What I notice is that all theose skills heal me for a % of my max healt not my dmg, so even with low dmg if a can servive long enough the low dmg want metter.
My sinergie will be hight Vitality = high armor = high heals.
About Maniac, this rune increase only the dmg for Frenzy, but still is good point.
What I'll change are Juggernault and Bloodlust passives.
Why overlook health globes? In the lower difficulties, it seems like there are too many. If you can maximize your dps to rush through easier portions, why not?
I can see regeneration continuing to gain importance through the growth of this game. It looks like a solid build for sol play. It will be interesting to see what future iterations do to emphasize regen.
However the only way i see a build like that working int your favor is if 1) your being fed alot of fury to keep using the abilites that give higher %life back, and 2) if your in a group that isnt built for survival but rather damage.
Without a flavor of much DPS in your build your rather to bore them to death then to kill them. My personal opinion in that build would be if you kept half of the abilites you think that would give the best life restore, and add 1 or 2 dps and 1 or 2 defensive abilties.
Atleast having 1 really hard hitting ability that could help you pound some zombies face in; to atleast break the defenses of the wave of monsters a bit...
Otherwise i would classicfy this build a really UBER tanking build.
depends on how the mobs scale in inferno, the healing wont be very useful if the mob can 1-2 shot you. and if you dont have enough damage out put to kill them fast enough. I believe you will need some good ccs in inferno together with escapes and some huge burst. so you can charge into mobs (if you are not going throwing or other ranged options) lay down the CC eg ground stomp and other aoe, then get out before you are over whelmed.
http://us.battle.net/d3/en/calculator/barbarian#TgkUjf!bTd!Yaabca
My sinergie will be hight Vitality = high armor = high heals.
About Maniac, this rune increase only the dmg for Frenzy, but still is good point.
What I'll change are Juggernault and Bloodlust passives.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Neat idea;
However the only way i see a build like that working int your favor is if 1) your being fed alot of fury to keep using the abilites that give higher %life back, and 2) if your in a group that isnt built for survival but rather damage.
Without a flavor of much DPS in your build your rather to bore them to death then to kill them. My personal opinion in that build would be if you kept half of the abilites you think that would give the best life restore, and add 1 or 2 dps and 1 or 2 defensive abilties.
Atleast having 1 really hard hitting ability that could help you pound some zombies face in; to atleast break the defenses of the wave of monsters a bit...
Otherwise i would classicfy this build a really UBER tanking build.