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I've put a lot of thought around this build.
First, the assumptions:
Second, some notes:
Third, the goal: To have everything you need to deal with just about any situation, in order to never swap abilities and thus keep the Nephalem Valor buff.
Here are the situations I thought about.
If a monster comes out of a barrel, just Frenzy it down.
Pack of regular monsters
Leap into it, move out a bit, Seismic Slam as many as possible, Ancient Spear one and Frenzy it down until the pack is getting close or moving towards an ally, at which point I'll get in there and Ground Stomp + Threatening Shout, then move out and Seismic Slam 2-3 times. Rinse & repeat.
With or without a unique (yellow) monster, the idea is to do roughly the same as a regular pack except to always keep a stun off cooldown for "ZOMG" moments like being trapped by a waller.
I would lead with Ancient Spear and start Frenzying that monster down, then Leap out to the rest of the pack and use Threatening Shout, move out, Seismic Slam a few times. Switch between stuns as the situation dictates. Rinse & repeat.
See below for dealing with the unique monster, if there's one.
Uniques and bosses
Save Ancient Spear for when healing is needed, or if an ally is in danger. Leap in and Threatening Shout, then Frenzy until health is dangerously low, then Ground Stomp and run to gather health globes (Pound of Flesh should help a lot here). Rinse & repeat.
If somehow the unique/boss is immune to stun, definitely save Leap for escape purposes. And if there are adds, as in the Skeleton King fight, use the generated fury to handle them with Seismic Slam.
And if Ancient Spear doesn't work on the boss, at least its damage (and rune healing) will work.
Great post! Appreciate you taking the time to write it all up.
I haven't played the beta unfortunately, but I played D2 LOD in HC for more hours than I can count. And watched lots of the youtube videos about the barb, so I have an "ok" idea of the skills in question.
I'm really excited to see if inferno is going to be as tough as people are thinking. A build like this has lots of survivability, and I can see the strategy you have mind. Rather than running in like Rambo with whirlwinds, etc, you'll sort of pick the monsters off the fringe with ancient spear, and control them with seismic slam and ground stomp.
From a glance, I don't know if you have enough abilities to use your fury. I would probably swap out ground stomp with something that used fury instead. I know it will help you control a battle field with the stun, but you already have seismic slam, which provides similar utility.
If you want to stick with the theme of staying a bit at the edges of a fight instead of charging straight in, you could pick up weapon throw in it's place. Maybe get dread bomb rune, heh. Or more likely something like richochet to give you a bit of ranged AOE and helping you further control the battle field.
If you don't want to add a new ability into the mix, you could always get battle rage instead, which wouldn't affect your playstyle much, but just add more damage.
Just my thoughts.
Nice build, obviously well thought out and balanced between types of encounters.
I haven't seen many (any?) builds that make use of pound of flesh so it'll be interesting to see if it works out for you. I think the reason most don't make use of it is you have to kill mobs before having access to any health globes(unless you have birthright) and in inferno you are going to need the healing before you can kill anything.
One thing I would be concerned about is that you rely on stun a lot and although I can't remember hearing any specifics I can't imagine there is not going to be a hefty amount of stun/fear/immobilize/charm resistance in inferno.
Thanks Ramone, those are all sound suggestions.
There's another assumption I should have put in there:
So my counter-arguments go as follows.
So basically, if I'm gonna improve this build, it isn't for the sake of dps, or necessarily for survival, but rather for the sake of utility. All the abilities in this build are useful no matter the situation.
Edited by Arkatar#1387 on 5/2/2012 10:58 AM PDT
From the Wiki, http://diablo.wikia.com/wiki/Health_Globe
It has been revealed that some, more powerful, monsters that take a huge amount of damage to kill off will drop Globes when their health reaches certain levels (i.e. 75 %/50 %/25 %).
Better this than to expect monsters will come at me and not at my allies. They might be resistant to it, but I don't think immunity will exist outside of specific bosses, if that.
I did make the assumption that my group will be expected to take care of their own defense, that I will help them as I can but will not act as though they are defenseless. You can look at my reply to Ramone for the reason behind not picking Ignore Pain. Furthermore, IP only helps if I'm the monsters' target. As far as I know, short of the Threatening Shout(Demoralize) 3-second taunt, there's no easy way to ensure the monsters won't go for the highest damage source, which is almost certain not to be me.
For one, Stagger rune isn't a 100% stun, is limited to the monsters in front of me, and the stun duration ain't nearly as long. Also, what am I to do if I need a stun and I don't have 30 fury? With the Strength from Earth rune, I can use Seismic Slam twice for the same cost, resulting in twice the damage and twice the knockback. That's more useful to me than "a high, though not certain, chance to stun for 1.5 seconds".
Same goes for the "armor rune" on Leap. If the monsters head off towards an ally, the armor buff is wasted, whereas the stun helps no matter what.
Edited by Arkatar#1387 on 5/2/2012 11:01 AM PDT
One note on stuns: if they are modeling D3 on D2, there will be hefty CC time reduction at higher difficulties. For example, in D3 Hell CC lasted only 25% of what it did on normal. While we can't predict the exact amount of reduction, I think it will be safe to assume that there will be CC reduction, and in Inferno it will be fairly punitive. I would guess a minimum of 50% time reduction, but I've seen other people guess 75% to 85%.
For that reason, I'd personally suggest changing out at least one or two of the stun skills/runes and get either more passive or active life regen/steal. Even if stuns remain effective in Inferno, I would still try to get more passive life regen; if you get chain CCed, no active skill will save you.
Those are all very valid points, Rosenkavalir. Thank you.
If stuns turn out to become almost useless at Inferno, I think I'd go for something more in the lines of health increase and passive regen. Something like the following build: http://us.battle.net/d3/en/calculator/barbarian#WekSgd!XeT!YYbcbb
Thanks again for your insight.
Edited by Arkatar#1387 on 5/2/2012 1:52 PM PDT
I played a DH at some point in the beta, and my gear was so beyond that of my public group allies that the Skeleton King was always targetting me even though there were at least 2 melee on him.
It'll be interesting to see how this truly pans out.
I went with the assumption that the CC reduction would be very heavy. This is what I came up with, personally. I went with the assumption, as well, that I was partied in a synergistic group.Two things: this is a thread about Nephalem Valor builds, and groups cannot have followers.
Giving situational builds is off topic.
Thanks Ramone, those are all sound suggestions.
Sounds good, I can see why you like ground stomp, and truthfully, throw looks a little lackluster...I couldn't see myself using it regularly if I also had ancient spear. Your build definitely looks like it would have lots of tools to control a battlefield, which will undoubtedly come in handy in inferno.
It may very well be that all that utility will be required or optimal to make it through inferno. Blizzard has made these skills available to us, so it makes sense to use them! You would definitely be a great utility group member with that set up. If you find that both ground stomp and seismic slam aren't required, you can always just change it up a bit.
On that note, I think I would lean towards battle rage if the extra utility of ground stomp showed to be excessive. I would probably consider battle rage with swords to ploughshares rune. Might help with some extra health globes!
Another passive to consider would be relentless. If you get under 20% health you can spam seismic slam and buy time to GTFO and regroup.
The merciless assault rune for FC is nice...hit 5 and cooldown is gone. This might be more useful in going after casters than spear.
Too situational for me, but thanks for the suggestion.
Again a bit too situational for my taste. I'll definitely use Furious Charge with Merciless Assault while leveling, since health shouldn't be an issue, but in Inferno I think the healing will be handier (don't know if you saw my 2nd build at post #8 above).
I like loot. And the idea is to not get hit by too many monsters, not get them to focus on me. As a barbarian I might be better suited to take punishment, but that doesn't mean I believe I'll survive a bunch of mobs very long at Inferno difficulty.
Edited by Arkatar#1387 on 5/4/2012 6:46 PM PDT
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