This build is universal IMO in both pve and pvp , just by swapping 2 passives. The goal here is to NOT get hit and even if you do be tanky enough to survive and keep moving. Mobility here is key. Having high movement speed items and stacking thorns / armor / vitality and defense is the focused stats.
You will not do great damage, but you won't take damage. This is an amazing Inferno build IMO because of the kiting ability and stuns.
Leap in > Stun
Threatening shout after stun wears off > Activate sprint and kite mobs in a circle
Something go's wrong in that time period simply charge into them and ground stomp for another stun.
Great for closing gaps on Unique monsters or large packs and bashing for chance on hit stun. Easy fury dumps into threatening shout / sprint to keep both up like 100% of the time meaning you should be able to run around faster than the road runner himself and /facepalm as mobs try and catch you.
Benefit from having tons of health orbs drop allows you Furious charge / Leap / Sprint in to collect them and keep kitting.
Superstition for ranges mobs who are taunted to give extra rage as well as more survival against magic.
Tough as nails obvious
All passives taken with the prime objective of NOT being in combat.
Very useful for kitting bosses as well assuming taunt works on them too.
Interesting build, but I honestly think it will be very weak in inferno. Reason: it will take forever to kill stuff. Sure, you have great skills to run away from enemies and not die, but what's the point of all this if you can't kill anything?
It seems like you will be relying on stunning enemies and then killing them with Bash. It would also seem like you are generating a lot more fury than you can hope to spend, since your main damage dealer is Bash (which generates fury). The only spenders are Furious Shout and Sprint. Unless you constantly spam Furious Shout (which would be a huge waste of fury, since it deals no damage), you can keep both of these skills up constantly for a cost of 140 fury per minute. Without doing a single bash you can be generating up to twice that amount of fury per minute just from the cooldown skills. What are you going to be doing with all that extra fury?
You also have 3 skills that stun: Bash (single target), Ground Stomp (AOE) and Leap Attack (AOE). So why would you want to use the crimson rune on Threatening Shout to taunt them to attack you, when they are most likely stunned? If you go with a build like this I would suggest you switch out something and put in a fury spender that deals damage as AOE, like WW, Rend, Seismic Slam or even HoA.
This is obviously a group play build. I'm well aware there's minimal killing power. You kind of missed the point of this build.
Do people really know what inferno is all about yet? I don't know if there has been something published on it or if people are just speculating based on a natural difficulty progression. From what I have heard about Blizzard focusing more on this being a coop game, I would think that normal through hell would be like diablo 2, but inferno will be pretty much impossible for a solo gamer. It is probably set up specifically so that it takes strategy from more than one classes ability sets.
If that is the case, which it is just speculation, then maybe that is something to consider when making a character like this. It seems like a good build with the taunt effects so that you could act as an evasive tank for your damage dealers. Taunt them all to attack you and then heard them up so that your Wizard or whatever can drop some sick AOE on them.
If that is the case, which it is just speculation, then maybe that is something to consider when making a character like this. It seems like a good build with the taunt effects so that you could act as an evasive tank for your damage dealers. Taunt them all to attack you and then heard them up so that your Wizard or whatever can drop some sick AOE on them.
I'm expecting to be a pure Co-op barbarian with this build and yes what you described is my basic idea. I see all these tanking builds surrounding the idea of the barbarian tanking huge groups of mobs while healing himself with revenge procs, but why tank them when you can just run away?
I don't think this build will work in inferno...lacks too much power to kill anything. And in co-op, people aren't going to want you to team up with them if u cant play a support role or deal damage...
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You will not do great damage, but you won't take damage. This is an amazing Inferno build IMO because of the kiting ability and stuns.
http://us.battle.net/d3/en/calculator/barbarian#Tdjeba!WeZ!aaZYZc
Leap in > Stun
Threatening shout after stun wears off > Activate sprint and kite mobs in a circle
Something go's wrong in that time period simply charge into them and ground stomp for another stun.
Great for closing gaps on Unique monsters or large packs and bashing for chance on hit stun. Easy fury dumps into threatening shout / sprint to keep both up like 100% of the time meaning you should be able to run around faster than the road runner himself and /facepalm as mobs try and catch you.
Benefit from having tons of health orbs drop allows you Furious charge / Leap / Sprint in to collect them and keep kitting.
Superstition for ranges mobs who are taunted to give extra rage as well as more survival against magic.
Tough as nails obvious
All passives taken with the prime objective of NOT being in combat.
Very useful for kitting bosses as well assuming taunt works on them too.
This is obviously a group play build. I'm well aware there's minimal killing power. You kind of missed the point of this build.
If that is the case, which it is just speculation, then maybe that is something to consider when making a character like this. It seems like a good build with the taunt effects so that you could act as an evasive tank for your damage dealers. Taunt them all to attack you and then heard them up so that your Wizard or whatever can drop some sick AOE on them.
I'm expecting to be a pure Co-op barbarian with this build and yes what you described is my basic idea. I see all these tanking builds surrounding the idea of the barbarian tanking huge groups of mobs while healing himself with revenge procs, but why tank them when you can just run away?