Not to steal Tonikor's thunder, but I figured since we now have a pretty good idea of what the final game's skills are going to be, having a thread to post what you think your Barb build would be nice. There were threads like this as far back as when skills were still divided into trees, and they were pretty popular then, so I see no reason to start a new one.
For the latest skills, check out the Barbarian page. To see the rune effects of a skill, either click on the skill or check out Doomscream's complete list of rune effects.
So without further ado, here's the high-crit, dual wielding Barbarian I've had in mind.
Active Skills:
Furious Charge - Golden Rune: Stamina - Generate Fury for each target hit while charging. Frenzy - Crimson Rune: Maniac - Each Frenzy effect also increases the damage of the Barbarian. Wrath of the Berserker - Crimson Rune: Insanity - While active your damage is also increased. Hammer of the Ancients - Obsidian Rune: The Devil's Anvil - Create a tremor to rattle enemies for additional damage over time. (Would only use this if it takes both of my weapon's damage into account). Overpower - Crimson Rune: Killing Spree - Whenever used, Overpower increases your critical hit chance for a period of time. (If I have fury problems I'd use the Golden Rune instead, which stays active for longer and gives Fury for each enemy hit). War Cry - Golden Rune: Charge - Increases Fury generated when used. (If I have Fury issues)
If I don't have Fury issues, I'd instead use Call of the Ancients - Indigo Rune: The Council Rises - The Ancients inflict additional damage and have additional armor.
Passive Skills:
Weapons Master - Axes: Increases Critical Hit chance. Ruthless - Critical hit chance and damage increased. Boon of Bul-Kathos - Reduces the cooldown of Earthquake, Wrath of the Berserker, and Call of the Ancients.
Feel free to post any of your Barbarian builds in this thread. Or just make fun of mine, if you'd like.
I have to admit I had a hard time deciding exactly what I wanted to use. Blizzard definitely succeeded at making choices tough. Here is the build I will probably be going with although some of the runes will be subject to change depending on the actual numbers. For example my Whirlwind rune could change depending on my Fury generation with other combined skills/runes.
Active Skills
Furious Charge - Alabaster - Enemies hit with Ancient Spear will be tossed in the opposite direction and damage is increased to X% weapon damage.
War Cry - Alabaster - Increases maximum Life by X% and regenerates Y Life per second while affected by War Cry.
Leap Attack - Crimson - Shockwaves burst forth from the ground at the destination and knock enemies toward you from X yards away.
Battle Rage - Alabaster - While under the effects of Battle Rage, critical hits cause an explosion of blood dealing X% weapon damage to all nearby enemies.
Whirlwind - Indigo - Generate harsh tornadoes that inflict X% weapon damage to enemies in their path.
Cleave - Golden - Generate X Fury per enemy hit, up to Y additional Fury total.
Your build looks cool. Just realized that there are different skill and rune descriptions (and skills period) depending on the source. I posted a build earlier today in another thread, but having seen some of the, what I assume are up to date passives in the wiki, and up to date runes in the wiki, I would change several things.
I also came to the conclusion that I can't really streamline a build because I have no idea how much fury I will have/need. These are things we're going to have to feel out once at end game gear and have all skills and runes. With that said I will be editing this post later (to not be entirely worthless) with some ideas.
I also came to the conclusion that I can't really streamline a build because I have no idea how much fury I will have/need. These are things we're going to have to feel out once at end game gear and have all skills and runes. With that said I will be editing this post later (to not be entirely worthless) with some ideas.
Yeah Fury generation is a huge part of my build. We won't really know which runes will mesh best with any build until we get our hands on the final product and can do some testing.
instead of the wiki or doomscreams heavily outdated post, thats taken from the beta (unfortunately i dont know what level the barbarian was) and its the most realistic idea of what the skills do that is out there.
Those aren't out of context at all.. In fact I noticed a lack of the old passive which supposedly gave something like 20% crit 30% crit damage... Which means.. You might as well go 2h for every build to maximize skill weapon damage conversion, that is unless someone can say whether or not dual wield hits twice (per skill used) OR factors in both weapon's damage for the conversion.
Say you have a skill, (weapon throw). This skill deals (imaginary, yes I know it's 210%) 200% weapon damage. You have a 2h weapon with 40-50 damage (The two hander would hit for 80-100 damage), and two 1h weapons with 25-30 damage. I'm wondering if both weapons (for dual wield) would deal 50-60 damage with each weapon(unless offhand hits for less), or combine the damage of both weapons and hit once in total but factor in the damage on both weapons. OR is it just main hand damage that gets converted? I guess the later wouldn't make much sense, but I will note that's how it worked in wow for the longest time for many abilities. This resulted in players getting the slowest, yet highest topend 2h or 1h weapons depending on what they were restricted to in order to maximize weapon damage conversion and deal larger controlled (burst) damage.
Is there a reason to dual wield now, the skill frenzy aside?
For the latest skills, check out the
So without further ado, here's the high-crit, dual wielding Barbarian I've had in mind.
Active Skills:
If I don't have Fury issues, I'd instead use
Passive Skills:
Feel free to post any of your Barbarian builds in this thread. Or just make fun of mine, if you'd like.
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Active Skills
Furious Charge - Alabaster - Enemies hit with Ancient Spear will be tossed in the opposite direction and damage is increased to X% weapon damage.
War Cry - Alabaster - Increases maximum Life by X% and regenerates Y Life per second while affected by War Cry.
Leap Attack - Crimson - Shockwaves burst forth from the ground at the destination and knock enemies toward you from X yards away.
Battle Rage - Alabaster - While under the effects of Battle Rage, critical hits cause an explosion of blood dealing X% weapon damage to all nearby enemies.
Whirlwind - Indigo - Generate harsh tornadoes that inflict X% weapon damage to enemies in their path.
Cleave - Golden - Generate X Fury per enemy hit, up to Y additional Fury total.
Passive Skills
Animosity
Unforgiving
Inspiring Presence
I also came to the conclusion that I can't really streamline a build because I have no idea how much fury I will have/need. These are things we're going to have to feel out once at end game gear and have all skills and runes. With that said I will be editing this post later (to not be entirely worthless) with some ideas.
Yeah Fury generation is a huge part of my build. We won't really know which runes will mesh best with any build until we get our hands on the final product and can do some testing.
Those aren't out of context at all.. In fact I noticed a lack of the old passive which supposedly gave something like 20% crit 30% crit damage... Which means.. You might as well go 2h for every build to maximize skill weapon damage conversion, that is unless someone can say whether or not dual wield hits twice (per skill used) OR factors in both weapon's damage for the conversion.
Say you have a skill, (weapon throw). This skill deals (imaginary, yes I know it's 210%) 200% weapon damage. You have a 2h weapon with 40-50 damage (The two hander would hit for 80-100 damage), and two 1h weapons with 25-30 damage. I'm wondering if both weapons (for dual wield) would deal 50-60 damage with each weapon(unless offhand hits for less), or combine the damage of both weapons and hit once in total but factor in the damage on both weapons. OR is it just main hand damage that gets converted? I guess the later wouldn't make much sense, but I will note that's how it worked in wow for the longest time for many abilities. This resulted in players getting the slowest, yet highest topend 2h or 1h weapons depending on what they were restricted to in order to maximize weapon damage conversion and deal larger controlled (burst) damage.
Is there a reason to dual wield now, the skill frenzy aside?
Just a suggestion, how about adding a "Skills/Runes Spoiler" in the thread subtitle, just in case?