Note: this build would be for level 60 when u have acquired gear with medium levels of Lifesteal.
Basically I don't know how no1 has picked up the synergy barbs have with critical strike...
Weapon Master (Passive) - 5% base crit with axes/maces
Ruthless (Passive) - 5% base crit + 50% crit DAMAGE.
Battle rage (shout - 100% uptime) - 4% base crit
Overpower (Medium Aoe, costs nothing, can be used after a crit strike) - Adds 16% crit for 4.5 sec after being used (increasing the chance you can use this again)
Hammer of the ancients - 15% base cit with this attack always.
Wrath of the berserker - 10% crit for 15 seconds ever 130 seconds. (roughly)
Basically what this all means is with my build on a naked barb your looking at:
Base crit: 14% (with battle rage up)
Crit after overpower: 30%
crit after overpower with zerker up: 40%
Using hammer of the ancients with all buffs: 55% crit
The way this build would work is using leap attack on cd for movement and also as a damage mitigator for initiating combat. Build frenzy stacks until you have 20 rage (basically 2 hits) pop battle rage, wait till u have FULL fury, pop zerker, hammer to spend fury, overpower EVERYTIME you crit, and keep brage up. Other than that it's just zerker when it's off cd.
The only thing that could change on this build for me is switching out zerker for something like ignore pain, I'm sure after stacking enough percision and hitting a base of around 50 - 60 crit, the 10% from zerker would be slightly less important.
As far as gearing goes, lifesteal > percision (to a point) > crit damage > DMG
In going with this I thought I would link a few prices of gear that would allow for ideal stats in this build. Obviously I know these items will be extremely rare, this is just an idea of what I would "want" to wear.
Basically the spec is DMG oriented so the gear will be slightly defense oriented mainly with lifesteal and magic resistance, other than that it's crit %, crit DMG, DMG. The way I see it is I get my crit to a level in the 60 percent range where I'm critin alot of the time and my crit DMG is 300% plus, that also makes every bit of DMG I gear into basically x3. Since my base DMG x 300+% will be my crit DMG.
Also keep in mind hitting a crit with hammer will give you a 40% chance to get free extra loots, and a crit while battle rage is up has a chance to give u free loot, so buffing crit works to that advantage as well.
Obviously with such low suvivabilty this build will really heavily on attacking quickly, constantly, and having overall 10-15% lifesteal on your gear to mesh with the 10% passive lifesteal. Once your crit damage hits around 300%, you have 25% lifesteal and your hitting 75% faster all the time, If you play well I'm sure your incoming healing will be able to handle most steady DMG your going to take. Bursty enemies could cause this build problems
But I would have to play to see if that's an issue. lemme know what you guys think.
Thanks, would love any comments anyone has.
Edit: if survivability becomes an issue changing the frenzy rune to 22% chance to stun for 3 seconds wouldn't hurt me too much and would add a stun to my
Most used fury generator which I'm sure would solve some issues.
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But anyway... it's a solid concept. If you're planning on getting drops from Hammer Crits, you might want to consider Revenge Alabaster as well. It's yet another crit boost (and additionally provides some survival benefit). Or for even more item find potential, Obsidian Threatening Shout helps as well (and some survival).
The other thing is that Pound of Flesh might actually be a stronger survival tool than Bloodthirst, given that you'll be getting extra health globes as it is, doubling what they heal for and spawning even more of them might provide far more healing than you'd get from Bloodthirst alone. But that would have to be tested to be sure.
I'm thinking that for a magic find barb of this style, you'd want to go 1h/shield for maximum survival and damage reduction. Less damage is ok, because that means it takes more hits to kill enemies = more opportunities to drop extra items.
The question remains how well will Fury regen be able to keep "Wrath of the Beserker" up. I'd say even in the best circumstances you won't be able to have it up for more then 45 seconds, which leaves us with a 50% downtime. Right now it is hard to say how good that ability will be, without knowing how much items will boost fury regen.
Revenge might actually be better. It gives you a 15 - 27 % crit chance boost for 12s. So if you trigger it every 12s you potentially get a constant 27% crit bonus.
With the passives, precision and the ability bonus you'll have a 50% base crit chance on "Hammer of the Ancients", 66% if you can activate "Overpower".
Hammer with Level 7 Golden gives 55% T drops on crits... so 27.5 - 33% ... plus an addition 20% from the Battle Rage rune effect, which also triggers off normal attacks (Frenzy).
Obviously you wan't to run as much "Crit Hit Damage%" on items as possible, as you'll be criting near 50% of the time. Also you wan't fast dual wielding Axes for crit passive and +15% AS bonus with as much Attack Speed as possible.
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I totally agree with the revenge suggestion you guys gave, totally missed that one. Especially for harder difficulties I could see that being alot more useful than wrath. Also the rune in battlerage could go from the loot finding one to the fury generator, this would give me way more burst and more hammers, very good idea.
Also yeah I found most of those builds u linked, it's just I think 4/5 of those are just MF barbs, the people for the most part aren't maxing crit they just took hammer / shout / rage and runed them
For loot finding.
For the pound of flesh suggestion we will have to wait and see how I feel About globes, I still think lifestealing with all the overpower / revenge procs while surrounded in the harder difficulties might be the way to go? Not sure until realease.
Thanks for your suggestions guys, appreciate it.
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Hammer of the ancients in the whole point of the build bud the chance to drop extra loot on crit and the 15% crit base work extremely well with overpower and the 16% crit buff. I really think this build would suffer if that was removed, also I was looking to make this a "farmer" spec and hammer is the highest chance to drop extra loots so I think that's the way to go, I took the advice above and took revenge over wrath now, and also took the loot finding run out of battle rage and threw in the fury generator instead, should help those hammers keep rolling and hammer / overpower / revenges chained together... With high lifesteal, I think that would be pretty face rape, I unno tho ur definately right we'll have to wait and see.
Yeah the whole wrath / revenge choice has become difficult. Like u say if your able to keep it up for say... An entire boss fight? Then it's definately Gunna be something to play around with in a build like this.
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Quick attacks generate more Fury, so in any case you want to opt for attack speed. The level 7 Golden Rune for Hammer is 55% (It is 20 + Level * 5)%. So if you somehow max crit (75%) you have ~ 40% drop chance per hammer hit. Hammer has a small AoE but should be multitarget if I recall correctly.
The finder Barb doesn't need to do max damage (you'll probably also want to stack some Magic and Gold find). If you play in a team of 4, which I assume you will, the enemies will have 325% health (over 100% single player). You are a support that increases drops. Another reason you should run Warcry (which is far better for your team) instead of Stomp. Let the WD/Wizard do the main damage. You just need to tank and charge Fury and unload your Hammer on high value targets to generate loot.
Another tidbit: Battle Rage Golden or Obsidian. In the long run I believe Obsidian will outclass Golden, especially if we assume there are going to be items with Fury/s regen
Let us assume 75% crit (40% drop on Hammer), 3 fury regen frenzy and a 200 Fury pool. Golden gives another +7 Fury per crit. Obsidian gives another 20% drop chance on crit on every attack.
Now this is very speculative, as we don't know any of the following...
- Can crit go over the 75% cap with Hammer
- What Fury regen will items provide
- Will this Barbarian even survive in Inferno
- Does the Obsidian Battle Rage work this way
- ..
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Well, what I meant is that the 40% loot rune by itself is meaningless without context. Percentage to drop loot doesn't matter in the long run, only drops per minute do (will some other skill kill mobs more than 40% faster than hammer of the ancients? Probably.). And because Hammer of the Ancients is a single target, probably rather slow hitting (from the videos it was shown in, it has a rather long cast animation), high damage skill, I'm not yet sure whether it's a good farming skill (bosses, maybe?).
Once again, it's too early to say for sure. It's also too early to say whether Hammer of the Ancients attack speed will be affected by Frenzy.
A very potential problem arises from how Frenzy will function (whether it works best with quick weapons) while as I could see Hammer of the Ancients benefit most from high-damage, slower weapons (of course, this is 100% speculation before we play the game).
Hammer and Frenzy are both in beta, so we actually do know quite a bit about how they work.
Hammer casts very quickly, it's not slow at all. It's based on weapon speed. If I had to guess, I'd say it's basically equal to a swing, but I don't have any testing data to back that up.
Frenzy's increased attack speed only affects Frenzy, it does not affect any other skill.
So the basic tradeoff between fast and slow weapons is more attacks that do less damage vs. fewer attacks doing more damage. A Hammer with fast weapons does less damage, but you'll also generate fury faster and thus will cast more Hammers than you would with a slow weapon.
Hammer is also not single target. It's small area AOE. For monsters that cluster tightly (zombies), it can hit quite a few. For larger monsters (Unburied), it's a one hit deal.
I have tried a Frenzy build with a two-hander and I didn't like how it felt. The Frenzy buff duration is very short, so you have to start it up again on every mob group. It takes too long to swing a two-hander before you start getting the benefit of the attack speed. Not that it's not viable, I just prefer DW for Frenzy much more.
Yeah hammer is definately not single target it has a rune to decrease the area it effects and increase damage. Heh.
I would say for a lifesteal / MF barb war cry is probably not Gunna be the best bet, it's giving me lots of regen but I'm losing DMG output... DMG output + lifesteal = healing
I see lifesteal being really key for any barb not going a tank type spec, as well as resistances, but I can't think of where I would put war cry in this build tbh, I will be sacrificing crit. The only place it could go is for leap attack, which it may have to. Not until I put it into practice tho cuz leap attack will be key for gap closing and fun factor IMO
Hammer of the ancients is fast as hell!? Lol.
That's part of the fun, with 100 fury rolling out 5 hammer crit in a row with a 40% chance at loot? That sounds like fun times, I also like the idea of aoe being based more around overpower / revenge, and revenge heals quite a bit if your surrounded to improve survivability there as well.
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this build has no real survivability. you will die the first time you come a crossed a champion in hell/inferno. or maybe a lot sooner. cool it can do damage with lots of drops. IF It can survive for more then 3 seconds in the later difficulties. need to redo it with ALOT more survivability. blizz announced the barb dies constantly in inferno/hell and there trying to buff him but i doubt it will be a drastic change. the barb more then any other class needs the most survivability. the monk has lots of dodges/heals and other spells to help keep him alive more so then the barbarian. so ya add quite a bit more survivability.
@d3maniac2012 - Errm, blizz also announced skill swapping will be in town or out of combat... Meaning sticking to one build all the time would make u a downs kid... This EXACT build would be for mobs u know u can handle and want to farm some extra loot off of, making survivability changes is obvious if your dying... How about saying something constructive about the build instead of "More survivability" u know how many ways u can add survivability in diablo? Skills? Gear? Runes? Don't just click on a build and chop it up... If u read my full op I said this build was for a barb with 25% life leech, and there is survivability present you must have trouble reading? Maybe not as much as you would like but hey... Stone of recall... Equip ignore pain / threat shout, go back down, kill hard mobs, switch back to this for farm.
How is this NOT viable for that?
I think u just completely let the idea of multiple builds fly right over your head tbh.
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Survivability version of this build. Just whipped it up real quick. Lots of regen, still able to crit farm relatively consistently. Should work nice for tougher areas or farming Crits on bosses.
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Survivability version of this build. Just whipped it up real quick. Lots of regen, still able to crit farm relatively consistently. Should work nice for tougher areas or farming Crits on bosses.
again, still really lacking in surviving. ill change it this time:
this build is similar to yours, but much more survivability, changing the battle rage rune and adding revenge and overpower runed to increase crit is key in conjunction with the health globe passive, battle rage rune % + hammer % + passive % (on crit) and all those + reg % on mob death on crit. INSANE chances to drop health globes without the mob even dying and its a guaranteed 100% chance for a health globe when you kill a mob with a critical hit. AND they heal for DOUBLE. when revenge and overpower overlap you get an unbelievable chance to crit with your hammer (65%+ with lvl 7 runes), which crit = more dmg/loot/health globes so crit is the most important for this type of build. and double the armor to take more hits. AND more damage from frenzy stacks. your rune in frenzy is kind of pointless because your trying to kill all mobs with your hammer for more loot/health globes, the frenzy is strictly to gain fury.
sorry about not making suggestions and just dogging on it, right after i wrote that i went and made this build and posted it. i should of linked it in the first place. my bad. so ya.
d3maniac: ironbeaver's survival build is fine for survival. You do not need to have that much survival on skills. You can build a lot of survival on gear. Defense is going to play a major impact on survival.
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d3maniac: ironbeaver's survival build is fine for survival. You do not need to have that much survival on skills. You can build a lot of survival on gear. Defense is going to play a major impact on survival.
epic troll post? I'm talking inferno, which according to blizz the barb pretty much insta dies at this point, but even with a buff your going to need TONS of survivability. also this is a build to get the gear, so your not starting with epic defense gear. you and him are SERIOUSLY underestimating inferno/hell.
also my build has a much higher chance to crit more often since wotb won't be able to stay up for long at all and more dmg with frenzy stacks, more crits = more dmg more drops more health globes. its better overall, not just in surviving.
@d3maniac2012 - Lol i think your the troll here... you've obviously been drawn to this "health globe" idea because its new and fresh... and u keep refrencing how blizzard has giving info on how hard inferno will be... what blizzard said at blizzcon was: "your going to HAVE to build up your defensive stats to not get one shot in inferno"....
Sir, please tell me what a health globe is going to do for u when its laying on the ground next to your body that has just been one shot? Your saying u have this HUGE chance for globes to drop... but u have to be actively picking them up... while my insane regen and lifesteal alow me to stay in battle... what if a battle ends and your at 10% life? wheres ur globes? also u took 100% to armor passive... for inferno? u realize as a barb your going to be gettin one shot by special mobs that deal mostly MAGIC damage... (aoe alot of it... making collecting your globes even harder) the most important defensive trait in inferno will be resistances i guarentee it... oh yeah u better stack poison resist... cuz when a fight ends and ur poisoned heavy... good luck with those orbs.
honestly basing your survivability on collecting orbs during inferno mode combat? you have to be trolling, you die in fuckin 1 second or u dont die at all... keeping in the combat, with high lifesteal, high regen, and high resistances is whats going to keep you alive, your survival will rely more on your gear than it will on your talents. Trust me.
And like i said before but ill say it again: HEALTH ORBS ARENT GOING TO HELP WITH THE WAY U DIE 99% OF THE TIME IN DIABLO. 1 SHOTS!
u need DEFENSIVE STATS not more gay lil orbs on the ground.
your build comes down to playstyle and i certainly am not puttin my survivability in the chance that orbs are gouing to drop and i wont be to busy smacking a mob dealing tonz of dmg to me to pick them up.
your build is flawed in my opinion, mine is in yours, your also wrong about the wrath being up only a short time... think CRITS with the battle rage rune, crits gain 7 additional fury + 3 fury / frenzy swing (heard they are upping that) thats +1 second for every crit, and if your using overpower / hammer u can get multiple crits and keep it up even longer... giving u a base 10% crit for a long time and HUGE dodge. Seriously... your WRONG... both types of builds COULD be viable except you will be running around collecting orbs and i wont.
That build smokes yours in survivability, and nearly matches it in crit chance if played properly... u also mention the frenzy regen is pointless in the other one i suggested... so if your missing health switching your playstyle to last hit a mob with frenzy for increased regen isnt good? lol your not making a rotation here bud... if i need health ill kill a mob with whatever keeps me alive. Please think outside of your health globe box.
Plus i think 25% lifesteal + hitting 5+ mobs with overpower will give me more life than a globe... obv this is a guess... but i mean? especially if u crit with overpower... which would give me another overpower... i think your looking at survivability the wrong way in general.
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You can create some nice Hell gear and use the mystics to boost up the gear so you can start to farm Infernal.
I have been able to play and beat Hell in D2 with a 7 classes with no gear in HC vanilla.
I have also played many mods that have made D2 a lot more difficult.
I will be farming for gold right from the beginning and will be crafting right from the beginning.
I have played mods that can make a character that has 8 million life still be killed in a few hits on players 127 setting which has full damage scaling with the setting.
Based on some of the modifiers seen in the Beta there are quite a few mods that can appear on the gear that gives life and life steal. Plus you can always change around skills if needed but I think He will be fine. The key is controlling the battle and the best way to do that is playing single player unless you know the other players.
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lol wtf? what world do you live in where you have to "run around collecting" health globes? your a MELEE character. when a mob dies you move a millimeter forward or not at all and you instantly pick it up, AND if you crit and a health globe drops off the mob before death it will drop ON TOP of you, giving you SUPER high life regen. far far greater then your 10% life steal and life steal from your gear. since it heals for double. watch the amount of health globes that drop in the beta, then times that by about 3-4x and thats how many will be dropping for my build. we all know in diablo you constantly kill things or you die, and constantly killing = super health globe mania. basically its like having constant health pot spam. i don't think you understand how high of a percentage I'm talking. read the passives, the runes, and plus your regular chance. 100% on crit death, 75% on crit without death, and 50% on reg death.
and you'll have a big gaps in between your WOTB CD regardless of being able to keep it up a bit extra. revenge also procs CONSTANTLY and has OVER DOUBLE the crit chance of WOTB. so honestly imo mine is FAR superior to yours, any of yours. i like that superstition passive though, very nice add.
really? you played inferno? so you know theres tons of magic doers? oh ya you don't, because you havent. please don't start using speculation of what specifically is going to be in inferno as part of your argument. we only know ONE thing, its insanely hard. period.
i think the health globes + super crit for my build is better, you think your life steal is better. were at a stand still unable to change each others minds. nice debating with you though, GL on release
EDIT: on a side note, you might enjoy my melee wizard build http://www.diablofans.com/topic/31148-legit-melee-wizard-build/page__p__695723__fromsearch__1#entry695723 its layed out very neatly with icons and everything on the post so its easy to read. it has unparalleled life regen, 45% melee life steal not counting gear on every hit and 145% life steal on every critical with huge crit chance, and super high defense with clones helping you attack, its really nuts.
My build will not depend on the health globes at all. If they drop fine. Playing Hardcore you do not want to depend on a random chance for health globe to drop.
I will try to limit as much damage is done to you and that is what resistance and high defense will do. With a nice %life steal and high damage you will be killing quite fast and should be able to absorb damage done to you quite well.
I think that monsters in D3 will be more spaced out in the types of damage they will do. We have just seen one third of Act 1 and that is more of a training grounds for a character so there is not that much of elemental damage since there is limited items with resistance. We did see that some of the monster rares and blues did have some nasty elemental damage especially the arcane enchanted ones.
The wraith of the berserker should be able to last quite long as long as he is in combat since he has quite a few ways to generate fury. Battle Rage will be generating 4 fury per critical hit. War Cry cast every 30 seconds and the main generator is frenzy which can hit quite quickly and since he took the damage rune he can get quite nice damage as well.
D3maniac I think your Barb can be very strong but it might be too dependent on life globes and especially since we do not know how good life globes are in Infernal. They could make them less plentiful or tone done the life returned from them to increase the difficulty.
Blizzard's goal is to make as many skills viable for Hell and Infernal since they do not want just a few builds like in D2. I do think it will be since most skills are now dependent on gear to make it viable.
The melee wizard does look good on the life steal but can it do enough damage in infernal since I think monsters will be more resistant to all forms of damage. The issue for the Wizard will likely be the amount of life she has. I do not think she will have super defense since her the only skill that adds +% defense is Energy Armor and that only adds 20%. The mirror will add protection as long as monsters hit them and not you. The reduced damage by a percent is nice. I see your build more of a short range caster build than a true melee build due to Meteor which is going to be your main damage dealer and the Spectral Blade will likely be more of a means to keep in the target zone of the meteor. I have not seen on how meteor works in D3 but if it is like it is in D2 than that build will likely be the best one for that skill since meteor is quite difficult to aim and hit the monsters if they are moving around. You melee the target and launch meteor and then continue to use spectral blade and then cast meteor again. I would have built the character differently more of a glass cannon build but does a lot more damage with Spectral Blade or maybe even not use that skill and just use normal attack.
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http://us.battle.net/d3/en/calculator/barbarian#fdZhYP!bYa!ZbbZcb
Note: this build would be for level 60 when u have acquired gear with medium levels of Lifesteal.
Basically I don't know how no1 has picked up the synergy barbs have with critical strike...
Weapon Master (Passive) - 5% base crit with axes/maces
Ruthless (Passive) - 5% base crit + 50% crit DAMAGE.
Battle rage (shout - 100% uptime) - 4% base crit
Overpower (Medium Aoe, costs nothing, can be used after a crit strike) - Adds 16% crit for 4.5 sec after being used (increasing the chance you can use this again)
Hammer of the ancients - 15% base cit with this attack always.
Wrath of the berserker - 10% crit for 15 seconds ever 130 seconds. (roughly)
Basically what this all means is with my build on a naked barb your looking at:
Base crit: 14% (with battle rage up)
Crit after overpower: 30%
crit after overpower with zerker up: 40%
Using hammer of the ancients with all buffs: 55% crit
The way this build would work is using leap attack on cd for movement and also as a damage mitigator for initiating combat. Build frenzy stacks until you have 20 rage (basically 2 hits) pop battle rage, wait till u have FULL fury, pop zerker, hammer to spend fury, overpower EVERYTIME you crit, and keep brage up. Other than that it's just zerker when it's off cd.
The only thing that could change on this build for me is switching out zerker for something like ignore pain, I'm sure after stacking enough percision and hitting a base of around 50 - 60 crit, the 10% from zerker would be slightly less important.
As far as gearing goes, lifesteal > percision (to a point) > crit damage > DMG
In going with this I thought I would link a few prices of gear that would allow for ideal stats in this build. Obviously I know these items will be extremely rare, this is just an idea of what I would "want" to wear.
http://us.battle.net/d3/en/item/messerschmidts-reaver 2 handed axe would bring crit DMG from 250 - 300 alone.
http://us.battle.net/d3/en/item/bulkathos-wedding-band x2 of this ring and your sitting at 14% lifesteal + 10% passive = 24% lifesteal from 2 items.
http://us.battle.net/d3/en/item/andariels-visage - 2% lifesteal / more crit DMG / nixes poison which is bad for lifesteal barbs who don't like there health draining out of combat.
Basically the spec is DMG oriented so the gear will be slightly defense oriented mainly with lifesteal and magic resistance, other than that it's crit %, crit DMG, DMG. The way I see it is I get my crit to a level in the 60 percent range where I'm critin alot of the time and my crit DMG is 300% plus, that also makes every bit of DMG I gear into basically x3. Since my base DMG x 300+% will be my crit DMG.
Also keep in mind hitting a crit with hammer will give you a 40% chance to get free extra loots, and a crit while battle rage is up has a chance to give u free loot, so buffing crit works to that advantage as well.
Obviously with such low suvivabilty this build will really heavily on attacking quickly, constantly, and having overall 10-15% lifesteal on your gear to mesh with the 10% passive lifesteal. Once your crit damage hits around 300%, you have 25% lifesteal and your hitting 75% faster all the time, If you play well I'm sure your incoming healing will be able to handle most steady DMG your going to take. Bursty enemies could cause this build problems
But I would have to play to see if that's an issue.
Thanks, would love any comments anyone has.
Edit: if survivability becomes an issue changing the frenzy rune to 22% chance to stun for 3 seconds wouldn't hurt me too much and would add a stun to my
Most used fury generator which I'm sure would solve some issues.
I wouldn't say that no one has...
http://www.diablofans.com/topic/30679-mf-fury-build/
http://www.diablofans.com/topic/29677-i-cant-be-the-only-one-who-thought-of-this/
http://www.diablofans.com/topic/28883-the-farmbarian/
http://www.diablofans.com/topic/28639-treasure-hunter-barb/
http://www.diablofans.com/topic/28552-magic-findingfarming-barb-build/
But anyway... it's a solid concept. If you're planning on getting drops from Hammer Crits, you might want to consider Revenge Alabaster as well. It's yet another crit boost (and additionally provides some survival benefit). Or for even more item find potential, Obsidian Threatening Shout helps as well (and some survival).
The other thing is that Pound of Flesh might actually be a stronger survival tool than Bloodthirst, given that you'll be getting extra health globes as it is, doubling what they heal for and spawning even more of them might provide far more healing than you'd get from Bloodthirst alone. But that would have to be tested to be sure.
I'm thinking that for a magic find barb of this style, you'd want to go 1h/shield for maximum survival and damage reduction. Less damage is ok, because that means it takes more hits to kill enemies = more opportunities to drop extra items.
Revenge might actually be better. It gives you a 15 - 27 % crit chance boost for 12s. So if you trigger it every 12s you potentially get a constant 27% crit bonus.
With the passives, precision and the ability bonus you'll have a 50% base crit chance on "Hammer of the Ancients", 66% if you can activate "Overpower".
Hammer with Level 7 Golden gives 55% T drops on crits... so 27.5 - 33% ... plus an addition 20% from the Battle Rage rune effect, which also triggers off normal attacks (Frenzy).
So..
Obviously you wan't to run as much "Crit Hit Damage%" on items as possible, as you'll be criting near 50% of the time. Also you wan't fast dual wielding Axes for crit passive and +15% AS bonus with as much Attack Speed as possible.
Also yeah I found most of those builds u linked, it's just I think 4/5 of those are just MF barbs, the people for the most part aren't maxing crit they just took hammer / shout / rage and runed them
For loot finding.
For the pound of flesh suggestion we will have to wait and see how I feel About globes, I still think lifestealing with all the overpower / revenge procs while surrounded in the harder difficulties might be the way to go? Not sure until realease.
Thanks for your suggestions guys, appreciate it.
Thanks for the suggestion tho
http://us.battle.net/d3/en/calculator/barbarian#fdZhYU!bYa!ZbbZba
New build with revenge. Thanks again guys.
The finder Barb doesn't need to do max damage (you'll probably also want to stack some Magic and Gold find). If you play in a team of 4, which I assume you will, the enemies will have 325% health (over 100% single player). You are a support that increases drops. Another reason you should run Warcry (which is far better for your team) instead of Stomp. Let the WD/Wizard do the main damage. You just need to tank and charge Fury and unload your Hammer on high value targets to generate loot.
Another tidbit: Battle Rage Golden or Obsidian. In the long run I believe Obsidian will outclass Golden, especially if we assume there are going to be items with Fury/s regen
Let us assume 75% crit (40% drop on Hammer), 3 fury regen frenzy and a 200 Fury pool. Golden gives another +7 Fury per crit. Obsidian gives another 20% drop chance on crit on every attack.
Let's do another one with 50% crit (65% with hammer) and Level 4 runes
Now this is very speculative, as we don't know any of the following...
- Can crit go over the 75% cap with Hammer
- What Fury regen will items provide
- Will this Barbarian even survive in Inferno
- Does the Obsidian Battle Rage work this way
- ..
Hammer casts very quickly, it's not slow at all. It's based on weapon speed. If I had to guess, I'd say it's basically equal to a swing, but I don't have any testing data to back that up.
Frenzy's increased attack speed only affects Frenzy, it does not affect any other skill.
So the basic tradeoff between fast and slow weapons is more attacks that do less damage vs. fewer attacks doing more damage. A Hammer with fast weapons does less damage, but you'll also generate fury faster and thus will cast more Hammers than you would with a slow weapon.
Hammer is also not single target. It's small area AOE. For monsters that cluster tightly (zombies), it can hit quite a few. For larger monsters (Unburied), it's a one hit deal.
I have tried a Frenzy build with a two-hander and I didn't like how it felt. The Frenzy buff duration is very short, so you have to start it up again on every mob group. It takes too long to swing a two-hander before you start getting the benefit of the attack speed. Not that it's not viable, I just prefer DW for Frenzy much more.
Current build (use Superstition in elemental heavy area)
D3db build (level 7 runes)
I don't see a way around War Cry - Alabaster, maybe Obsidian, but 371 HP/s is just too good to pass up.
I would say for a lifesteal / MF barb war cry is probably not Gunna be the best bet, it's giving me lots of regen but I'm losing DMG output... DMG output + lifesteal = healing
I see lifesteal being really key for any barb not going a tank type spec, as well as resistances, but I can't think of where I would put war cry in this build tbh, I will be sacrificing crit. The only place it could go is for leap attack, which it may have to. Not until I put it into practice tho cuz leap attack will be key for gap closing and fun factor IMO
Hammer of the ancients is fast as hell!? Lol.
That's part of the fun, with 100 fury rolling out 5 hammer crit in a row with a 40% chance at loot? That sounds like fun times, I also like the idea of aoe being based more around overpower / revenge, and revenge heals quite a bit if your surrounded to improve survivability there as well.
How is this NOT viable for that?
I think u just completely let the idea of multiple builds fly right over your head tbh.
Survivability version of this build. Just whipped it up real quick. Lots of regen, still able to crit farm relatively consistently. Should work nice for tougher areas or farming Crits on bosses.
again, still really lacking in surviving. ill change it this time:
here
http://us.battle.net/d3/en/calculator/barbarian#ZYgfhU!ebZ!bcaZZa
this build is similar to yours, but much more survivability, changing the battle rage rune and adding revenge and overpower runed to increase crit is key in conjunction with the health globe passive, battle rage rune % + hammer % + passive % (on crit) and all those + reg % on mob death on crit. INSANE chances to drop health globes without the mob even dying and its a guaranteed 100% chance for a health globe when you kill a mob with a critical hit. AND they heal for DOUBLE. when revenge and overpower overlap you get an unbelievable chance to crit with your hammer (65%+ with lvl 7 runes), which crit = more dmg/loot/health globes so crit is the most important for this type of build. and double the armor to take more hits. AND more damage from frenzy stacks. your rune in frenzy is kind of pointless because your trying to kill all mobs with your hammer for more loot/health globes, the frenzy is strictly to gain fury.
sorry about not making suggestions and just dogging on it, right after i wrote that i went and made this build and posted it. i should of linked it in the first place. my bad. so ya.
epic troll post? I'm talking inferno, which according to blizz the barb pretty much insta dies at this point, but even with a buff your going to need TONS of survivability. also this is a build to get the gear, so your not starting with epic defense gear. you and him are SERIOUSLY underestimating inferno/hell.
also my build has a much higher chance to crit more often since wotb won't be able to stay up for long at all and more dmg with frenzy stacks, more crits = more dmg more drops more health globes. its better overall, not just in surviving.
Sir, please tell me what a health globe is going to do for u when its laying on the ground next to your body that has just been one shot? Your saying u have this HUGE chance for globes to drop... but u have to be actively picking them up... while my insane regen and lifesteal alow me to stay in battle... what if a battle ends and your at 10% life? wheres ur globes? also u took 100% to armor passive... for inferno? u realize as a barb your going to be gettin one shot by special mobs that deal mostly MAGIC damage... (aoe alot of it... making collecting your globes even harder) the most important defensive trait in inferno will be resistances i guarentee it... oh yeah u better stack poison resist... cuz when a fight ends and ur poisoned heavy... good luck with those orbs.
honestly basing your survivability on collecting orbs during inferno mode combat? you have to be trolling, you die in fuckin 1 second or u dont die at all... keeping in the combat, with high lifesteal, high regen, and high resistances is whats going to keep you alive, your survival will rely more on your gear than it will on your talents. Trust me.
And like i said before but ill say it again: HEALTH ORBS ARENT GOING TO HELP WITH THE WAY U DIE 99% OF THE TIME IN DIABLO. 1 SHOTS!
u need DEFENSIVE STATS not more gay lil orbs on the ground.
your build comes down to playstyle and i certainly am not puttin my survivability in the chance that orbs are gouing to drop and i wont be to busy smacking a mob dealing tonz of dmg to me to pick them up.
your build is flawed in my opinion, mine is in yours, your also wrong about the wrath being up only a short time... think CRITS with the battle rage rune, crits gain 7 additional fury + 3 fury / frenzy swing (heard they are upping that) thats +1 second for every crit, and if your using overpower / hammer u can get multiple crits and keep it up even longer... giving u a base 10% crit for a long time and HUGE dodge. Seriously... your WRONG... both types of builds COULD be viable except you will be running around collecting orbs and i wont.
http://us.battle.net/d3/en/calculator/barbarian#fgZYhP!acW!ZabbZb
That build smokes yours in survivability, and nearly matches it in crit chance if played properly... u also mention the frenzy regen is pointless in the other one i suggested... so if your missing health switching your playstyle to last hit a mob with frenzy for increased regen isnt good? lol your not making a rotation here bud... if i need health ill kill a mob with whatever keeps me alive. Please think outside of your health globe box.
Plus i think 25% lifesteal + hitting 5+ mobs with overpower will give me more life than a globe... obv this is a guess... but i mean? especially if u crit with overpower... which would give me another overpower... i think your looking at survivability the wrong way in general.
You can create some nice Hell gear and use the mystics to boost up the gear so you can start to farm Infernal.
I have been able to play and beat Hell in D2 with a 7 classes with no gear in HC vanilla.
I have also played many mods that have made D2 a lot more difficult.
I will be farming for gold right from the beginning and will be crafting right from the beginning.
I have played mods that can make a character that has 8 million life still be killed in a few hits on players 127 setting which has full damage scaling with the setting.
Based on some of the modifiers seen in the Beta there are quite a few mods that can appear on the gear that gives life and life steal. Plus you can always change around skills if needed but I think He will be fine. The key is controlling the battle and the best way to do that is playing single player unless you know the other players.
lol wtf? what world do you live in where you have to "run around collecting" health globes? your a MELEE character. when a mob dies you move a millimeter forward or not at all and you instantly pick it up, AND if you crit and a health globe drops off the mob before death it will drop ON TOP of you, giving you SUPER high life regen. far far greater then your 10% life steal and life steal from your gear. since it heals for double. watch the amount of health globes that drop in the beta, then times that by about 3-4x and thats how many will be dropping for my build. we all know in diablo you constantly kill things or you die, and constantly killing = super health globe mania. basically its like having constant health pot spam. i don't think you understand how high of a percentage I'm talking. read the passives, the runes, and plus your regular chance. 100% on crit death, 75% on crit without death, and 50% on reg death.
and you'll have a big gaps in between your WOTB CD regardless of being able to keep it up a bit extra. revenge also procs CONSTANTLY and has OVER DOUBLE the crit chance of WOTB. so honestly imo mine is FAR superior to yours, any of yours. i like that superstition passive though, very nice add.
really? you played inferno? so you know theres tons of magic doers? oh ya you don't, because you havent. please don't start using speculation of what specifically is going to be in inferno as part of your argument. we only know ONE thing, its insanely hard. period.
i think the health globes + super crit for my build is better, you think your life steal is better. were at a stand still unable to change each others minds. nice debating with you though, GL on release
EDIT: on a side note, you might enjoy my melee wizard build http://www.diablofans.com/topic/31148-legit-melee-wizard-build/page__p__695723__fromsearch__1#entry695723 its layed out very neatly with icons and everything on the post so its easy to read. it has unparalleled life regen, 45% melee life steal not counting gear on every hit and 145% life steal on every critical with huge crit chance, and super high defense with clones helping you attack, its really nuts.
I will try to limit as much damage is done to you and that is what resistance and high defense will do. With a nice %life steal and high damage you will be killing quite fast and should be able to absorb damage done to you quite well.
I think that monsters in D3 will be more spaced out in the types of damage they will do. We have just seen one third of Act 1 and that is more of a training grounds for a character so there is not that much of elemental damage since there is limited items with resistance. We did see that some of the monster rares and blues did have some nasty elemental damage especially the arcane enchanted ones.
The wraith of the berserker should be able to last quite long as long as he is in combat since he has quite a few ways to generate fury. Battle Rage will be generating 4 fury per critical hit. War Cry cast every 30 seconds and the main generator is frenzy which can hit quite quickly and since he took the damage rune he can get quite nice damage as well.
D3maniac I think your Barb can be very strong but it might be too dependent on life globes and especially since we do not know how good life globes are in Infernal. They could make them less plentiful or tone done the life returned from them to increase the difficulty.
Blizzard's goal is to make as many skills viable for Hell and Infernal since they do not want just a few builds like in D2. I do think it will be since most skills are now dependent on gear to make it viable.
The melee wizard does look good on the life steal but can it do enough damage in infernal since I think monsters will be more resistant to all forms of damage. The issue for the Wizard will likely be the amount of life she has. I do not think she will have super defense since her the only skill that adds +% defense is Energy Armor and that only adds 20%. The mirror will add protection as long as monsters hit them and not you. The reduced damage by a percent is nice. I see your build more of a short range caster build than a true melee build due to Meteor which is going to be your main damage dealer and the Spectral Blade will likely be more of a means to keep in the target zone of the meteor. I have not seen on how meteor works in D3 but if it is like it is in D2 than that build will likely be the best one for that skill since meteor is quite difficult to aim and hit the monsters if they are moving around. You melee the target and launch meteor and then continue to use spectral blade and then cast meteor again. I would have built the character differently more of a glass cannon build but does a lot more damage with Spectral Blade or maybe even not use that skill and just use normal attack.