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    posted a message on Stun effectiveness in end-game scenario
    Quote from Maerlimi

    The build could be better. Now for endgame stun, i'd expect some regular mobs (not every) and even some elites to take stun. These will be crushed in groups and even in solo for some classes, without the least chance of presenting challenge. But if the game is actually hard by them...expect most challenges to be stun immune, cc immune, snare immune.

    Yep, I agree. But this way some DH builds, slow-focused, will face a lot of trouble end-game too. Maybe this "specials" presents some resistance for status-impairing effects, not beeing completely immune. About the build, was just an example (and I wrong selected Ricochet for Weapon Throw instead of Throwing Hammer, BTW :facepalmsmile: ).
    Posted in: Theorycrafting and Analysis
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    posted a message on Stun effectiveness in end-game scenario
    After some calculations and selecting correct gear (dual wielding daggers + IAS equipment, for example), I presume it's possible to achieve (statistically) 100% stun effect on single target using Frenzy (Smite) or even Bash (Clobber). Will stun be effective on later game scenario or monsters (and specials - champions, elites and bosses) will be probably immune?

    If stun effects are something to aim for, builds like http://us.battle.net/d3/pt/calculator/barbarian#WfXYkP!Ydb!YZcccZ will really shine. What do you guys think?
    Posted in: Theorycrafting and Analysis
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    posted a message on Please, comment my build!
    First of all, thanks for the feedback!

    Probably I will stay with the migthy weapons, even more if I find some real fast attack speed ones later game. The choice between Maniac or Smite will depend of how the encounters will be in higher dificulties, both are valid ofensive options. For some defense, if needed, Triumph on Frenzy shall be a viable option too.

    Regarding daggers (for Smite), If monster encounters in Inferno turns out to be less crowd-like, Weapon Throw won't be used too often, so fury generation should not be a problem. Besides, I have 3 others fury generatos excluding Frenzy, with net fury gain about 90 each 30 seconds. This represents a Weapon Throw (which have a 2 sec slow effect) each 3 seconds, not even considering Frenzy.

    But you are correct, fine adjustment will only be possible after May 15!
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Please, comment my build!
    Hi all!

    Please, comment my barbarian build: http://us.battle.net...XYkP!Ydb!YZbccZ

    The main ideia is to use Frenzy on single targets (boss, elite, champions) and Weapon Throw for multi-target, using 2 mighty weapons. Follow skills choices and reasons:


    Frenzy (Smite): Fast fury generator, even more with Weapon Master passive. Smite to pin single targets, since attack speed will be at least 2.6 (1.15*1.3*1.75) after 5 Frenzy swings and Smite procs 20% of the time and lasts 1.5 sec. I may change mighty weapons for daggers later, generating less fury but locking singles 100% of the time (statistically), getting +15% from Weapon Master passive.

    Weapon Throw (Ricochet): For multi-target purpose, 300% weapon damage total and slow effect. Two uses of Frenzy already pay on use of WT.

    Ground Stomp (Avalanche): Defensive, to use when surrounded by enemies and wish to disperse them around the board.

    Leap (Toppling Impact): Same reason as Ground Stomp, but providing a fast escape alternative if things are getting nasty. Both Leap and Ground Stomp have cooldowns, but alternating them I can use one "spreader" skill each 5 or 6 seconds.

    War Cry (Impunity): I will be playing in group with my friends, so group buffs are always welcome. Impunity to improve resistances a little bit, aiming Nightmare/Hell.

    Wrath of the Berserker (Insanity): For tough battles (that must appear each 120 seconds, according to my plans :lol: ). Is +125% output damage (100% from Insanity and 25% from increased attack speed).

    Passives:

    Weapon Master: For the 3 fury bonus with mighty weapons or 15% increased damage with daggers, as explained above.

    Bloodthirst: Life recovery, since the build lacks any other healing source.

    Nerves of steel: To compensate the shield lost to equip the second weapon. May change for Tough as Nails or even Superstition, what provides the best defense for later game scenario.

    Any corrections and/or suggestions will be very useful. And sorry for the bad english, in Brazil we don't have yet very specialized forums to discuss D3 in such details.

    Thanks!
    Posted in: Barbarian: Bastion's Keep
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