This build is based around the idea that getting hit, using revenge and using fury generators with cooldowns will generate enough fury to replace a fury generating ability for your auto attack. This build is purely meant to be used in a group situation, because your damage output is close to none.
My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
This build is purely meant to be used in a group situation, because your damage output is close to none.
This build is meant for you to be in a group where someone else does the damage.
Damage is not your priority when it comes to this build, I only chose rend because I wanted something to spend any extra fury I may have.
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My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
synergy between Alabaster Warcry and Inspiring Presence - +50% health and 60% of total health regen per minute
synergy between Golden Earthquake and "The Boon of Bull-Kathos" - reduces Earthquake to 20sec cooldown and 40 rage cost
Ground Stomp and Obsidian Seismic Slam for control (2x 3sec stuns)
Golden Bash for rage generation and revenge
Its not very mobile without sprint or leap attack, and it might be short on rage generation (could swap for Golden Ground Stomp). The 3rd passive is optional. Cleave might be better than bash and a little more health regen (Bloodthirst perhaps) wouldn't go astray. Pretty vulnerable to ranged and magic attacks.
Its a bit of a work in progress right now. We probably won't know what works till a while after release. I just hope we don't have to use cookie-cutter builds to succeed. I hope there are as many, if not more viable builds that D2.
This build is based around the idea that getting hit, using revenge and using fury generators with cooldowns will generate enough fury to replace a fury generating ability for your auto attack. This build is purely meant to be used in a group situation, because your damage output is close to none.
You said it yourself your damage output is close to none, but at the same time there are builds who can tank equally as well with much more damage output. I admire your will to think outside the box and come to the realization that this is ONLY good in group scenarios, which is not the entirety of the game itself which many people overlook when making their 'inferno killer' builds. I'm also happy you didn't post this as 'zzz inferno far 2 ez 4 me barb build lulz' like I feel most do. When making your builds consider in addition to the stuff you already are ( how the game isn't a constant group fight for example ) aware of the stuff you are not, by that I mean other builds.
About your build though, again you mentioned not a lot of damage but you take rend for what I am assuming is the runestone effect you chose. 40% of a very very weak dot isn't really going to help you especially compared to another ability like ... well any given ability would probably be better. I once had an argument with a friend about how strong ants are when I was younger, I argued that ants could lift 50x their own body weight and were therefore stronger in comparison to humans to which my friend said "WHATS 50 TIMES 0???" and yea that's a silly saying but it applies here in a strange way. You could probably replace it for a fury generator although I'm aware you dodged such a skill for a reason. Anyways good job thinking outside the box but don't forget the box still exists.
This build is based around the idea that getting hit, using revenge and using fury generators with cooldowns will generate enough fury to replace a fury generating ability for your auto attack. This build is purely meant to be used in a group situation, because your damage output is close to none.
I personally think Ground stomp is a bit redundant here since you have leap attack - Call of Arreat...I would replace this with a different fury generator, such as Cleave, which is a great AoE attack, and does great single target damage, enough to take on bosses if you ask me. I think making a build without a fury generator is a naive way of thinking.
You said it yourself your damage output is close to none, but at the same time there are builds who can tank equally as well with much more damage output. I admire your will to think outside the box and come to the realization that this is ONLY good in group scenarios, which is not the entirety of the game itself which many people overlook when making their 'inferno killer' builds. I'm also happy you didn't post this as 'zzz inferno far 2 ez 4 me barb build lulz' like I feel most do. When making your builds consider in addition to the stuff you already are ( how the game isn't a constant group fight for example ) aware of the stuff you are not, by that I mean other builds.
About your build though, again you mentioned not a lot of damage but you take rend for what I am assuming is the runestone effect you chose. 40% of a very very weak dot isn't really going to help you especially compared to another ability like ... well any given ability would probably be better. I once had an argument with a friend about how strong ants are when I was younger, I argued that ants could lift 50x their own body weight and were therefore stronger in comparison to humans to which my friend said "WHATS 50 TIMES 0???" and yea that's a silly saying but it applies here in a strange way. You could probably replace it for a fury generator although I'm aware you dodged such a skill for a reason. Anyways good job thinking outside the box but don't forget the box still exists.
Well, seeing as we don't know how much damage we'll be taking in Inferno mode, this is used to make sure you never die ever regardless of anything hitting you.
You also need to remember that you can switch out runes, skills, and gear whenever you want. So, when you're in a group and they need a super heavy tank, just switch some stuff out. Then you decide you want to play some solo play and within maybe a minute, bam you're a DPS master.
Regarding the use of Rend, it was the only skill I wasn't sure about taking. I know I wanted a fury spender, but that might not even be necessary if I don't end up generating enough fury for threatening shout, which is quintessential to this build. I could end up taking something like Ignore Pain, or one of the longer cooldown abilities like Earthquake.
I personally think Ground stomp is a bit redundant here since you have leap attack - Call of Arreat...I would replace this with a different fury generator, such as Cleave, which is a great AoE attack, and does great single target damage, enough to take on bosses if you ask me. I think making a build without a fury generator is a naive way of thinking.
I'd disagree, the point of the indigo rune in Ground Stomp was for the increased range of the stun. I know that I wanted Ground Stomp for the stun in order to take less damage, and the fact that it generates fury was just icing on the delicious tanky cake.
Here let me say this.
I DON'T WANT TO DO DAMAGE AT ALL, THAT IS NOT THE PURPOSE OF THIS BUILD
My fury generator will be being hit, a lot, but many things.
My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
with proper timing, this build sounds like it would be a good CC/tank build.... Leap to a spot to draw enemies toward you, war cry, shout, wait till leaps CD is half done, then ground stomp, all while revenge'ing(which is a fury generator and life leech), then be ready to leap again and start over.
Very, very high DPS is going to be extremely important in inferno mode, but keeping the heat off the people doing that damage is just at critical. a build like this, in theory, will do a good job of that.
On another note... maybe for the CC/group protection you should switch revenge for cleave with indigo... draw in enemies from 26 yards will be a good way to keep enemies off your wizards in the back, and it generates fury rather than waiting to spend it. Yeah, I know you dont wanna do any damage for this build, but this acts as a tanking ability as well when your stomp and leap are on cooldown.
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Does anybody really know what time it is?
Does anybody really care?
On another note... maybe for the CC/group protection you should switch revenge for cleave with indigo... draw in enemies from 26 yards will be a good way to keep enemies off your wizards in the back, and it generates fury rather than waiting to spend it. Yeah, I know you dont wanna do any damage for this build, but this acts as a tanking ability as well when your stomp and leap are on cooldown.
The reason I took Revenge is so that the barb could be able to self sustain regardless of whether or not the group has a heal.
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My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
Now that we know how intense the later difficulties are going to be, I think this build will be more viable than most people think.
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My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
Shouldn't revenge with indigo be the better choice? 1 out of 4 attacks should activate it, rather than 1 out of 10.
I don't think that you've checked the fury cost on the abilities. Threatening shout cost 20 fury. The taunt only last for 6 seconds. You wont be able to gain enough fury from just leap and ground stomp to use 2 consecutive.
So you need to rely on the fury from war cry but it has a 30 second cooldown.
You will get just enough fury to keep using shout every 6 seconds. If you are forced to use one too early, you will be screwed later on. Just feels like a bad thing to rely on. If leap and ground stomp were on a shorter cooldown, then I could see it working but relying on +10/12 second cooldowns for a tank build. I just dont see it.
You seem to neglect the fact that I'm going to be hit by monsters and in turn using revenge in order to generate fury.
If I took the indigo rune then I would be pretty much spamming revenge with the number of mobs hitting me. If you look at it mathematically, when 5 or more mobs are hitting me at one time(which will be happening often), then a lot of the hits against me would be wasted with an Indigo rune. And lastly, I didn't take revenge for the damage, I took it for the healing.
Also, why did you post a completely irrelevant build to my thread?
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My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
Indigo rune makes it every forth hit (in theory) which some would favor against heavier enemies. I think it is better than once every 10th hit even if it heals the double amount. You have a higher chance to heal yourself more often. You are choosing between a consistent heal and a more rare burst heal.
Evidently I didn't spell this out enough for you. I'm assuming that every group of monsters that you run into that will be giving me any trouble at all other than bosses will consist of 8 monsters or more. Let's say that the time to use revenge is the same amount of time it takes for the monsters to hit you again. It theoretically takes 4 hits to get a guaranteed revenge proc with the indigo rune, thus making 4 of the hits that you are taking completely useless when procing another revenge. With golden runed revenge, you would have a 80% chance to proc a revenge that heals for 9% (12% with a rank 7 rune) 80% of 9% is 7.2%(9.6% with rank 7), thus making it better. Let's try with a smaller number of mobs, even as low as 5 with rank 7 is better. With 5 mobs you still have a 100% chance to proc. 50% of 12% is 6%. I understand that all of this is theoretical, but when my plan is to be tanking large number of mobs I don't think that it's too farfetched.
I might be totally wrong favoring the indigo rune though since the extra fury every now and then will help your build out to cope with the fury starvation.
Fury starvation won't be a problem with the build. Completely disregarding the bonus that could be given by the superstition passive and the fury that I would get from being hit, I would still have about 4.2 fury generation per second when spamming my skills (26.5 fury every 6 seconds, 22 fury every 5 seconds if you want to calculate error) 1 fury per second from warcry, 1.25 fury per second from ground stomp, 1.5 fury per second from leap attack, and assuming that I get only one revenge off in 5 seconds, another 4/5 fury per second. You would also have to consider that the higher ranked rune of threatening shout lasts 8 seconds. Sure it may be cutting it a little close at the lower levels, but I could always hold most the mobs in place with a well placed ground stomp to account for time the mobs are not taunted.
Rollback Post to RevisionRollBack
My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
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http://us.battle.net/d3/en/calculator/barbarian#edgbUV!Wef!YZaZbbRevised build: http://us.battle.net/d3/en/calculator/barbarian#edgbUX!Wef!YZaZbY
This build is meant for you to be in a group where someone else does the damage.
Damage is not your priority when it comes to this build, I only chose rend because I wanted something to spend any extra fury I may have.
http://us.battle.net/d3/en/calculator/barbarian#aegUSi!ceT!bZaZcb
Some features:
Its not very mobile without sprint or leap attack, and it might be short on rage generation (could swap for Golden Ground Stomp). The 3rd passive is optional. Cleave might be better than bash and a little more health regen (Bloodthirst perhaps) wouldn't go astray. Pretty vulnerable to ranged and magic attacks.
Its a bit of a work in progress right now. We probably won't know what works till a while after release. I just hope we don't have to use cookie-cutter builds to succeed. I hope there are as many, if not more viable builds that D2.
You said it yourself your damage output is close to none, but at the same time there are builds who can tank equally as well with much more damage output. I admire your will to think outside the box and come to the realization that this is ONLY good in group scenarios, which is not the entirety of the game itself which many people overlook when making their 'inferno killer' builds. I'm also happy you didn't post this as 'zzz inferno far 2 ez 4 me barb build lulz' like I feel most do. When making your builds consider in addition to the stuff you already are ( how the game isn't a constant group fight for example ) aware of the stuff you are not, by that I mean other builds.
About your build though, again you mentioned not a lot of damage but you take rend for what I am assuming is the runestone effect you chose. 40% of a very very weak dot isn't really going to help you especially compared to another ability like ... well any given ability would probably be better. I once had an argument with a friend about how strong ants are when I was younger, I argued that ants could lift 50x their own body weight and were therefore stronger in comparison to humans to which my friend said "WHATS 50 TIMES 0???" and yea that's a silly saying but it applies here in a strange way. You could probably replace it for a fury generator although I'm aware you dodged such a skill for a reason. Anyways good job thinking outside the box but don't forget the box still exists.
I personally think Ground stomp is a bit redundant here since you have leap attack - Call of Arreat...I would replace this with a different fury generator, such as Cleave, which is a great AoE attack, and does great single target damage, enough to take on bosses if you ask me. I think making a build without a fury generator is a naive way of thinking.
Well, seeing as we don't know how much damage we'll be taking in Inferno mode, this is used to make sure you never die ever regardless of anything hitting you.
You also need to remember that you can switch out runes, skills, and gear whenever you want. So, when you're in a group and they need a super heavy tank, just switch some stuff out. Then you decide you want to play some solo play and within maybe a minute, bam you're a DPS master.
Regarding the use of Rend, it was the only skill I wasn't sure about taking. I know I wanted a fury spender, but that might not even be necessary if I don't end up generating enough fury for threatening shout, which is quintessential to this build. I could end up taking something like Ignore Pain, or one of the longer cooldown abilities like Earthquake.
I'd disagree, the point of the indigo rune in Ground Stomp was for the increased range of the stun. I know that I wanted Ground Stomp for the stun in order to take less damage, and the fact that it generates fury was just icing on the delicious tanky cake.
Here let me say this.
I DON'T WANT TO DO DAMAGE AT ALL, THAT IS NOT THE PURPOSE OF THIS BUILD
My fury generator will be being hit, a lot, but many things.
That being said, here's a revised build (I just changed Rend): http://us.battle.net/d3/en/calculator/barbarian#edgbUX!Wef!YZaZbY
In Diablo the best way to negate damage is to kill the guys attacking you.
Cya
Very, very high DPS is going to be extremely important in inferno mode, but keeping the heat off the people doing that damage is just at critical. a build like this, in theory, will do a good job of that.
On another note... maybe for the CC/group protection you should switch revenge for cleave with indigo... draw in enemies from 26 yards will be a good way to keep enemies off your wizards in the back, and it generates fury rather than waiting to spend it. Yeah, I know you dont wanna do any damage for this build, but this acts as a tanking ability as well when your stomp and leap are on cooldown.
Does anybody really care?
The reason I took Revenge is so that the barb could be able to self sustain regardless of whether or not the group has a heal.
You seem to neglect the fact that I'm going to be hit by monsters and in turn using revenge in order to generate fury.
If I took the indigo rune then I would be pretty much spamming revenge with the number of mobs hitting me. If you look at it mathematically, when 5 or more mobs are hitting me at one time(which will be happening often), then a lot of the hits against me would be wasted with an Indigo rune. And lastly, I didn't take revenge for the damage, I took it for the healing.
Also, why did you post a completely irrelevant build to my thread?
I don't need one.
Evidently I didn't spell this out enough for you. I'm assuming that every group of monsters that you run into that will be giving me any trouble at all other than bosses will consist of 8 monsters or more. Let's say that the time to use revenge is the same amount of time it takes for the monsters to hit you again. It theoretically takes 4 hits to get a guaranteed revenge proc with the indigo rune, thus making 4 of the hits that you are taking completely useless when procing another revenge. With golden runed revenge, you would have a 80% chance to proc a revenge that heals for 9% (12% with a rank 7 rune) 80% of 9% is 7.2%(9.6% with rank 7), thus making it better. Let's try with a smaller number of mobs, even as low as 5 with rank 7 is better. With 5 mobs you still have a 100% chance to proc. 50% of 12% is 6%. I understand that all of this is theoretical, but when my plan is to be tanking large number of mobs I don't think that it's too farfetched.
Fury starvation won't be a problem with the build. Completely disregarding the bonus that could be given by the superstition passive and the fury that I would get from being hit, I would still have about 4.2 fury generation per second when spamming my skills (26.5 fury every 6 seconds, 22 fury every 5 seconds if you want to calculate error) 1 fury per second from warcry, 1.25 fury per second from ground stomp, 1.5 fury per second from leap attack, and assuming that I get only one revenge off in 5 seconds, another 4/5 fury per second. You would also have to consider that the higher ranked rune of threatening shout lasts 8 seconds. Sure it may be cutting it a little close at the lower levels, but I could always hold most the mobs in place with a well placed ground stomp to account for time the mobs are not taunted.