kathos
  • Earthen Might
  • Rampage
  • Ruthless

Items

More Details
  • Legendary Gems

    • Bane of the Stricken
    • Zei's Stone of Vengeance
    • Esoteric Alteration

Kanai's Cube

  • Fury of the Vanished Peak
  • Lut Socks
  • Band of Might

I got incredibly lucky and had a Primal set of Istvan's Blades drop, so I have been playing with how to use them as much as possible. I designed this build around them and the Leapquake build, but this has moved away from the "quake" part and towards the Slam, hence the name. In playing some more with it, I think I have stumbled upon a pretty awesome variation that has increased the fun and the damage.


Istvan's Blades - using them means I have moved away from trying to maximize my Earthquake damage since I don't have the Blade of the Tribes anymore. I lose the avalanche and earthquake with each threatening shout, but the rest of the build makes up for the lost damage and then some.


MotE Set.


No more Girdle of Giants on the waist because the boost it gave to Earthquake wasn't as much of a damage boost as using The Witching Hour. I have an exceptional Witching Hour which helps, but if you have a decent Witching Hour it should outperform the stat boost to earthquake anyway.


Bracers of Destruction.


I usually use Unity but this build is so strong with damage mitigation from the BoM that it is unnecessary. I had been trying to wear CoE with RoRG with a previous setup but it was not as consistent as the Bastions of Will set, leap and Seismic Slam grant permanent damage boosts from the set.


Whatever passive your Hellfire Amulet has, you get a fifth using it, and that fifth is CRITICAL for this build to work because you need No Escape. My amulet has Ruthless but whichever one you have, these 5 passives are required for the build. The +30% from No Escape is required in order to make this build worth running.


This variant happened because I love the idea of long range damage, and I love my Zei's Stone. As taboo as it may be, I have left out BotT and replaced it with Zei's, and of course kept BotS and Esoteric. And Zei's chance to Stun is pretty nice as well in keeping mobs at distance.


IMPORTANT NOTE: In my opinion, unless a build utilizes getting hit to generate damage (like Holy Shotgun), the followers weapon should always be Eun-jang-do. It is relatively easy to get one with 20% on it, and by the time you get to the end of the Rift Guardian, when they normally do their biggest and most deadly attacks, having them frozen for the vast majority of the final 20% of their life pool is INSANELY helpful. If you haven't been using it, you might have a little laugh when you first equip it because that hardest part of the Guardian fight can end up being the most relaxing. Just make sure you get CDR on it so your Templar can heal you up more quickly.

Paragon Priorities

Core

Primary Stat
Vitality
Movement Speed
Maximum Resource

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Isn't everyone over 800 now? This build use so much fury with the speed of Seismic slam and Istvan's blades that you do not have to drop the RCR like in some other Barb builds in order to get the Life per Fury Spent. Interestingly, I have zero Life per Fury and because of the Swords to Ploughshares rune and having over 50% crit chance, I have more than enough life recovery. In order for this build to work well, you need high crit to keep your recovery up. Area Damage is also really nice but only after you get your crit chance and damage up. Luckily, using Istvan's blades gives you 2 crit gems in your weapons.

Build Guide

I made a more traditional LeapSlam Barb build using BotT like almost every build utilizes, but the short range of BotT and Threatening Shout was making me feel like I was doing less damage than I should. A long range build takes those elements out of the equation, and the other big draw to a ranged build for me is that the ranged attackers that are usually the ones who do the unexpected damage on you now get a taste of their own nasty medicine. So I have gone all out Long Range here, dropped BotT for Zei's, and included the No Escape passive that boosts Slams over 15 yards by 30%. The game distance of 15 yards is actually pretty short, so getting more than 15 yards away from mobs is pretty easy, ESPECIALLY with Leap. That last leap looks to get you about 30 yards away, which puts No Escape in play and increases Zei's to a very nice amount.


I really enjoyed the Seismic Slam aspect of the standard Leapquake build but when I got a Primal set of Istvan's Blades, I had to try to build something around them. I dropped the Blade of the Tribes, which made Earthquake less of a priority. The blades give a huge attack speed boost and AS doesn't affect Earthquake anyway, so it made sense. I drop Earthquake off of my skills bar since the MotE set autocasts it when you leap and its damage is already fire anyway. That spot is much more useful to take WotB.


I use WotB in the first fight and every time it is ready. Even though saving it for the bigger fights can be very helpful, utilizing it for as much time as possible seems to be yielding better times. I leap three times, looking to land my second leap in the highest density, then leaping AWAY from the group for the third. That leap takes me between 30 and 40 yards away from that group, and anyone who comes in from further is in even better range for Zei's. Ranged attackers will stay at range by design, making killing them even easier, and they are usually the ones to give the most problems to a melee build. Unless the Oculus ring (Follower) is right in the middle of the mobs I am attacking, I find it, if not I just turn and Slam until I am out of fury. If I don't like my position or the position of the mobs, I will leap again after 3 slams since that fully resets the Leap cooldown. Mob grouping and the location of the third leap makes a huge difference, and the up to 85% damage boost of the ring is also huge. It is very important that the Threatening Shout cast is done as the third leap is made and not after, that way the mobs that are at that location are affected by the Shout. I like a build that requires more strategy than just spamming an ability from any position, and this build gives that feeling of really earning it. The speed of the Blades helps Leap reset even faster for increased mobility. I just started with this long range build and the increase in damage compared to a close range BotT build is pretty impressive. This does require more effort than the BotT build because you have to do your damage from range, but the Leap ability makes that possible if you do it right. This build is wicked fun, makes use of a Legendary Gem that most people don't ever use, and lets you really feel like playing better rewards you.


Rift Guardian Note: These fights seem to go even easier with this build, much less danger at range, and the easy way to ensure you get range but don't lose a Slam is to do two short targeted leaps onto the RG, then a long press in whatever direction gives you the clearest, furthest attack, but make sure to hold the target button down so even when you are leaping away, when you do your first Slam, it automatically goes in his direction.


I think this build will surprise you, especially if you enjoy a little strategy.