Given the massive buff to Rend, does anyone else here think it is possible for the Blood Lust rune to replace Revenge? Seriously, even with the Inferno lifegain reduction, that is going to be an intimidating amount of health regen along with a similarly intimidating amount of damage every five seconds.
I think you guys are missing the point... they are trying to get you to start using passives and skills that are NOT already being used a lot. If anything happens to VQ, it's going to be a nerf not a buff, the skill is super strong as it is (although annoying to use without 5 CDs).
I guess you have a point. The idea on my end was to enable other builds, since you could then smooth out your cooldown use. However, it seems much more likely that Spiritual Attunement would be buffed for this purpose.
I know that most do not ask for help sub-60, but I guess the barbarian class and I just don't mix all that well. I'm having a very, very difficult time making the transition from the faceroll levels to where one needs to start paying attention. I'm undergeared, unsure of my spec, and I don't know what to look for or at in order to improve. All of the guides I read are for 60, and usually lean on abilities I just don't have yet.
I'm stuck on the Butcher for now, can't seem to kill him fast enough while maintaining health, even with the Templar out for support heals. Not a lot of LOH available at my level, either. Any suggestions?
The weapon is major, and your build is also slightly scattered. Either focus on the bears and swap out some skills for more CC (and drop Darts for a cooldown), or focus on Darts kiting.
The big idea of VQ turning into scaled bonus regen per CD up is one I really like. Call it 75% bonus regen for each cooldown. Then again, this would make it infinitely better than Spiritual Attunement is now, since even by default it would provide 15-45 regen on a nearly constant basis (Attunement works out to 8-10)
Ruppgu, I share your thoughts there. We need the ability to keep a couple of our buffs up more by default, or at the very least on a more constant basis. Making BBV work more like Hex is a good start, IMHO, especially when paired with the VQ change above.
They've stated the Dogs and Gargantuan are getting significant buffs, which is very good. They're iconic class spells (err... as much as can be in a game this young, anyway), and being able to actually use them will be quite the relief for me. Really, as long as they can provide me with 10 seconds against a standard Elite by default (I understand that bad luck facing off against certain DPS affixes will kill them quick), they will be worthwhile. Especially once Fortitude and Medicine come into play... (plotting and praying for this)
How much LOH do you recommend we shoot for in this build? I saw about 1300 as you were going through your gear, but I might have missed some. Do you use any other means of life gain with them (Life per Spirit Spent being a big one)? Great build, BTW, I'm going to see if I can adapt it to a dual-wield build. It's better for Keen Eye, and that should work out about the same as (if not tougher than) your shield with Fist of Thunder.
One thing about making the video, though, is that your voice is quiet enough to make me turn up my volume. The music... wasn't quiet. Just saying
Blazbub, while what you said is "possible", I use the word in only the most theoretical sense. The chance of sub-58 rares dropping in A3 Inferno is low, for one, but the chance of sub-61 is fairly high. Given that MF has ABSOLUTELY NO EFFECT on iLvl of drops, this means that your friend either lied to you or else broke probabilities several orders of magnitude greater than, say, winning the lottery in four states on the same day. Also note that you two had identical MF for that trip, since it's currently averaged among the party.
I agree with some of the changes, disagree with some.
Removing Enrage and the full-heal mechanic is fairly well thought out. Depending on the affix combo (anything with Shielding, Vampiric, and a damage affix), it just wasn't possible to get past them at any reasonable gear level. Now you can take your time and kill them as needed. Same goes with removing Invuln Minions. The presence of the possibility of them was actually warping some builds (Cold Ray wizards being non-viable, for example).
Individual mob nerfs as well, some of them were tough but I feel that nearly all were fair in their base version (fat casters and the A3 shamans aside, for shields and quick-rez). Increasing their health is just annoying, though, since all it does is hurt lower-geared Glass Cannon builds and slow down farmers. Then again, with the multiplied drop rates, people might actually consider white-mob kills to be worthwhile, if they go quickly enough on the normal route. I don't feel that reducing base elite health will be needed after nerfing Shielding and removing Invuln, but that's just me. Perhaps it will work out to about the same health total, depends on how it's calculated (if it's a multiplier on the white-mob version, for example)
Everything else, we'll have to see as further blog posts come out. There is no way to accurately tell what the outcome will be overall until we get most or all of the pieces.
I don't really think there will be any consistent 1-shotting. The big damage spells tend to have at least a 10-second cooldown, and anyone who is even thinking about PvP is going to have enough Dex to get some decent Dodge (I plan on being at least at the first plateau on even my non-Dex characters), and a whiffed mega means you're operating under a handicap until it comes off of cooldown. Many of these ultimates are also going to be stupidly easy to see coming and avoid in most circumstances (Pile On, Earthquake, etc).
I actually get the distinct feeling that PvP will work out much like being an intelligent elite pack. You want to control the space and limit opponent options with CC and ground effects to set up your own high-damage effects. Picture what you would be doing if the enemy could see your affixes, and you'll see what I mean.
In addition, I'm moderately certain that Life Steal mechanics will be treated as though in Inferno
I know for fact that a vocal few will be disappointed, pretty much no matter what Blizz does. For myself, as long as the changes step in the right direction and keep WDs relatively in step with the other classes (or slightly better on improvements, since they're the least-played class), I'll be happy. Lots of ways to do it, and any one (or two, or seven) of them will end up net positive for the class as a whole.
I'd like to add DAISK to the list. Charges 100k per person for Inferno Whimsy run-through, takes a full group into it then leaves without killing anything.
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EDIT: misphrased myself, corrected it
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I guess you have a point. The idea on my end was to enable other builds, since you could then smooth out your cooldown use. However, it seems much more likely that Spiritual Attunement would be buffed for this purpose.
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0-1 CD: no bonus
2 CDs: 75%
3 CDs: 150%
4 CDs: 300%
5 CDs: 450%
... and I would use it like crazy in 3-CD builds.
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I know that most do not ask for help sub-60, but I guess the barbarian class and I just don't mix all that well. I'm having a very, very difficult time making the transition from the faceroll levels to where one needs to start paying attention. I'm undergeared, unsure of my spec, and I don't know what to look for or at in order to improve. All of the guides I read are for 60, and usually lean on abilities I just don't have yet.
Current build (level 52 at the moment): http://us.battle.net/d3/en/calculator/barbarian#WVYdiQ!YVb!acZbbb
I'm stuck on the Butcher for now, can't seem to kill him fast enough while maintaining health, even with the Templar out for support heals. Not a lot of LOH available at my level, either. Any suggestions?
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Ruppgu, I share your thoughts there. We need the ability to keep a couple of our buffs up more by default, or at the very least on a more constant basis. Making BBV work more like Hex is a good start, IMHO, especially when paired with the VQ change above.
They've stated the Dogs and Gargantuan are getting significant buffs, which is very good. They're iconic class spells (err... as much as can be in a game this young, anyway), and being able to actually use them will be quite the relief for me. Really, as long as they can provide me with 10 seconds against a standard Elite by default (I understand that bad luck facing off against certain DPS affixes will kill them quick), they will be worthwhile. Especially once Fortitude and Medicine come into play... (plotting and praying for this)
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I think there's something against that in the Geneva Convention...
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PsyBomb of US
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One thing about making the video, though, is that your voice is quiet enough to make me turn up my volume. The music... wasn't quiet. Just saying
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Removing Enrage and the full-heal mechanic is fairly well thought out. Depending on the affix combo (anything with Shielding, Vampiric, and a damage affix), it just wasn't possible to get past them at any reasonable gear level. Now you can take your time and kill them as needed. Same goes with removing Invuln Minions. The presence of the possibility of them was actually warping some builds (Cold Ray wizards being non-viable, for example).
Individual mob nerfs as well, some of them were tough but I feel that nearly all were fair in their base version (fat casters and the A3 shamans aside, for shields and quick-rez). Increasing their health is just annoying, though, since all it does is hurt lower-geared Glass Cannon builds and slow down farmers. Then again, with the multiplied drop rates, people might actually consider white-mob kills to be worthwhile, if they go quickly enough on the normal route. I don't feel that reducing base elite health will be needed after nerfing Shielding and removing Invuln, but that's just me. Perhaps it will work out to about the same health total, depends on how it's calculated (if it's a multiplier on the white-mob version, for example)
Everything else, we'll have to see as further blog posts come out. There is no way to accurately tell what the outcome will be overall until we get most or all of the pieces.
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I actually get the distinct feeling that PvP will work out much like being an intelligent elite pack. You want to control the space and limit opponent options with CC and ground effects to set up your own high-damage effects. Picture what you would be doing if the enemy could see your affixes, and you'll see what I mean.
In addition, I'm moderately certain that Life Steal mechanics will be treated as though in Inferno
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