I hate it when I knock up my enemies. Stupid demon child support...Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damageand 4 yard Knockbackto enemies in a 45 yardarccone and knocks them up.
- tanis0
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Member for 12 years, 1 month, and 10 days
Last active Thu, Aug, 11 2016 02:31:22
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Dec 12, 2013tanis0 posted a message on New Reaper of Souls Beta PatchPosted in: News
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Oct 22, 2013tanis0 posted a message on New Expansion Patch: Loot Runs Renamed to Nephalem Rifts, New Passive Effects, Massive Class ChangesPosted in: NewsQuote from miles_dryden
Hammer of the Ancients Cost: 20 Fury / Call forth a massive hammer to smash enemies directly in front of you for 535% weapon damage. Hammer of the Ancients has a 1% increased Critical Hit Chance for every 5 Fury that you have. (Damage up from 325%)
Because if ANYTHING needed a buff, it was Hammer of the Ancients!
QFT, but still.. Most of the Barb changes read like they were afraid some people still might want to play one even without double-tornado or life leech. -
May 7, 2013tanis0 posted a message on 1.0.8 Official Patch NotesPosted in: NewsQuote from Mob_Dylan
The stack size for gold sales on the auction house has been increased from 1 million to 10 million.
I'm guessing this is to curb third-party gold sales (which is 100m per $3)
Blizzards new stack size = 120m per $3 ( that is when it drops to 25 cents per stack)
I think it's probably so people don't have to buy gems and then sell them for gold in order to get a reasonable value. Still, I think they should have changed it to 100 million per stack since their track record on responding to drops in the market price of gold is so terrible.
EDIT: I forgot to say this, but I don't think it has much to do with 3rd parties because they'll always be cheaper than the market in game since Blizzard adds value for security, plus much of the 3rd party gold is stolen. -
May 7, 2013tanis0 posted a message on 1.0.8 Official Patch NotesI wonder why they didn't mention that NV now stack multiplicatively with other non-multiplayer XP bonuses. Or did they take that out?Posted in: News
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Mar 5, 2013tanis0 posted a message on Developer Journal: Itemization UpdateMy favorite part is by far the idea that fewer, but more consistently "good", rares will drop. I'd be happy to only get 1/10th the normal amount of rare drops as long as like 1/10 of them was worth the time to pick it up and id it.Posted in: News
I love the idea of the ethereal boots though. Then I could drop whirlwind from my build and run something like: http://us.battle.net/d3/en/calculator/barbarian#ZQUkRP!ZYg!ZZZZYc - To post a comment, please login or register a new account.
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I can't really commit to helping people in game as I only have limited playtime and it's a lot easier for me to check forums here and there during the day. Feel free to ask any questions you may have, though I probably won't be on the forums either for the next few days.
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If you've got the dough, an EF with high crit damage and a socket (with a high-end emerald) is certainly an upgrade. If not, the EF you have isn't terrible -- it's just not optimal.
You currently have 8.5% lifesteal when anything much over 5% is kind of overkill, assuming you are able to generate decent DPS, and I think you should be able to get there. I'd replace the belt with a Witching Hour, and you can make up the lost IK 3-set by getting some crit damage IK gloves. The other option would be to drop Bloodthirst for Brawler. While I'm no longer really sold on that for WW due to the delay, other people disagree with me, so it's worth seeing how it feels to you.
If you do get a Witching Hour, it has attack speed built in so the IAS on the ring will probably not be helping much at that point. Options would be to get IAS on fourth slot or to swap that ring for something like crit chance > min-max damage > crit damage. I'd probably go with the latter option. If you go with the former option, make sure to look up the details on breakpoints so you aren't wasting IAS for no benefit to tornado damage.
If you want to keep the Hellfire, that's up to you, but I think it's bringing you down. Also, keep in mind that the XP bonus isn't as great as it sounds since it's additive with MP rather than multiplicative.
If you want to farm high MP, your health is kind of low. I'd shoot for at least 40k and ideally 42-45k. You could resocket your armor and/or helm to help somewhat.
I'd swap your boots. For your budget, I'd go with Zunimassa's. Natalya's are slightly better at high gear levels, but they require the ring too in order to be good, and good Natalya's rings are expensive.
You should be able to grow out of Warcry at some point, but until you feel comfortable with that, you are most likely better off with Hardened Wrath since your armor is much higher than 10 times your resistances. If you want to do the math to prove it, mouse over your resistance of choice and your armor values with Impunity active and then with Hardened Wrath and write down the percentages (0.55 instead of 55%, for example). Next, compute the following for both sets of numbers:
(1 - resist%)*(1 - armor%)
The result will be the percentage of damage you take from attacks after armor and resists are applied (not counting melee reduction, barb class reduction, etc.), so you want to use the rune that gives you the lower value.
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Random thoughts:
I notice you are currently running 4 IK items, so you could swap one and still keep the bonus if you wanted to. The best candidate would be to swap the belt for a Witching Hour if you can afford that. EDIT: You'd probably want to get a lifesteal weapon if you did this, though Bloodthirst alone is probably enough if you aren't farming high MP.
Don't worry about faster attack speed on your mace imho unless you are really trying to optimize for a specific breakpoint and have put in the research to do so. Even then, it's not recommended because of the main-hand damage range being so important, and a high damage-range weapon with other good affixes and IAS is insanely expensive.
Your health is super low, assuming you want to do anything approaching high MP. Aim for 40k+. Your crit chance is also really low which is probably making it hard to keep ToC going.
Beyond that, I'd recommend reading this thread which has most of my advice in it already including what to focus on in each slot. If you have any specific questions after that, feel free to ask.
http://www.diablofan...d-items-better/
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Anyway, I get why you have such a high attack speed focus now. Unfortunately, as the thread you linked notes, that means this is a very expensive build. I'm not sure what sort of budget it's going to ultimately take, but here's what I'd be looking at slot by slot if it were me:
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Gear-wise, you've got a higher attack speed focus than I think I've ever seen on a Barb, but very low health, low-ish crit chance and very low crit damage. It's hard for me to give you much specific advice here because your build and current gear are so non-standard. For my general thoughts on gearing barbs, check this thread: http://www.diablofan...d-items-better/ Also, note that when I talk about WW in that thread, I'm referring to WW builds and primarily to RltW tornadoes, so much or most of it would apply to you if you do a large portion of your damage that way.
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For WW: Main-hand rare mace or axe (usually mace), offhand EF. This controls the fear in the tornadoes and makes hitting EF breakpoints easier. Since RLtW tornadoes only care about main-hand damage range (not so much the DPS number, particularly when comparing to EF), you are almost always better off putting the EF in the off-hand, and you are often well-served by a marquise ruby in the main-hand.
For non-WW, it depends. Rend prefers a Skorn, or a rare mace / axe with a high damage range as a second-tier alternative. HotA works well with Skorn, or with the EF in the main-hand and whatever high-dps weapon in the offhand, or with a main-hand rare axe/mace and an off-hand EF. Theoretically you could do a main-hand sword with HotA, but you'd better have close to max crit chance on every slot it's available if you want this to be optimal, particularly if you rely on Into the Fray for fury.
For the rare maces mentioned above, you're generally looking for some combo of lifesteal / crit damage / socket / high damage range.
EDIT: Also, obviously three-hundredth spear needs a mention for ranged builds.
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Regarding IAS and WW builds with EF: You can't rely on sheet DPS regarding IAS because RltW tornadoes have breakpoints which the sheet DPS does not account for. So basically, you have three reasonable options imho, though the first and third are the best in my opinion.
First, you can ignore IAS altogether (you still may get some from places like Inna's) and focus on other sources of damage, which specifically is crit chance > crit damage > min-max damage > strength. In my opinion, this is the way to go for budget builds if you don't want to do much research as it gives high DPS for less effort.
The second option is to focus on IAS to hit a specific breakpoint, but this requires research to know where they are and it must be calculated separately for each hand, though you can short-cut it if you use a non-IAS mace and a non-IAS EF together since this way the attacks per second on your character sheet (while TOC is up) is correct for both weapons. The general stat allocation in this school of thought is something like crit chance > IAS / crit damage > min-max damage > strength while making sure to hit the IAS tornado breakpoint you want for each hand. In general, this will mean a lower overall damage output, but more procs of ItF for slightly smoother runs. I personally don't think this is the best way to go.
The third option is the middle ground and the best option imho. In this case, you basically go for option 1 while still paying attention to IAS. In other words, you might pick one (probably not more) item with IAS rather than another with something like crit damage because you've done the research to know it will get you to the next breakpoint. At low gear levels, this probably puts you between 16-18 IAS assuming mace + EF, and how much you need for the breakpoint depends on how high your EF bonus is. At high gear levels, you start doing things like buying +5% crit chance mempos which probably gets you to the 33-36ish IAS breakpoint depending on EF bonus. Going for more than that is probably not worth it as the next breakpoint requires too much sacrifice imho.
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FYI, for anyone looking for a barb set on a small budget, Epheria's list is a good way to go, though I wouldn't avoid elites even if you have to turn down the MP a bit since the essences can help budget builds a lot. As you improve gear or if you have more cash / essences up front, you can replace the pants with Inna's and the bracers with crafted of strength, and/or the chest for IK, the gloves for crit damage IK and the belt with WH (though this requires you get the lifesteal from Skorn or the Bloodthirst passive). Both of these swaps allow you to maintain the same IAS through Inna's in the first case and WH in the second. Also, I'd suggest spending the least money you can reasonably get away with on shoulders, amulet and bracers as they are all strong candidates for barbs to craft once you get some essences.
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I see you got help already for the health, but I notice your crit chance is a bit low. I'd pick up an IK helm to boost it if it were me which also provides more melee reduction. I'd probably also swap either the pants or boots to pick up the extra run speed, and eventually both when you can craft some bracers and swap out the Lacunis.
As above, I'd swap the mempo for IK to pick up the crit and melee reduction. This would also let you drop the IK belt for WH if you can get the lifesteal on your weapons or passive. You're a bit of a budget build though, so you might consider swapping some pieces around. If you are running Tyreal's Might, you have the choice to make about whether to grab run speed from boots or pants. Nat's is a great way to go and probably my preference and this means high-stat defensive pants, but this is a more expensive option than IK chest / inna's pants for similar benefit.
Also, your IAS doesn't make much sense unless it's for the axe. For the mace, iirc the breakpoints for a +.23 EF are at 17ish and 35ish IAS and you have 27%. If it makes sense for the axe, more power to you, but it may be worth looking into if you are going to value IAS for a WW build.
I see you already went with the Nat's, and that was probably a good choice. As you get the cash, it's probably worth trying to pick up crit or min-max damage on the ring, but you may want to compare that in a calculator before laying out the cash.
BTW, it looks like the gear is definitely coming together for you. I might try to pick up an IK helm with resist all if you can afford it and if you feel your defense could be better. If you need a bit more health, you can swap some of the gems.
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Really, it's a bit moot to me though. People ought to play however they find the most enjoyment. All defining this stuff is really good for imho is looking down on other people's playstyles if they aren't "pure" enough (says the guys who buys on the RMAH).
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Not typically since it's not going to match the single-target DPS of something like HotA: Smash, and it won't generate the fury of Bash (especially with Instigation) or the damage bonus of Bash: Punish for secondary skills. It will do more single-target damage than Bash if you can keep it 5-stacked long enough, but those situations are rare enough that I think Bash is just better.
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Here's a silly, overly simplistic answer, but it should illustrate a point. Consider a high DPS barb using a HotA: Smash build and a low DPS monk using an Exploding Palm build doing ubers. The bosses have 150% of their normal health, but they take 60% more damage as long as the Monk keeps Conviction and Exploding Palm up, so even if the Monk does 0 DPS, the barb still kills the first boss in 93.75 percent of the time it took on his own, and that's not counting Guiding Light. If we assume the bosses have equal health, exploding palm will take off 74% of the second bosses current HP. Assuming that mob has somehow not been hit at all yet, the entire fight would be over in 65.16% of the time it would take the barb to kill the bosses alone.
That's with the monk doing zero damage for the entire fight (except the Exploding Palm explosion obviously, but that skill ignores all gear except bonus damage to elites and possibly bonus % elemental damage). It's also not optimized since I'm not counting buffs like Guiding Light which would make it faster, and it's also ignoring the MF / XP / GF bonuses and the fact that incoming damage is now split among two people instead of one.
Again, this is an oversimplified example and forgive me if any of my numbers are off (I took most of it from Invis's Speed Palm guide), but similar concepts hold when farming non-ubers in groups. There are certain buffs which have multiplier effects in parties and exploiting them, along with the inherent bonuses of group play, make farming with a reasonably competent group more efficient than solo play as long as you aren't having to drag poorly geared / played characters along with you.
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The idea is to group enemies up and lock them down via Wrenching Smash and Thunderstrike so that the rest of the party can nuke them more easily and with less danger. Brawler supports that effort by making Thunderstrike more likely to get killing blows. Clobber is there to perform a similar task for single targets as well as to generate extra fury for Thunderstrike when needed. I went with Insanity over Thrive on Chaos since it's easier to stay with the party this way but you still have Insanity to shine when needed. The rest is probably self-explanatory, but the stuns should help with any annoyance people usually have when using EF's in parties.
If I was willing to regear a bit to pick up an SoJ and Skorn with reduced HotA cost, I might try something like this instead: http://us.battle.net...YgRP!ZYg!aYZbaZ
With HotA only costing 10 Fury with a slow weapon and no Thrive on Chaos, we should be able to run Marauder's Rage over Into the Fray for a significant damage increase. This makes Sprint less spammable since we don't generate as much fury, so I included Grim Harvest to make up somewhat for the lost mobility and slower runs while providing a little extra fury to power HotA.
EDIT: On further reflection, I think Bash: Clobber is going to be superior to Frenzy: Smite, so I changed it out.
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I don't have much play time lately so I can't really commit to helping people in game. Feel free to ask any questions you have though or start your own thread for more focused advice. I checked your profile, but it doesn't look like your barb is 60 yet so there's not much I could recommend beyond what I've already posted here and in other threads in this forum.
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