Rating
+1

2.6.9 zDPS Barb 2 - 4man

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Skills

  • Ancient Spear Rage Flip
  • Furious Charge Merciless Assault
  • War Cry Veteran's Warning
  • Ignore Pain Mob Rule
  • Threatening Shout Falter
  • Sprint Forced March
  • Superstition
  • Inspiring Presence
  • Relentless
  • Nerves of Steel

Items

More Details
  • Legendary Gems

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

Kanai's Cube

  • The Executioner
  • Chilanik's Chain
  • Band of Might

You can find me live on twitch @ https://www.twitch.tv/dethklok1637


This is a build targeted at supporting 1 - 3 more players when you're pushing GR content. With the way Oculus ring works, it's obviously better for classes doing very stationary damage (ie. Wizard/Bell Monk/Impale DH) where they can move to the buff circle. It loses its utility when your DPS has to move a lot. Also, a 6s Cassius is required. If you have a 5s ancient and a 6s Non, pick the 6s one always. 1 Second of Diablo time is valuable.


You will be able to aggro and pull mobs from relatively large distances, and keep things in tight groups. Toughness will also be extremely high at low HP because of Relentless and the Esoteric Gem, but the goal is to have these be in use relatively infrequently.


The weapons should be Little Rogue/Slanderer because the two-set buff is the best out of the usable barb ones and because you're not using part of the BK buff without whirlwind, but if you're having trouble finding them, the BK weapons are an adequate substitute. Failing that Pig Sticker (because of extra stat rolls) and Solanium are decent third choices, but not recommended. Especially after the Solanium globe nerf.


The elemental res amulets are ideal, and I find the Star of Azkaranth the best because you'll be immune to all molten and fire chain damage. Additionally, this amulet rolls CDR always. The ability to tank those one-shot fire mechanics is something you can't replace.


NOTE: You should only look to offset what you need most, for example, if you have enough CDR, don't roll it on everything. Valuable rolls are +1000 vit on ancient gear over life% and 130 All res.

Paragon Priorities

Core

Vitality
Movement Speed
Maximum Resource
Primary Stat

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Life on Hit
Gold Find
Resource Cost Reduction
Area Damage

Vitality + All Res (because str=armor) + CDR Over anything, and then pickup radius. Area Damage + RCR should have NO points in them because you'll be hitting large groups (ideally) and the AD procs can cause problems. it should also not be present on your support gear at all.

Build Guide

NOTE: Leaving YouTube link because play style info is still relevant. gear has changed slightly,


The play style depends on being able to use Furious Charge to your advantage with mobs in your way, and being aware of the mechanics for IP. The buff will only cast to teammates in your line of sight. This means, anyone behind a wall/around a corner (or whatever) will NOT get the buff and your team should stay relatively close to you when you're casting it. You should see the icon next to their portraits on the left side to know who got it and who didn't.


Things to keep in mind:


  • Don't go forward more than 2 screens. Your IP will drop if you do, and you'll have an extremely hard time getting back especially on RG spawn since there's nothing to hit and you can run out of FC charges quickly.
  • Keep IP up as close to 100% as you can, especially for your main dps
  • Hit Sprint when you're moving between packs.
  • CC Resistance rules apply to most mobs already under an effect and there are some you can't pull. The best option in some cases is to just have them follow you, especially because FC will apply a freeze if you hit them. It creates a delay in being able to gather everything constructively.
  • Straight hallways and open areas are your friend. Spear is a linear attack, and it's nearly impossible to pull things around a corner consistently. (see above point on CC Resistance)
  • Use Diamonds in your gear.
  • Gem of Ease in a weapon is OK, but the benefit is negligible. You're better off with Amethysts.
  • In-Geom will not proc on yellows until all the minions die too.
  • [NEW] For Threatening Shout, you can use Grim Harvest since we're not using Solanium in the cube. RoRG became relevant because Savages set is here for buff effectiveness.
  • [NEW] Flavor of time for Pylon Effectiveness, but I also like Star of Azkaranth because it rolls CDR all the time and makes you immune to Fire Chains and Molten which is important. Being alive counts!
  • [NEW] You can use Ground Stomp with Wretching Smash but be careful of CC cap on mobs. Leaving Sprint in there for now because movement is super important.

This support is generally much better than WW support hands down, mainly due to Furious Charge Mechanics and not requiring a secondary mechanic to fight your fury degeneration as your main attack is a generator, not a channeling skill. Your personal toughness and utility also don't depend on channeling and have a duration along with the best DR in the game on a single item outside of Esoteric Alteration (ie band of might buff @ 80% for 8s) and the Istvan's Set.


Stay alive, don't die.