Barbarian

Aug 24, 2011 Welcome! Please Read Welcome to the barbarian forum! This forum is here to provide you with a friendly environment where you can discuss all aspects of the Diablo III barbarian class with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy, so we ask that you take the time to read through the forum Code of Conduct and guidelines before posting. Code of Conduct: http://us.battle.net/en/community/conduct Posting Guidelines: http://us.battle.net/d3/en/forum/topic/3074657442#2 Important Reminders: Search The search function at the top of the community site is extremely effective and robust. Before you create a new forum topic, please be use it to search for similar topics, blog posts, or web pages that may contain the answer for which you are looking. Making a new thread on an existing subject can result in your thread being deleted or, if you continue to re-post the same content, the loss of your forum privileges for spamming. Rating The forum rating system can be used to promote positive discussion, demote unhelpful comments, and even report posts that violate the forum Code of Conduct. By hovering over a post you'll be presented with several options, including a "thumbs up" (Like) and a "thumbs down" (Dislike) icon. Clicking the "thumbs up" icon will rate the post up. If enough people like a post, it will gain a Highly Rated status and appear at the top of related search results. Highly Rated posts will also have a highlighted background. Clicking the "thumbs down" icon will expand a drop-down menu which will include "Dislike," "Trolling, "Spam" and "Report" options. "Dislike" will rate the post down. If enough people dislike a post, it will be darkened, and with a lot of dislikes it will be hidden completely. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of a violation. Please note that you can only rate each post once. Use your power wisely to help foster a positive and helpful forum community.Daxxarri1 Aug 24, 2011
14m [Guide] 2.6.1 zDPS Barb GR 90-125+ Current as of: July 2018 (Season 14) Welcome back to the guide, folks. When it comes to group play, patch 2.6.1 has really opened things up. End-game, as well as casual speed meta, appears to be in flux. And Barbs, formerly restricted to pure support roles, may find themselves capable of contributing to groups in other ways. But the demand for good zDPS support Barbs has not, and likely will not, diminish. Good zDPS Barbs are crucial to speed and end-game metas. This guide covers the two most popular zDPS Barb builds, tells you how to gear them, and offers tips on how to successfully play them. If you're looking for the most efficient and rewarding ways to play in speed and end-game groups, read on. ... Failure to adhere to this holy covenant will result in Barb privileges revoked. ========== The Build ========== There are two ways to play zDPS Barb--Pacman for Ratruns or Raekor for pushes. Which build you play depends on the kind of content you're tackling (speeds or pushes). Below, I'll cover the builds in some detail. But remember: ask your DPS if they have preferences and change your build accordingly. As a general rule, the following are key rolls on both builds. Here they are in priority order: - CDR on every available piece (55-65% required) - Vit and Life % on every available piece(1-3 million Life and 25%+ Life) - All Resist on every available piece - Pickup radius on every available piece (10+ total yards, 22 is ideal) Got it? Good. Let's get into the builds. Build 1: Pacman Named for the build's primary responsibility (gobbling up health globes made by the zDPS Necro), a Pacman Barb is used for speed experience runs, also known as Ratruns--incredibly fast and efficient clears in the 90-105 range (depending on Paragon, group composition, and player experience and skill). The normal Ratrun composition contains 1 zDPS Necro to make globes, 2 DPS Rathma Necros to dish out serious damage, and 1 zDPS Barb to buff the group and collect globes. This is far and away the easiest zDPS Barb build to play. Your job is simple. Keep IP on your DPS Necros. Buff them with Armor and Speed (War Cry and Sprint), and gobble all the globes. Seriously, you should never stop moving, never stop trying to gobble up globes. Play this build in speed groups if you want to maximize your XP per hour. My groups typically run between 95 and 105 and net me 1.4+ trillion xp per hour. You read that right. 1.4+ trillion xp per hour. This also helps get your gems to 100 very fast. Special thanks to Archael for showing this particular brand of the build. Specific Requirement Notes: - 45-55% CDR (before Gogok) - as much Pickup Radius as you can get (22+ is ideal) Skills Whirlwind (Blood Funnel) - Mobility and Healing War Cry (Hardened Wrath or Veteran's Warning) - Boosts toughness - Rune can be adjusted if DPS desires Sprint (Forced March) - Boosts group speed Threatening Shout (Falter) - Boosts DPS Ignore Pain (Mob Rules) - Massive toughness boost - CC immunity - Essential for keeping the DPS alive -- never let this go down unless the DPS says it's okay! The final skill slot is normally given to one of several choices depending on what your DPS prefers: Call of the Ancients (Duty to the Clan) - Boosts DPS Or Rend (Mutilate) - Boosts DPS Or Wrath of the Berserker (Striding Giant) - Boosts mitigation Or Battle Rage (Ferocity) - Boosts move speed Or Ground Stomp (Jarring Slam) - Globes + procs Band of Might Or Furious Charge (Merciless Assault) - Mobility Passives Inspiring Presence (extra healing) Pound of Flesh (healing and speed) Nerves of Steel (cheat death) Weapons Master (extra Fury generation) Gear Helm: Leorics - Vit - Life % - All Resist - OS (Diamond if you're under 44% CDR, Ruby otherwise) Shoulder: Wrath of the Wastes - CDR - Vit - Life % - All Resist - Pickup radius Chest: Aquila's Cuirass - Vit - Life % - All Resist - OS (Diamonds) - Pickup radius Amulet: Rondal's Locket - CDR - CHC - Vit or Life % - Pickup radius Bracer: Nemesis or Strongarms - Vit - All Resist - Armor - Pickup radius Belt: Pride of Cassius or Chilanik's - Vit - Life % - All Resist - Pickup radius Glove: Wrath of the Wastes - CDR - Vit - All Resist - CHC - Pickup radius Pants: Wrath of the Wastes - Vit - All Resist - Pickup radius OS (Diamonds) - Pickup radius Boots: Illusory Boots (or Wastes if low Paragon) - Vit - All Resist - Pickup radius Weapons: Bul-Kathos Swords - CDR - Vit - 7% IAS - OS (Amethyst for Life on Hit and Gem of Ease for XP) Ring 1: Zodiac - CDR - CHC - Physical/Arcane/Lightning/Fire resist or Health Globe Bonus Ring 2: Oculus - CDR - Vit - Life % - Physical/Arcane/Lightning/Fire resist or Health Globe Bonus Cube Weapon: In-geom Armor: Chilanik's or Pride of Cassius Jewelry: Ring of Royal Grandeur (or Band of Might if low Paragon) Legendary Gems Note: if you're really squishy or low-Paragon, you'll want to swap Gogok for Esoteric. As you become more proficient and your gear improves, you'll swap Esoteric back to Gogok. Wreath of Lightning - Extra move speed - Aggros mobs Gogok of Swiftness - Provides CDR Gem of Efficacious Toxin - Boosts DPS - Lowers incoming damage How To Play The Build This is pretty simple. Soon as the rift starts, pop IP for your team. Then pop War Cry and Sprint. Now you're off to the races! With this build, you'll stay behind the zDPS Necro (who will lead the party) and keep the two DPS Necros covered with IP and speed-boosted with War Cry and Sprint. Make sure they go fast! Make sure they have IP! Your zDPS Necro should only stop to fight elites (if your zDPS Necro is stopping to clear trash, get a new zDPS Necro). When that happens, keep the team covered with War Cry and IP, pop Call of the Ancients, and gobble up globes! Dont stop gobbling! When the elite dies, it's your job to pick up the progress globes, re-apply IP, WC, and Sprint, and fall back in line with the DPS Necros. When played right, you should never stop moving--not even once--for the entire rift. Not until the RG, that is. At that point, you might be standing around so as not to aggro the RG away from the Necro. Build Notes - Stats on swords: The gear section above shows you optimal rolls for weapons. But if you get near-perfect swords for this build, you can roll the base damage range to something. Life per Hit is great. Remember: we don't do damage, so we don't need base damage range on our support weapons. Here are some stats we never want on our zDPS swords: 10% damage and Area Damage. - IAS on Swords: Because the interaction between the BK swords and the Zodiac ring was fixed in 2.6.1, you'll want IAS and CDR on your BK swords. This is going to make refreshing cooldowns so much easier. - Pickup radius: You want as much of this as possible. Some folks think it's 22 yards or bust, and while I respect that I don't agree. Frankly, if you play well, you can do just fine with 20 yards, 15 yards, or even 10 yards. Of course, you always want the highest possible PIckup radius, but a good player can stretch whatever they have with skill. Don't let groups bully you about pickup radius. Get as much as you can and prove yourself through your game play. High-XP Variant If you have the Paragon and/or run with a very, very good group, you can use this alternate variant for maximum XP gains. Be warned: This is not advised for those below 1500 Paragon or for groups that aren't already efficient and experienced. Personally, I only run this setup with specific players and only on request. - Swap pants, gloves, and boots to Cain's (crafted at Blacksmith) - Swap shoulder to legacy Corruption or Mantle of Channeling - Swap Oculus for Hellfire ring - Swap Esoteric to Gogok (other gems are Toxin and Wreath) - Swap diamond in helmet for ruby - Free skill slot should be Wrath of the Berserker (Striding Giant) - Passives should be Pound of Flesh, Inspiring Presence, Nerves of Steel, and Weapons Master All gear should aim for the same rolls as the regular Pacman build. Remember, you are much more squishy in this variant since you won't have the Wastes 4-pc bonus. If your zNecro doesn't keep everything frozen, you could get one-shotted. Build 2: Raekor Push This build is the go-to zDPS Barb build for end-game pushes (generally anything over 105). It utilizes the 4-piece Raekor bonus for practically unlimited charges and grants the Barb an incredible amount of speed and mobility. The play style of this build is very different from Pacman and will take some practice to play well. You'll play this build in end-game pushes, defined as content that is truly pushing the limits of what your group can do. For me, I play this in anything from 110-120+. This is how you get your gems to 120+. These kind of pushes will also net you lots and lots of experience. Specific Requirement Notes: - 60%+ CDR Skills Furious Charge (Any) - Mobility and crowd control Ancient Spear (Rage Flip) - Used to pull groups of trash and elites to the DPS - Mobs will go CC immune after 3 pulls so accuracy counts War Cry (Hardened Wrath, Veteran's Warning, or Impunity) - Boosts toughness - Rune depends on what DPS wants/needs Ground Stomp (Jarring Slam) - Makes Globes for healing and DPS Threatening Shout (Falter) - Boosts DPS Ignore Pain (Mob Rules) - Massive toughness boost - CC immunity - Essential for keeping the DPS alive -- never let this go down unless the DPS says it's okay! Passives Inspiring Presence (extra healing) Pound of Flesh (healing and speed) Nerves of Steel (cheat death) Sword and Board (extra toughness) Gear Helm: Leorics - Vit - Life % - All Resist - OS (Diamond) Shoulder: Legacy of Raekor - CDR - Vit - Life % - All Resist - Pickup radius Chest: Legacy of Raekor - Vit - Life % - All Resist - OS (Diamonds) Amulet: Rondal's Locket - CDR - CHC - Vit or Life % Bracer: Nemesis - Vit - All Resist - Armor - Pickup radius Belt: Pride of Cassius or Chilanik's - Vit - Life % - All Resist - Pickup radius Glove: Legacy of Raekor - CDR - Vit - All Resist - Attack Speed Pants: Legacy of Raekor - Vit - All Resist - Pickup radius OS (Diamonds) Boots: Illusory Boots - Vit - All Resist - Pickup radius Weapon: Pig Sticker (or Istvan's Paired Blades) - CDR - Vit - 7% IAS - RCR - OS (Amethyst for Life on Hit or Gem of Ease for XP) Off-Hand: Storm Shield - CDR - RCR - Vit - OS (Amethyst for Life on Hit or Gem of Ease for XP) Ring 1: Zodiac - CDR - CHC - Physical/Arcane/Lightning/Fire resist or Health Globe Bonus Ring 2: Oculus - CDR - Vit - Life % - Physical/Arcane/Lightning/Fire resist or Health Globe Bonus Cube Weapon: In-geom, Solanium, or Vigilance Armor: Chilanik's or Pride of Cassius Jewelry: Band of Might Legendary Gems Wreath of Lightning - Extra move speed - Aggros mobs Esoteric Alteration - Boosts toughness Gem of Efficacious Toxin - Boosts DPS - Lowers incoming damage How To Play The Build Unlike playing Pacman, this build requires you to be much more active. In many ways, the zDPS Barb is the group leader in pushes. Your responsibilities include: 1. Keep your team alive with IP. 2. Pull mobs to the DPS 3. Make globes and feed the Witch Doctor 4. Scout and call-out Pylons, then pop them at the appropriate times So, when you jump into a GR, hit War Cry, pop IP and make sure you're covering your DPS (IP is active in line of sight). Move a little ahead of the group, freezing enemies with Charge, until you find elites in density. Do not stop on lone elites or small groups of trash. You need density, though a lot of the time it's up to you to createdensity. When your Heal Monk sets up Sanc, it's time to go to work. Apply War Cry and IP, Stomp to make (and collect) globes, then start pulling. First, aggro nearby trash and pull. If your DPS aren't taking much damage, go further out in search of more trash and elites. Always aggro first with Charge and Wreath. Save spear pulls for crucial moments or long distance pulls. Every few seconds, return to the group to Stomp and make globes. Your Witch Doctor will chew through globes very quickly. But wait. Since you're not using a channeling skill with the Zodiac ring, how are we resetting cooldowns? The answer is to use Spear. Pull far-away mobs into the Witch Doctor (or whatever trash burner is in style). Pull elites in, too. Make sure you get your cooldowns reset but don't make elites and trash CC immune. While we're talking about pulls, please note that Spear has a strange interaction with mob hit boxes, so it's going to take some practice to get this right. For the most part, you want to pull in a straight line. Holes in the ground, debris, or corners will obstruct your pulls and detach mobs from your spear, so make sure there's nothing between you, the mobs you're pulling, and the spear's path of travel. Mobs will sometimes get stuck in doorways or on corners, and you may need to get behind them, pull them away from the door at an angle, and then pull them straight through the doorways. Again, this is something that takes time to learn. And keep in mind that Rage Flip can fling mobs and elites away from your group! If you spear mobs that are in close proximity to the DPS--which is where you want them to be--they will be sent flying across the screen, making you work twice as hard to get them grouped all over again. In short, be precise with your pulls, and spend time getting the hang of how far Rage Flip will send certain mob types. When your DPS kills elites, gather the globes, apply War Cry for speed, and move on. If your DPS are taking too much damage--like, for instance, if you've grouped together several packs of Arcane Desecrators, don't go very far to pull. Instead, stay close to them, generate globes and apply IP. Remember: A good zBarb makes or breaks a group. You are the key to a party's success. If you fail at your job, the DPS can't do their jobs. Build Notes - Secondary Rolls: As always, Physical resist is always a great secondary roll to have on your gear. More important is pickup radius. This helps you quickly gather globes to keep the Witch Doctor and/or Necros fed. - Weapon Selection: When playing the Raekor build, Istvan's Blades are great choices. But considering how rare they are, most Barbs are better off going with Pig Sticker and Stormshield, which also lets you take advantage of the Sword and Board passive. Pig Sticker also has the added bonus of a fifth primary roll. - Pushing with Whirlwind: Though it's not optimal, you can push with the Pacman build by making a few adjustments. In fact, a few high-ranked players prefer this to the Raekor build. Before using this, check with your DPS. Let me know if you have questions/comments. ========== FAQ ========== Q. Is it fun to play zBarb? A. Yes. Very. You're integral to your team's success. Q. Can Barbs be the DPS in group play? A. In some circumstances, yes! Charge Barb can DPS up to 115 in 2-player groups and it seems a 3-player team cracked 127 with a Charge Barb as the DPS! R6-HOTA might also be viable in the 120+ range. Barbs can also DPS in informal groups, normally in the 90-100 range. However, for the current end-game meta, which is 140+, Barbs have absolutely no place as DPS. Q. How do I communicate with my team? A. Get a mic and headset and use Teamspeak, Discord, or the Battle Net chat channels. Q. Do I really need a mic and voice chat? A. If you're pushing, yes. It also helps a lot for Ratruns. Q. What's your best clear on zBarb? A. One-keyed a 127: https://imgur.com/a/KXobe This was back when 127 was only one or two tiers away from the absolute top of the 4-player pushes. Q. What's this I hear about a zDPS build that uses the IK set? A. That's called fake news. While you can put together a zDPS Barb using the Immortal King's set, it's inferior in every way to both of the builds outlined above. It can stack movement speed and PR, but lacks the extra DR of the Wastes set and thus has to slot an additional skill for mitigation. Compared to Raekor, it's even worse: it's slower, provides less CC, and doesn't utilize Spear for pulling. Anyone who pushes the IK set for zDPS simply doesn't understand the role of a support Barb. Don't even bother with this.Free86 14m
1h [Guide]2.61 MoTE - Leapquake Guide Greetings brothers! In this thread I will attempt to help everybody in understanding, gearing and playing Might of The Earth build, popularly known as “Leapquake”. It has several viable variants, and results you will get will vary based on variation used, gear quality and skill choices. I do not own it, I didn't create it, and this build was made by and belongs to community. It all evolved from Physical EQ and there is a long list of players that have influenced that build. Kingdo, Aegis, Tao, Nubtro, Dakkon, Archael, R!ck, King Benjamin, these are just a few from many that have contributed to this build in many ways. For some of you it will be nothing new. For others this may be entirely new build. I’ll try to keep it simple and understandable, but there will be a lot of curly parts because this build – unlike Whirlwind based on Wastes for example – does not reinforce “Item A with X,Y,Z rolls mandatory”, this build gives you room for tweaking your gear and finding the right blend of DPS and mitigation that fits your playstyle. You can make this build work almost anytime, as long as you will follow few basic “rules of the thumb” and understand how this build operates. Yes, there is “min-maxing” and “end game pushing” that will be covered here as well, but this build was - and still is - most casual friendly, reliable and consistent for solo progression. You can use 2 basic elements, Physical and Fire and I’m giving you fair warning folks, this is not going to be most orthodox guide around here. You will have to read it in full because otherwise you will not understand it, if you new to this build. Let’s go than! Basic terminology used: - BoM – Band of Might - CoE – Convention of elements - MoTE – Might of the Earth set, but I may use that abbreviation thinking about Fire EQ and nothing else. - APD’s – Ancient Parthan Defenders - GoG – Girdle of Giants - EQ – Earthquake - LQ - Leapquake - CDR – Cooldown Reduction - RCR – Resource Cost Reduction - Insanity – Wrath of the Berserker, Insanity rune - TS – Threatening Shout - Falter – Threatening Shout, Falter rune - Rumble – Seismic Slam, Rumble rune - F+R – Focus and Restraint, aka Bastions of Will ring set - CHC – Critical Hit Chance - CHD – Critical Hit Damage - AD – Area Damage - LPFS – Life per Fury Spend - HGB – healing Globe Bonus I. Basic stuff, in form of Q nad A What gear do I need to get started? - 6 pieces of Might of the Earth set - Blade of The Tribes - Focus + Restraint - Ancient Parthan Defenders/Nemezis Bracers/Strongarm Bracers/Bracers of Destruction - Girdle of Giants - Hellfire amulet with desired passive/Eye of Etlich/any good DPS amulet What do I need in my cube? - Furnace/Ingeom/Fury of The Vanished Peak - Lut Socks - Band of Might/Convention of Elements/Avarice Band What legendary and armor gems will I need? Bane of The Trapped, Bane of The Stricken and Esoteric are your primary gems. Zeis and Powerful will come in handy as well. Boon of the Hoarder is good for T13 farming. For armor, higher up in GR you will use all diamonds, but rubies can serve you long in early game. How this build operates? It has one of the most complex synergy between set bonuses, complimentary items and skills among all barb builds. Majority of your damage comes from stacking Earthquakes on the ground coped with solid amount of Area Damage, Earthquakes are result of: - (4) piece set bonus that will cast an Earthquake where you will land every time with your Leap - Lut Socks that will let you Leap 3 times in a row before Leap will begin its cooldown - Blade of the Tribes that will cast an Earthquake every time you will use War Cry and Threatening Shout - Casting Earthquake from your skill bar Due to Earthen Might passive, each triggered EQ will grant you 30 fury, coped with fury generated by skills itself (Leap, WC, TS) successful “cycle” should leave you with full Fury globe, which you will dump using Seismic Slam, to trigger (2) piece set bonus that will remove – if geared and played properly – remaining cooldown from Leap, allowing you to start the cycle again immediately. Using Seismic Slam have a side benefit of activating legendary affix from Girdle of Giants, that will provide additional bonus to all the damage your EQ’s are doing for 3 seconds afterwards, as well as activating spender part of Focus and Restraint set. I know, it sounds complicated, but it is very intuitive once you will get around it. This build have its own flow, all you have to do is try to not interrupt it:) Are they any “fixed” values of stats I have to pay attention to? Yes, this build plays best with 33.33% CDR, which means that you will have to: - Max CDR in paragon points - Socket perfect diamond in your helmet - Get 2 rolls of 8% CDR on gear - Because of the (2) set bonus removing the cooldown per amount of fury spend, you will also max out Fury in paragon and try your best to get + max fury secondary rolls on weapon and belt. This way you will be able to spend more fury with Rumble and assure prompt removal of cooldown from Leap - Playing with less CDR (one 8% slot instead of 2)is possible, but please read entire guide to understand it in full As a general rule of the thumb, you will not compromise CHC or CHD on any item for any reason, unless it will be “early game” in season and you will really need to get some “band aid” going on. What is the weakest side of this build? Sustain. Unlike WW or HoTA this build does not recover any substantial amount of life between “fury dump” (Rumble) that heals you via LPFS. In reality it means that at certain content regardless of amount of mitigation you will have, you will be forced to leap away from density on 3rd Leap and re-heal from distance. You cannot control your sustain, it comes in bursts on the end of each cycle. Second weakest side of this build is lack of immunity to crowd control effects, when you are not under Insanity. This may be a major hiccup sometimes, frozen, jailer, trash that leaps and stuns/knocks you back, some RG’s, there is quite a bit of things that can mess you up because of that. What should I prioritize in paragon? - Max Fury - Cooldown reduction - Area Damage - CHC and CHD - Life/all res/armor As general rule, you should not put any points in Resource Cost Reduction. Your healing comes from spending fury, less you spend, less life you get back. Even though your main fury dump (Rumble) does not suffer from it (curtesy of Nubtro for checking it just recently), hard cast EQ from the bar or Battle Rage (if you using it) do take RCR into consideration. Movement speed is not mandatory for Fire EQ, you should be leaping, not running around. You don’t have to max it out, especially if you don’t have the paragon for it. II. The Gear, The Works As I said before, this build does not reinforce “Item A with X,Y,Z rolls mandatory” stuff, however it does have few standards that you will have to meet. We will start with setting up some ground rules about the rolls on items. I will track you down and leave empty beer cans on your lawn if you will ignore these: - All sockets in armor and jewelry are mandatory, not optional - Outside of Boots, we don’t really want to see any Armor rolls in primary properties. Armor comes from strength. - If item can roll CHC or CHD you will get these rolls on. - Attack Speed does nothing valuable for that build. Yes I know, this number on sheet looks cool, but you don’t want to have it on your gear. For speeds ASI on GoG may not hurt you at all (it will provide a side benefit of slightly faster animation of Slam) but for GR there is few more valuable rolls that will give you much higher benefits) - LPFS is a roll that you can get on weapon and belt only. It is very valuable roll, and your best bet is to have it on gear. Remember, this build needs to obtain 2 slots of 8% CDR, and as much AD as possible. Because there is multiple places where these can roll, and they are “competing” rolls on same pieces of gear, on all the gear below you will find what we consider mandatory rolls, leaving up to you and your Rngesus where you will get AD and CDR. Some things are intentionally omitted here, visit “Min Max” section of this guide to dig little deeper into optimizing rolls. For clarity purposes items that can roll AD/CDR or in general have few options to choose from will gain “X” remark in place of one (or 2) primary property. Helmet – STR/VIT/CHC with Physical resistance and “Reducing duration of control impairing effects” (These are optimized rolls that will not change even if you will get to min maxing stage) Pants – STR/VIT/All Res with Life after Each Kill and Pickup radius secondary. Again, these rolls are optimized for any scenario. If you happen to have STR/VIT/Armor with Physical resistance, you may use them as well, but there is few other slots where we can pick up Physical Resistance while All Res slots are very limited Boots – STR/VIT/All Res/Armor with Healing Globe Bonus and Pickup Radius secondary. 15% Seismic Slam damage instead of Armor is perfectly acceptable, but it will depend on what variant you will be using. If you using Furnace in cube, you rather go with Armor roll, if you using FoTVP in cube, you will get Seismic Slam instead. Chest – STR/VIT/All Res. Range/melee deduction or healing globe bonus are considered desired/good secondary. Now, If you have a chest that instead of All Res will have Elite Damage Deduction, 15% life or 15% EQ damage (read min-max section about that last roll) while having Physical resistance secondary it is also perfectly useable. Gloves – CHC/CHD/STR/X with Physical resistance secondary. Pickup radius/chance to stun are bonus secondary rolls, good for you if you can get them WHILE having optimal primary rolls. Gloves are one of the items where you will be looking for CDR or AD, if you receive blessing from Rngesus, you will find gloves that we call “Quadfecta”. These Gloves will let you get CHC/CHD/AD/CDR at the price of STR and VIT. Do not actively chase “Quad Gloves” (aka don’t be reforging gloves just for sake of getting them), they are not mandatory and they are very “expensive” to equip if you don’t have high paragon to back it up. 1000 STR is quite a bit to compromise. Shoulder – STR/X/X/X with Pickup Radius and Healing Globe Bonus secondary. Shoulders are pretty complicated item because they can roll 3 rolls you may be looking for, which are CDR, AD and EQ damage. On top of it, they typically roll with VIT and All Res, so you will be making some hard choices based on rest of the gear (how much CDR you have elsewhere, how many slots of All Res you have, can you afford to get AD on them) and paragon levels at your disposal. At lower paragon, you may be rolling with STR/VIT/All Res/X where X will be your CDR or AD. Higher up you may be rolling with STR/VIT/AD/CDR or STR/All Res/CDR/AD, based on your total life pool. You may be chasing the carrot of STR/CDR/EQ/AD shoulders. Remember, you can make it work as long as you will get 33.33% CDR and maximize AD. Belt – STR/VIT/LPFS/X with Max Fury secondary. Your X will be either 15% life (if you will have secondary resistance, physical ideally) or All Res (if no secondary resistance present). You will be rolling off attack speed for desired 4th roll because this belt comes with guaranteed attack speed roll. Remember, attack speed does nothing for you. Bracers – 20% Elemental/CHC/STR/VIT with either melee/ranged deduction or physical resistance. Regardless of the kind of bracers you will be using, these are the rolls you need on them. Amulet – 20% Elemental/CHD/CHC/Socket. Physical res/“Reducing duration of control impairing effects”/melee or ranged deduction are considered good secondaries. This amulet may not be easiest thing to get, so if you have STR/CHC/CHD it is always a useable alternative (some details on that will be in min-max section) Rings – CHD/CHC/Socket/X with Physical resistance. Healing Globe bonus, “Reducing duration of control impairing effects”, Life after Each kill are all good secondary rolls. Your “x” is where you will be looking for CDR/AD, STR is acceptable there early game, as long as you can get needed CDR elsewhere. Weapon – STR/10% Damage/LPFS is your “safe and solid” bet. 190%+ Earthquake damage is what you need, along with max fury in secondary. As long as you don’t have attack speed, resource cost reduction, chance for bleed, life per hit or elite damage on it, you can make it work with just about any other primary stat combination. Unrollable 10% CDR? Expensive, but you only need 8% CDR roll elsewhere than. 24% AD? Expensive as well, but it is damage after all, not like you are gimping your build with undesired rolls. Vitality? Oh well, toughness doesn’t hurt. Yes, some weapons will make it difficult for you down the road, lack of LPFS for example may force you to pick some other passives and grab some HGB in secondaries, inability to get 10% Damage is decreasing your overall DPS, but you can use these weapons to farm something that will be Best in Slot for you, as long as you keep an eye on your CDR and AD value. I cleared 96 in season 10 at 1700 para using STR/CDR/AD weapon because it was the best I could get. I had highest MoTE clear in season 8 while using 10%/AD/CDR weapon (no STR, LPFS, or Vitality) at paragon 1300. It is all possible, you just need to understand the build and balance rest of the gear and skills accordingly. III. Skills Mandatory active skills 1. Earthquake – Molten Fury for Fire EQ, Cave In for Physical EQ 2. Seismic Slam – Rumble 3. Wrath of the Berserker – Insanity 4. Leap – Death from Above/Call of Arreat depending on APD’s usage 5. Threatening Shout – Falter 6. War Cry (Veterans Warning/Impunity) or Battle Rage (Bloodshed/Into the Fray) Mandatory passive skills 1. Ruthless 2. Rampage 3. Earthen Might You have 1 or ideally 2 passives slots open. I consider well rolled HFA best amulet for this build, Eye of Etlich is perfectly OK as well, but good passive will beat range damage deduction from EoE. DPS passive skills of your choice: - Brawler - Boon of Bul-Kathos Defensive passive skills of your choice - Relentless - Nerves of Steel - Superstition Utility passives of your choice (handy when you struggling with the build, proper amount of CDR or max fury secondaries and proper rotation) - Animosity - Superstition - Bloodthirst Few words about these skills Ruthless – Kicks on when enemies meet lower life threshold. In CoE variant this skill can finish off 2-3 packs of elites on one properly timed Insanity cycle. It will help you greatly with RG fights. Do not go out without it, unless you are doing some 4-5 minute GR runs. Rampage – 25% to STR is nothing to sneeze at. That’s 25% straight damage and armor increase. One of our best passives. Earthen Might – this is how you get your fury bruh, if you will forget to slot it you will find yourself stuck on the ground pretty often Brawler – it is additive damage that is little bit diluted due to EQ roll on weapon and Falter, but it still provides decent and pretty stable DPS. Take it over Berserker rage, because Berserker needs 95% Fury to be active. When you are at that range (almost full globe) you will be dumping it within seconds. Brawler will give you boost as long as you get 3 enemies around you, which means almost 100% uptime. Boon of Bul-Kathos – Insanity is very important part of that build. Outside of being straight – and huge – DPS increase, it serves as your only defense vs Crowd Control attacks and increases your Dodge chance. This passives will give you higher uptime of it. If you running “tanky” variant of Fire EQ, do not hesitate and pick it up. Relentless – This is amazing defensive skill in high GR environment. As I mentioned before, MoTE struggles with reliable sustain that could heal us during the rotations, which often forces us to perform “defensive leap” on the end. With time and practice, you will be able to stay in density and survive with this passive on. Nerves of Steel – That little red light that screams “get the hell out!” In my opinion mandatory passive for “glass” CoE variant, not only because of the warning but mostly because I found out that after 100’s of GR’s I use it as my “second chance” to stay and finish off the elites during CoE/Insanity cycle. In other words, you can willingly stay at it knowing that you have a safety that will let you finish it. Superstition – outside of the obvious benefits defensively, this is a good passive for those who still learning the build or struggle with proper skill rotation. It will help you with filling up your Fury globe, so you may be able to slam faster, reducing your Leap cooldown. Bloodthirst – personally I never used that passive in MoTE, even when I was rolling with only LPFS on belt, but it works, and it’s very good if you do have non-LPFS weapon and you struggle with recovery and sustain. If you manage to get decent HGB in secondaries on gear (100k, about 3 ancient rolls) this passive will be at LPFS on weapon level. Animosity – not really optimal or popular, but if you are new to the build, you lack max fury on weapon or your only DPS HFA in early season rolled with that, it will help you with stepping over learning curve. Increases your max fury limit and helps with replenishing it. It is a decent passive – given you have room for it - if you are using FoTVP in cube, as it increases the damage of Rumble that will base its calculation from higher fury globe. IV. Rotation So, you got your gear with proper rolls, you have proper skills picked up, you have 33.33% CDR on sheet and you wondering what to do. It is very simple. As I said, build runs by itself, you just need to do your best to not interrupt it:) Your basic rotation – given that you have 33.33% CDR – consists of few steps 1 – Leap – Leap – Leap 2 – Auxiliary skill cast 3 – Rumble Your Auxiliary skills are Threatening Shout, Earthquake and War Cry (if you using it which I personally recommend for several reasons, I’ll talk about Battle Rage variant as well). If you will do it correctly, after Rumble your cooldown on Leap will be removed, and you will be able to repeat it right away. If you missing minor CDR (imperfect rolls, 6-7% instead of 8%) or max fury, if you didn’t land on enemies while leaping (Leap will generate fury only if you will hit enemies, otherwise you will only gain 30 fury from Earthen Might instead of 45) you may have a slight downtime, but it should be more than doable. Typical full Rotation in optimal circumstances: (1) Leap – leap – leap Thretening Shout Rumble (2) Leap-leap-leap War Cry Rumble (3) Leap-leap-leap Earthquake from the bar (aka hardcast) Rumble And rinse and repeat. Now, if you are missing one slot of 8% CDR (27.54% on sheet) you will have to “play it by ear” a little. Basically, you will use Threatening Shout more often as auxiliary skill, and you will have some slight downtime on Leap every couple rotations, but it is still playable as long as you will strive to gain that proper “muscle memory” which will let you focus on what’s on the screen rather than on “what to cast now”. If you are using Battle Rage variant you absolutely need perfect CDR and max fury in secondaries, because being stuck will happen more often otherwise. Pro tip – it is good practice to start every GR with War Cry – leap – leap – leap – Rumble and comeback to leap-leap-leap-auxiliary skill-rumble on 2nd rotation. Reason for it is, that you need to get these defensive bonuses and boost to armor as soon as you walk into GR, and leap on first group of enemies with WC active, for your own safety. After that WC should never were off, because you will be casting it every ~20 seconds as part of the rotation. V. Min – Maxing for solo progression Aka “where and how I can sacrifice my toughness to gain some DPS?”. Yup. It boils down to this. Practically everytime you try to squeeze some more DPS out of your setup, it comes at expense of toughness in some form. Before you start this part, you need to answer yourself a couple questions. 1. What is my goal? 2. How far am I going to go to reach it? If you are looking for consistent clears, you have pretty easy task to be honest. There is not really much to do outside of getting highest possible rolls on the items you have, finding GR level where you can close it 8 or 9 times out of 10 and steadily grind. Gradually you can experiment with sacrificing some toughness for more DPS and/or going 1 level higher (time on the build - or skill as some call it - will eventually grant you higher clears), once in a while you should try to clear 2-3 levels higher to break the monotony, work on some gear upgrades (better secondary rolls and such) and just progress in game this way. In general, if you get to the level where you closing GR’s in 10 minutes you can assume that you can push +5 GR higher without too much frustration (it shouldn’t cost you more than 10-20 keys, it’s what I’m saying) If you are willing to make some hard choices, burn thru 50-100 or more keys, if you enjoy the thrill of the hunt for that perfect map/mob combination, and love living on the edge, you have some leg work to do. 1. Start from the low hanging apples. Look over the gear you have. See if you can squeeze something out of it, on both fronts, dps and toughness. Can you roll that crit higher? Is 600 STR all you can roll on that chest? Can you roll that 18% AD to 20? Don’t you have another Bracers with little lower STR but physical res secondary? 2. Know the build you running. Know its weaknesses and strengths. If you running APD+CoE variant, your strength is in Burst Damage and Insanity+CoE+Ruthless synergy, your weakest point is dependency on density and crowd control interaction with APD’s. If you running with BoM, your biggest advantage is ability to facetank almost anything, while your biggest struggle will be lack of damage to finish of some fights. 3. Now look a little harder. Go back to basics and see how to optimize your damage potential. Where is your damage coming from? How to maximize it? In all variants your min-maxing will consist of three basic things. - Getting more AD and/or CDR on gear - Getting more DIBS (damage increased by skill) thru passives and rolls on gear - Doing the above while maintaining enough toughness to survive. How much is enough? Short answer: Enough – it is when you will be able to close GG map without too many deaths. When you are pushing your limits, you are not min-maxing around any or average map. You are min-maxing around “soft rift”. What is this soft rift? It varies. It can be nice and open Festering woods, filled with good progression mobs that have high HP and follow you around, but don’t hit hard enough to kill you or trigger NoS. It may be a composition of easy to kill whites that will keep your Rampage going nonstop, with enough of high HP trash inbetween to kill elites within thru AD. It may be linear Desert map filled with swarms. In any scenario, soft rift will have “friendly” elites that will have “doable” affixes, and will not have too many – or any – mob types that can kill you. Your min maxing will strip you out of some toughness, to the level where when you will get the map filled with right mob type, you will be able to kill it without getting killed. You will not be able to play on maps filled with Constructs, Blazing guardians, Succubusses, Morulus, any sort of Spear Throwers, Soul Lashers or them fire ghuls. And that’s perfectly OK. This is not what you are looking for. You looking for Unburried, Zombies, Fatties, old “god comp” (summoners with minions), melee Lacunis, Vile Swarms and certain type of skeletons. If they have some Pain Mongers within it shouldn’t bother you. Now, outside of the low hanging apples I mention, what are the basic rules of optimizing? - Know what your variant is benefiting the most from. All variants benefit from AD and increasing your Damage Increased by Skill pool. But, CoE+ APD variant will not benefit from higher than 33.33 CDR or Boon of BulKathos passive as much as any variant that uses BoM. It is because in BoM builds you simply trigger Insanity anytime you feel like it will help you, while in CoE builds you always try to get full 2 CoE rotations under Insanity – so you will pop Insanity exactly at the very beginning of your element on CoE, and Insanity will end evenly with second CoE rotation on same element – and while getting more CDR or BoBK will increase your Insanity uptime, it may not translate into much larger gains because even though you will have Insanity Ready to go you will still wait for your element on CoE to pop it (it is just my personal view of it, this are my observations as I’ve spend most of my time on LQ with CoE+APD’s). There is a certain amount of CDR that coped with BoBK passive will give you another full rotation of CoE under Insanity, but it is pretty difficult to achieve overall (I’ll break it down in one place here, not this moment though) - Know where you can get extra DPS from, and at what expense. You have 2 slots where you can roll 15% Earthquake damage (shoulder and chest), you have 5 slots that can roll AD and CDR (2x rings, shoulder, gloves and weapon) and it may require a bit of math and “eye gauging” in few runs. - Know how much “paper dps” you getting from any changes you make. Here is few examples on how to calculate your gains in various scenarios: Base Damage increased by skill (aka additive damage) Earthquake roll on Blade of The Tribes – 200% Falter – 25% This is 225%, which turns into 3.25 multiplier. Now, let’s say you can roll EQ damage on chest and shoulder: 200%+25%+15%+15% = 255% = 3.55 multiplier. You gained (3.55-3.25)/3.25 = 0.092 which is 9.2% flat DPS Let’s say you cannot get these rolls, but you can get Brawler 200%+25%+20% = 245% = 3.45 multiplier. You gained (3.45-3.25)/3.25 = 0.061 which is 6.1% flat DPS Let’s say you have both EQ rolls (so we starting from 255% dibs) and you can get Brawler 255%+20%=275% = 3.75 multiplier. You gained (3.75-3.55)/3.55 = 0.056 which is 5.6% flat DPS As you can see, Brawler becomes little less effective. Now, let’s say you are using Strongarms and you have both EQ rolls and you got Brawler. 200%+25%+15%+15%+30% = 285% without Brawler, 3.85 multi, with Brawler it will become 4.05 multi, and your gain will be (4.05-3.85)/3.85 = 0.051, 5.1% Increase. At this point, if you at the same time are struggling with staying alive, defensive passive will likely be better choice than Brawler, because it will give you more “EDPS” which is “Effective DPS”, basically a fact that you can survive and deal damage instead of dying or kiting will be more than 5% of paper DPS. Now, let’s see elemental damage gains. First roll of 20% elemental on your Bracers is always 20% straight damage, because you will change basic x1 multiplier to 1.2. Let’s say you just scored amulet with 20%/crit/crit. You will change your base (which is 1.2) to 1.4. This will be (1.4-1.2)/1.2 = 0.166(6) which is 16.6% increase. Pretty big on paper. But, this have a twist to it, that it’s pretty curly in case of HFA amulets and their ancient/non ancient status. Let me elaborate a bit, because I see this being ignored very often. Let’s say you have an ancient 970/CHC/CHD neck with Earthen Might passive and solo 80 augment on it and you just got non ancient 20%/chc/chd with Brawler. Sheet DPS shows immediate loss in DPS – but you are smart and you know to ignore that stuff – and you know that it will up your dps by 16.6% right? Wrong. Depending on how much mainstat you have this gain will never be 16.6%. If you rocking 15000STR with that ancient HFA equipped, losing STR (1370) from amulet alone is (13630-15000)/15000 = -0.091 which is 9.1% DPS LOSS. So, you lost 9.1 in one department, you gained 16.6% in other, which makes equipping non ancient HFA with Brawler not 16.6% gain but 7.5% overall gain. Now, compare the passives. Having Earthen Might on HFA gives you freedom in picking up 2 passives, while Brawler will “lock” 3 passives (EM/Ruthless/Rampage will have to be chosen, when you have one of those on HFA you technically have 2 passive slots for you to customize). You got the picture? Never make blind “oh, everybody say it’s better” choices, always judge and compare to what you have. Let’s say in above scenario you kept your ancient HFA with STR + Augment, you picked Relentless as your passive and toughness gain was enough for you to sacrifice rolls on chest and shoulder for 15% EQ on both. If you would use non ancient HFA you would gain 7.5% + 6% (Brawler) which would totaled to 13.5%, with Relentless and EQ rolls you would gain 9.2% from DiBS. You would lost some toughness from STR is you picked HFA with Barwler, you would gain tons of it with Relentless. Always ask if you are not sure, always test and compare, a lot of things are not set in stone, and it takes a bit of effort to find what works best for you. Best of luck!S4v4G3291 1h
1d [Guide] 2.61 IK HoTA - Istvans Build Greetings brothers! Below will attempt to put some light on Hammer of The Ancients aka “HoTA”, Immortal King based build that was one of the all-time favorites for many barbs. I did not create this build, it was created back in a days by few well known barbs (King Benjamin will be the one to blame for making it so popular as well as he is the one to blame for this guide because I’m writing it almost on his direct request), several folks have contributed to that build back than (of course there is Nubtro, CC123, most of <Fray> mates and forum regulars from back than like Eduw) and this is the case today, we have had tons of discussions about this build in past few weeks and a lot of appreciation should go towards Tom, Tensor, Thetabob, Felix and several others who were actively theory crafting and sharing tests results. You can find the original HoTA guide by King Benji here: https://us.battle.net/forums/en/d3/topic/18704974257?page=1 Just keep in mind that that guide was for patch 2.4 and a lot of info and discussion there is outdated. As usual if you are new to this build or barb overall, I would recommend reading everything from top to bottom, because all information is kind of evenly distributed. Basically I’m trying to avoid situation when you will just copy skills and come back after couple hours saying it doesn’t work, which will happen if you are new to this build and do so, if you read it in its entirety you have a really good shot on understanding more. Gameplay section is not finished yet, but it will be updated some time soon, for now, let’s go! Basic terminology used: - BoM – Band of Might - CoE – Convention of elements - APD’s – Ancient Parthan Defenders - CDR – Cooldown Reduction - RCR – Resource Cost Reduction - Insanity – Wrath of the Berserker, Insanity rune - TS – Threatening Shout - Falter – Threatening Shout, Falter rune - F+R – Focus and Restraint, aka Bastions of Will ring set - CHC – Critical Hit Chance - CHD – Critical Hit Damage - AD – Area Damage - LPFS – Life per Fury Spend - HGB – Healing Globe Bonus - EW – Endless Walk set - CR – Compass Rose - TP – Travelers Pledge - IB – Istvans Paired Blades aka Istvans - IK – Immortal King - WC – War Cry - AC – Aquilla Cuirass - SA – Strongarms - CoTA – Call of The Ancients - TaO - Together as One - BoTFM – Bracers of The First Man - FoTA – Fury of the Ancients shoulder - HFA – Hellfire amulet I. Basic stuff, in form of Q nad A What gear do I need to get started? Ideally: - 6 pieces of Immortal King set - Fury of The Ancient shoulder - Bracers of the First Man - Convention of Elements/Band of Might(cube one with worse rolls) - Istvans Paired Blades - Endless Walk jewelry set If you are early season or simply don’t have all the gear yet, you can build around same basic pieces but with: - F+R and HFA with BoM in cube instead of Endless walk (you will be missing CoE burst damage) - In case of not having Istvans, you can use combination of Pigsticker with Doombringer (you will go physical than, not fire) Sunkeeper (this build don’t have any “native” elite damage build in, as we don’t use Furnace) Burning Axe of Sanxis (fire) Azuwerath (cold) Ingeom (farming) or virtually any other dual wield weapon combination, for giggles you can even do it with Bul-Khatos Oath (WW weapons) as they can roll max fury and lpfs which are pretty vital stats in this build. You can also play with Gavel of Judgment and Furnace, it is perfectly viable as well. Istvans set is the most optimized weapons for this build, everything else will always give you worse results. But, as I said, if for some reasons you cannot get well rolled Istvans – or any Istvans – you can use just about anything, because base power of this build lays in cubable GoJ, IK set bonus and Bracers of the First Man, Istvans are simply providing the best synergy with build in attack speed/armor and separate 30% multiplier to damage. What do I need in my cube? To have some options, you will get these: - Gavel of Judgment - Aquilla Cuirass, Magefist, Strongarms, Bracers of the first man - BoM and CoE plus Avarice for some T13 farming What will be best to use in cube? At the beginning it will depend on one item. Your Bracers of the First Man and quality of legendary affix you will get. They have pretty wide range on that affix (375-500) and this alone means 29.5% of difference in damage between lowest (4.75 multi) and highest (6.0 multi) roll which is huge. If you have bracers that have roll in 375-450 range, you will use GoJ/BoTFM/BoM or CoE in cube (TP setup where you can use both CoE and BoM) and will ware Strongarms (Nemezis for Farming lower GR are always an option, just saying). Strongarms will be procced everytime you will FC into mobs which you will do anyways to keep BoM going. If your Bracers have “higher end” roll (450%+) you will get few options, so obviously you will try to farm good quality bracers to give you some so called freedom (so called, because in reality only one composition of items and cubed powers will be strongest for pushing). If you have good bracers your Cube slot can have Magefist (DPS, fire variant) Strongarms (DPS, any variant) Aquilla Cuirass (Mitigation, any variant). Regardless of what you will have in armor slot, your weapon slot in cube will be always Gavel of Judgment for dual wield setup (Furnace for GoJ used in hand setup) and Either CoE or BoM (Endless walk setup, you will cube whatever has worse rolls) or BoM for F+R+HFA setup (again, F+R is not going to be stronger than EW variant, but a lot of things happen in early season, and getting good Endless walk set may be difficult at first) What legendary and armor gems will I need? Bane of the Trapped, Bane of the Stricken, Bane of the Powerful, Pain Enhancer are your basic gems. Obviously you will only use 3 out of those, but Powerful vs Pain Enhancer is still pretty open topic, for farming Powerful is really awesome, for end game pushing Pain Enhancer seems to be taking over. Hoarder for T13 farming is always welcomed, some folks are using Gogok or Esoteric as well, but all you have to know is that Trapped+ Stricken and PE or Powerful are your safe bet. As usual in our case, your armor gems will be a choice or blend of Rubies and Diamonds, at certain point you will go all diamonds as our All Resistance is typically weakest link in our mitigation. You will use Amethyst in helmet to increase your life pool, this build don’t need any cooldown reduction at all, so Diamond there will be a waste. How this build operates? Unlike MoTE, this build is very straight forward. Furious Charge for mobility, “agro” and activating Band of Might bonus while backing up Fury, Hammer of the Ancients as a spender that resets cooldown of CoTA and Insanity via (4) piece set bonus, (2) piece set bonus translates into straight 50% damage mitigation (ancients lasting till they die with Together as One rune) (6) piece set bonus is flat damage increase. Cubed GoJ provides DPS boost while helping with Fury maintenance, BoTFM are straight DPS thru HoTA multiplier and Attack speed boost. Build have pretty balanced damage output in terms of Single Target/Density damage, Density will get destroyed with Bloodshed and AD procs, single target will melt with Stricken stacks coped with high attack speed. Fury of The Ancient shoulder is giving you “Ancient Fury” rune on CoTA for free, which will help in maintaining fury globe. That’s all there is to it. Are they any “fixed” values of stats I have to pay attention to? Nothing really set in stone, but key things you need to know about this build: - Due to the nature of Hammer of The Ancients as a skill that grants you 1% CHC for every 5 points of Fury available, with proper gearing you can reach astronomically high critical hit chance. Look at this: 162 Fury is all you can get with non-GoJ setup. This equals to 32% CHC (rounded down, you need even 5 points to get 1% CHC, that means that 10 fury on belt for a total of 160 is perfectly acceptable) Insanity gives you 10% Battle Rage gives you 3% Total CHC from Fury, Insanity and BR is 45% plus 5% native and 5% paragon, so 55% is our default CHC 10% Amulet 10% Gloves 6% Bracers 12% Both Rings 6% Helmet That's 44%% CHC assuming perfect rolls. 44+55=99 This means that with perfect rolls you can have up to 99% chance to critically hit. This have a pretty important implications, because it means in “simple English” that your Critical Hit Damage turns into highest priority stat and every 1% CHC you are missing is flat 1% DPS loss. - If you are using PE as your gem, getting 7% IAS rolls on Istvans will provide you with “scaling” with density, because (very simplified for clarity) formula for your attack speed is Weapon attack speed x (1+ all sources of additive attack speed) x 1.5 (BoTFM 50% modifier) So rolling 7%IAS on Istvans will increase their base attack speed from 1.4 to 1.5 making any value inside additive bracket (like 3% for every bleeding enemy form PE) more effective. - Bloodshed and Area Damage are the “driving force” of this build. Maxing out CHC and CHD is direct buff to Bloodshed, Getting AD where you can is very important part of min-maxing. - CHC is a stat that can – in certain circumstances – be compromised. If you are trying to optimize your attack speed or experimenting with average damage (pretty viable option, especially in case of 1h weapons) in certain slots you can allow for replacing this CHC with AS/AVG/AD. We have done some basic calculations and CHC does not provide additional “scaling” to AD or Bloodshed, each 1%CHC is pretty much overall 1% DPS. Since with perfect rolls you can get 99%, missing one roll on ring or on helmet will not break your build, especially if it will be replaced with something that in a long run provides another DPS benefit What is the weakest side of this build? Pretty difficult to put the finger on it. It will be very dependent on you as a player, playstyle you will develop and gear you will have. For some it will be your sustain with IB setup. For others DPS. In certain situations you will find it lacking mitigation. Overall this build is very well rounded, it does not have clear weak points. Mobility may be of some struggle to some, but nothing to really worry about. What should I prioritize in paragon? Tab 1 – max Fury, it acts like 10% CHC->Movement speed Tab 2 – CHD->CHC->Attack speed Tab 3 – All Res/Life/Armor Tab 4 – Area Damage->LPH Here you don’t want to put any points in Resource Cost Reduction, because LpFS on belt is your major healing source, and spending less Fury will result in less healing received II. The Gear, The Works Fortunately, rolls on gear are pretty straight forward, we are going to maximize CHC/CHD and AD where we can, maintain as much toughness as possible and maybe – if we can – optimize attack speed in a way to gain most out of Stricken vs single target fights. Helmet – STR/15%HoTA/CHC with physical resistance secondary, pickup radius as the second. There is only 2 slots where you can get 15% HoTA, this is one of them. If you cannot get such helmet, take 15% HoTA over 6% CHC if you can, 15% HoTA will be higher DPS gain than 6%CHC in any scenario (we had whole bunch of calculations done on that, credit to Tensor for helping in clearing it up a bit) Pants –STR/VIT/AllRes with Life after Each kill and pickup radius secondary. We don’t have too many places where we can get All Res, so try hard to get them where they suppose to be. This build is very “in your face” and you have to get your toughness up there. Boots – STR/VIT/AllRes/15% HoTA. Healing globe bonus and pickup radius are desired secondaries. You absolutely want to get 15% HoTA here, aside of helmet it is the only place you can get this roll and this build – unlike EQ – don’t have high sources of additive damage, these 2 rolls are 30% to very small pool of dibs, that’s a lot of damage. Chest –STR/VIT/AllRes with melee/ranged deduction or HGB seconadries will be your safe bet. However any well rolled chest can be used in this slot, by well rolled I mean any combination of STR/VIT/Elite damage deduction/15% life and good secondaries (in general if you don't have Allres on chest you will like to have either physical resistance or melee/ranged deduction to kind of compensate for missing mitigation) Gloves –CHC/CHD/AD/STR with Physical res are best gloves for most people. If you are really lucky and high paragon, Quadfecta Ancients with CHC/CHD/AD/Attack Speed are end game if you will try to optimize your attack speed vs single target. Shoulder – STR/VIT/AD/X. X will be either All Res (your secondary should be HGB than) or 15% Life (your secondary than can be physical resistance. They do exist, I have one with native physical resistance). Belt – STR/VIT/LpFS/X with 10-12 Max fury secondary (this is 2% CHC) and either pickup radius or chance to freeze. Don’t prioritize chance to freeze over proper primary rolls and max fury, if you happen to have it or you can roll it while keeping all primaries intact good for you, in general Freeze is just your debuff and maybe in some rare circumstances you will be able to use APD’s as bracers but this roll is not critical with BoM as mandatory ring. As you can see, one of the primary rolls stand as “X”, it typically will be All Res, but you may get a belt that will drop with STR/VIT/LpFS/AllRes and proper secondaries, this will give you an option on experimenting with 15% life in place of AllRes, you may find either or working fine. Bracers – 20%Elemental/CHC/STR/VIT with melee/ranged or physical res secondary, regardless of the type of bracers you will use. If you happen to have Life per Hit instead of Vitality there, don’t panic, it contributes to your sustain quite a bit, it is not wasted stat, LPH is on “once per cast” rate, you will be “casting” with anything between 2-5 times per second. 10k LPH there is 50k life recovered per second in density. Amulet – 20%Elemental/CHD/CHC/Socket with Physical res/melee/ranged deduction. HGB is good secondary as well. Stacking on HGB can really make a visible difference in GR, not to mention it will make Bloodthirst – if you will use that passive – really effective. Ring1 (non Compass Rose) –CHC/CHD/Socket/X with physical res. HGB, life after Each Kill are good secondaries. Life After Kill is pretty amazing once you stack enough of it unintentionally. “X” is where you will look for AD, AS, or AVG DMG depending on how you will be optimizing your build. In general you will go for as much AD as possible, and AS optimization will be more of a bonus rather than priority. Ring 2 (Compass Rose) - CHC/CHD/Socket/X/X. This ring is a nightmare to get rolled properly, you will always have movement speed and STR on it as default rolls, so if you can get STR/CHC/CHD with either AD or Attack speed, call it a day. Most likely you will be running around with CR that will have vitality or some other not so highly desired roll, but all you can do is pray to Rngesus for some blessing:) Weapon – If you are using Istvans – which you should if you look for highest damage output build – STR/7%IAS/24%AD seems to be currently the most effective way of doing things. As I said before, 7%IAS will give you good scaling in density with PE, AD is one of the most important stats in this build. Keep in mind that there are “acceptable” rolls like elite damage or LpH that can work, but they will very likely be suboptimal. If you happen to have Ancient set of Istvans with high damage range but a bit suboptimal primaries (as long as you can get something DPS related on them they are useable) you can use it to farm better weapons, no issues, 30% DPS, armor and attack speed will still be stronger than any non-istvans weapon build. As I mentioned before, if you don’t have Istvans at all, there is a long list of weapons you can use as temporary solution, get some attack speed, area damage maybe 10% damage, match HoTA element with the weapon you have (Doombringer is physical, Burning Axe of Sanxis is Fire, Azuwerath is Cold) and have a blast. Build is strong enough to carry you till you get Istvans. Soon season will show which stats on weapon will be absolutely the best and I will update this guide with absolutely strongest setup. Till then, enjoy it in a way you have it Edit 11/1/17: After doing a lot of math on attack speed and such, I recommend to read section V of this guide, there is a lot of numbers on attack speed there, you may find attack speed on weapons not necessary at all. III. Skills Mandatory active skills Battle Rage – Bloodshed. This is where a lot of your damage comes from. Wrath of the Berserker – Insanity. CHC, attack speed, dodge chance, movement speed and 50% damage increase on top of it. Do not even think about using any other rune here if you thinking about pushing with this build, WoTB is one of the two mandatory skills to keep 6 set bonus working Call of The Ancients – Together as One. 50% mitigation and second skill that have to be active to keep 6 set bonus working. They may be a pain in the neck sometimes, they will interrupt your aggro, they can keep elite occupied not when you need it, so keep an eye on them and recast them if they block doors, passages or corridors. (pro tip – apparently ancient snapshot is still working, so it is good practice to recast them when you are at your maximum attack speed from PE procs in density, this way they will remain at highest attack speed till next recast which helps a lot with your fury regen thru FoTA shoulders) Furious Charge – Merciless Assault. Mobility, agro, backup fury generator and BoM proc in one. Probably best mobility skill barb have, it will let you skip bad tiles or travel from elite to elite, density to density. In F+R variant it procs the Generator part of the set, if you using Strongarm bracers it procs them as well. Hammer of the Ancient – Smash. Fire rune has advantage over any other variant because it deals 640% weapon damage vs base 535%, this is flat 20% more DPS. If you using physical variant Birthright is very solid choice, sustain from it is really amazing. I didn’t test Rolling Thunder but it looks promising as well. Basically, you will push with Smash, if you don’t have all the gear just test what works best for you. Match Amulet/Bracers with element and take it to town. War Cry/Thretening Shout/Overpower/insert skill – Kind of “open” slot. War Cry is your safe bet, it will never fail you, but feel free to experiment with anything else. TS – Demoralize for better grouping and 20% debuff to incoming damage (20% damage less taken is very decent given that War Cry gives some armor and dodge chance/all res that may not really add up to flat 20% less damage), TS – Falter is extra DPS (you may entertain using Falter and swapping either Brawler/Berserker Rage for defensive/utility passive) Ground Stomp for SA proc and/or debuff, you can test it yourself. We all play same game but we do it differently. What works for one, may not work for another. Mandatory passive skills Rampage and Ruthless are your absolutely mandatory passives. DPS passive skills of your choice: Berserker Rage and Brawler are pure DPS passives. Defensive passive skills of your choice Nerves of Steel, Relentless, Superstition, and Tough as nails are your options. They all have their pros and cons, NoS is always good if you play aggressively, Relentless is really amazing on nasty floor effects under the density you are just trying to kill, Superstition offsets elemental damage and helps with maintaining Fury, Tough as Nails boosts your Armor. Utility passives of your choice Animosity and Bloodthirst are the two you will be looking at. Animosity gives you 20 fury which is 4% CHC, so keep that in the back of your head. 10% fury more generated and 4% CHC are pretty valuable in certain cases. Bloodthirst coped with HGB in secondary will make your sustain skyrocket. I will not even attempt to tell you which one to choose, get the mandatory passives and play it by ear. In next section I will break down gains from DPS passives and help you understand optimization, but I really like to leave choice up to you. You will find the right blend of skills, no worries. It is part of the journey. IV. A bit of Math to make your brain sweat OK, so, we have the gear and most of the basics covered. Let’s do a bit of numbers here, so you will be making a tad more educated choices when you will be optimizing your setup Let’s look on our additive damage: Battle rage - 10% That’s it. Whole 10% is all you have in this build before you will get any other sources of additive damage. This should tell you that HoTA rolls on gear as well as our additive passives (Berserker Rage and Brawler) will play quite a bit of role in our total damage dealt. Let’s get 15% HoTA on Boots: (1.25-1.1)/1.1 = 0.136 which is 13.6% more damage from one HoTA roll Let's throw 15% HoTA on helmet on top of it: (1.4-1.25)/1.25 = 0.12, which is another 12% damage gained. So, between 2 HoTA rolls you gained total of (1.4-1.1)/1.1 = 0.2727(27) which is 27.3% damage increase. This is actually really big, if you have troubles picturing it, imagine having 12000 STR and getting 3240 extra STR which equals to either 650 paragon or getting 8 level 80 augments on your gear. Got the picture? Never go without these 2 rolls, they are very easy to get. Now, let’s see what Strongarms are giving us in this setup (2 x 15% HoTA rolls) (1.7-1.4)/1.4 = 0.21 which is 21% damage. Keep in mind that this will never be 21% damage, it will be less due to few factors: - SA buff lasts 6 seconds, while you can charge only once every 8 seconds for BoM - it is given that you will hit Mobs that are not under SA buff, because you may swing your hammer around without FC’ing into mobs, pretty common practice to get some more bleeds going or when you struggling with fury a bit in density - Some mobs/RG’s are immune to knockback, so you will not get this going all the time - Some of AD and Bloodshed Procs will be calculated without this bonus due to above reasons So, Strongarms are really good alternative if your Bracers of the First man have lower legendary affix, because this way you can use BoTFM in cube and ware SA’s, but always remember that they don’t have super high consistency. Now, this 21% boost via SA’s is what we calculated but we still have 2 additive passives to look on. So, let’s go back to our base (1.4 with 2 hota rolls) and see how these passives are affecting our overall DPS, and then factor in SA’s. So, we have 1.4 base and we are taking Berserker Rage (1.65-1.4)/1.4 = 0.178, so 17.8% DPS when you will be above 95% fury (given you will have 160 fury, you need to have 152 fury available to keep this passive up). You will always have it up on RG, you should have it up about 70-80% thru the rift if you play properly. This passive alone when thrown on top of HoTA rolls gives you one GR level. Let’s see what Brawler alone (no Berserker rage) gives us: (1.6-1.4)/1.4 = 0.142 which is 14.2% increase, this passive will be 100% up, except RG’s that have zero spawns. There is quite a few of them, so you can draw conclusions yourself here if you want to compare these two passives. Basically you are talking 17.8% with 70% uptime during the rift and 100% uptime on RG vs 14.2 on 100% thru the rift but with 50/50 chance of it being down on RG, based on RG you will get. Let’s see what we get from both, cuz we are going glass cannon: (1.85-1.4)/1.4= 0.321 which is 32% DPS increased combined, even if we discount 20% out of it for downtime of BR and single target fights on Brawler, we still get about 25% DPS gain if we can afford to go all out on dps passives (Ruthless/Rampage/Brawler/Berserker Rage) which is definitely an option for “fishermans” or speedruns. If we throw SG’s on top of that combination we will get (2.15-1.85)/1.85 = 0.162 which is 16.2% which is still attractive on paper but keep consistency in mind and compare it with direct contender to the cube slot, Magefist Magefist will give you: - 16.6% if you don’t have 20% fire on amulet but you have it on bracers (which is pretty interesting option because you can roll with STR amulet and ancient TP with some augment may be as much as 8-10% DPS from STR if you have 15000 STR) - 14.2% if you have Fire on both, Amulet and Bracers. Magefist have no issues with uptime, any damage you deal when using Smash as your HoTA rune will get these multipliers, they are consistent 100% thru the rift. Your choice of Magefist vs Strongarms will be depending on only one factor, your BoTFM affix. As I said on top, difference between lowest and highest roll they can have is 29.5% of damage, so if you don’t have really good BoTFM you will be better off cubing them and wearing SA’s, while if you have high roll on BoTFM your best option will be to were them and cube Magefist. Since we have one “free” skill on the bar, technically you can get TS-Falter there. If you do so, this would be your DPS gains: With 2x HoTA rolls Falter is: (1.65-1.4)/1.4 = 0.178, so 17.8% DPS. No Sh!t Sherlock, it’s same 25% DIBS as Berserker Rage right? So you can safely assume that Falter + Brawler will be more or less same DPS as Brawler + Berserker Rage (so (1.85-1.4)/1.4= 32.1% increase over only 2x15% HoTA rolls), you need 95% fury for BR, you need to cast Falter every 6 seconds for them to be active. So in theory, you can consider dropping either Brawler of Berserker Rage for defensive passive and trying to compensate this loss with Falter on skill bar. Not saying that it will work for you, you may need toughness from WC or anything else you may have there, but keep this as option in the back of your head. V. The tale of Attack Speed, Pain Enhancer and Bane of the Powerful ... Ok, for those of you who like to know little more, here is the tale of attack speed, which is pretty curly to be honest, because based on all the feedback we getting, it seems that there is several ways to approach it. I will not tell you which way is the most optimal, best I can do is to help you understand how attack speed is influencing your performance and how – if possible – optimize it. What does Attack speed do for you? It makes you hit faster – obviously – but it is not as easy as it sounds. Game mechanics make it pretty complicated, because there are certain values – we call them breakpoints – that you have to reach to actually make any attack speed increase worth anything. If you rolled any attack speed on gear and you are not hitting next breakpoint, you are in the “dead zone” between them and these rolls are wasted stats that can be utilized better. Now this above turns into little more complicated issue if you are using Pain Enhancer, because this gem will give you 3% attack speed increase for every bleeding enemy within 20 yards (it will self-proc itself with your critical hits) which will mean that your attack speed will be fluctuating based on the density you have, more bleeding targets you will have around you, higher the attack speed will be, less targets in that 20 yards range, lower the attack speed will be. Powerful don’t have this “issue”, attack speed you will consciously reach, will be the constant attack speed regardless of the number of enemies around you. Let’s crack some numbers than and see what is what. You will see 2 major abbreviation thru this part, one is ASI and other is IAS. 99.99% of posts I read use either or regardless of what they are about, which is not proper way of expressing these things (yes it irks the %$@! out of me -_-). IAS – comes from “Increases Attack Speed by X” which is a roll that you can find ONLY on weapons. This roll increases your weapon’s base attack speed, it often is being referred to as “multiplicative”, because it works as a multiplier to your weapon attack speed. This roll is pretty interesting, because it makes all additive attack speed worth “more” in simple language. ASI – comes from “Attack Speed Increased by X” which is a roll that can be found on rings, gloves, amulet Witching Hour (belt) and Lacuni Prowlers (or legacy Steady Strikers). This attack speed is what we refer often to as “additive”, because it is thrown together into one bag with all other additive attack speed sources (like bonuses from dual wielding, WoTB attack speed bonus, all PE procs and so on). Sum of all this additive attack speed is multiplied by your weapon base attack speed and – if applicable – multiplicative attack speed sources (BoTFM are one of those). So, your basic attack speed formula is: Weapon attack speed x (1+ all additive sources of attack speed) x 1.5 from Bracers of the first Man We will be working in range of those breakpoints (values are in APS, Attacks Per Second): 3.777 –> 4.047 –> 4.358 –> 4.722 Full chart for these values can be found here: https://www.reddit.com/r/Diablo3Barbarians/wiki/breakpoints OK, so: Non 7%IAS Istvans weapon attack speed – 1.4 7%IAS Istvans weapon attack speed – 1.5 (it is result of base 1.4 x 1.07 form that roll on weapon) Standard and independent from your gear choices sources of additive attack speed present in the build: 0.1 - paragon 0.15 – dual wield bonus 0.25 – Wrath of The Berserker 0.3 – Istvans attack speed bonus at 5 stacks This is 0.8 all together Bracers of the first man are 1.5 separate multiplier to your attack speed, so you will never see calculated values from here in game, as BoTFM bonus is not reflected on your sheet stat. Base attack speed for non IAS Istvans with Insanity up: 1.4 x (1+0.8) x 1.5 = 3.78 (15 FPA, 4TPA) Base attack speed for 7% IAS Istvans and Insanity: 1.5 x (1+0.8) x 1.5 = 4.05 (14 FPA, 4.28 TPA) You can draw conclusion that even without any other sources of attack speed, 7%IAS on weapons gives IB HoTA an advantage in amount of actual hits vs single target, regardless of choice between PE or Powerful. Now, let’s see what PE and Enchantress with Focused mind brings into this: Each bleeding enemy – 0.03 Focused Mind – 0.03 Non IAS IB, Powerful, with 0.03 from Enchantress: 1.4 x 1.83 x 1.5 = 3.84 (still same 15 FPA, 4TPA) Non IAS, PE, Enchantress, single target (one 0.03% stack) 1.4 x 1.86 x 1.5 = 3.906 (still same 15 FPA) 7% IAS IB single target with PE and Enchantress: 1.5 x 1.86 x 1.5 = 4.185 (still same 14 FPA as just with 7%IAS on both weapons) We need 4.35 to get to 13 FPA breakpoint, which will give us slight advantage in single target fight (quite a few RG’s are pure single target), let’s get one roll of 7% ASI on gear somewhere and see what this gives us. Non IAS IB, Powerful, with enchantress and 7% on gear 1.4 x 1.90 x 1.5 = 3.99 Non IAS IB, PE, with enchantress and 7% on gear, single target 1.4 x 1.93 x 1.5 = 4.053 This is very interesting development here. If you using Istvans that have no attack speed but with Pain Enhancer, getting one roll of 7% ASI on gear and Enchantress with Focused Mind will actually give you next BP vs Single Target, as we moved from this: 1.4 x 1.86 x 1.5 = 3.906 (15 FPA) To 4.05 which is 14 FPA (4.047 is the deadline, so you need to have all 3 factors, PE, Enchantress and one 7% ASI on gear to make non IAS IB blades hit next BP for single target) OK, how about 7% IAS IB Blades in same scenario? We need 4.358 to get to 13 FPA, and we are getting: 1.5 x 1.93 x 1.5 = 4.342 Which means that we are still at 4.04 BP, and at 14 frames. To reach higher BP for single target IB blades with 7%IAS need 2 additional rolls of 7% ASI on gear, and if we will do that, we could safely ditch Enchantress and use Templar. Even without PE this remains true (1.5 x 1.94 x 1.5 = 4.365) which means that players who will use Powerful and will invest into 2x7%IAS on weapon and 2x7%ASI on gear will gain next BP. Expected returns on damage for that variant (Powerful, 2x7%IAS on weapons, 2x7%ASI on gear) are: 8.5% more attacks (4.358/4.047-1) Which translates into 8.5% more Bloodshed damage, single target damage, area damage and healing which you may find viable, as Powerful don’t scale with density as well as PE (credit to Tensor for coming up with some math for it, you can find here: https://us.battle.net/forums/en/d3/topic/20759180790?page=1#post-16 ) To summarize that part a bit: If you are using Non-7% IAS Istvans blades with PE, getting one roll of 7% ASI on gear and Enchantress with focus Mind will give you higher breakpoint vs single target, putting it at the same BP vs single target as 7%IAS Istvans unless the latter (7%IAS variant) will get 2 additional 7% ASI rolls on gear. If you have no IAS on IB blades and are using PE, get one roll of 7% ASI on gear if you can. If you are not using PE but Powerful, getting weapons with 7% IAS and 2 rolls of 7% ASI on gear is certainly viable option as it buffs both the damage and healing from all sources by about 8.5%. But if you have no issues staying alive, getting 10% damage on weapons or elite damage on weapons instead of attack speed is certainly viable, it will negatively impact your stricken stacking vs RG (non IAS IB + powerful are at 3.78, IAS IB are at 4.05) but you may be able to offset that difference with faster rift clearing before RG spawn. VI. Quick comparison of 7% IAS Istvans with PE vs non IAS Istvans with PE and fixed density: 10 Mobs: Non IAS: 1.4 x (1.8+0.3) x 1.5 = 4.41 - 13 FPA IAS: 1.5 x (1.8+0.3) x 1.5 = 4.72 – 12/13 FPA (borderline, BP is at 4.722(2), 11 bleeds makes it. 20 mobs Non IAS: 1.4 x (1.8+0.6) x 1.5 = 5.04 – 12 FPA IAS: 1.5 x (1.8+0.6) x 1.5 = 5.4 – 11 FPA 30 mobs Non IAS: 1.4 x (1.8 + 0.9) x 1.5 = 5.67 – 10 FPA IAS: 1.5 x (1.8 + 0.9) x 1.5 = 6.07 – 10 FPA 40 mobs Non IAS: 1.4 x (1.8 + 1.2) x 1.5 = 6.3 – 9 FPA IAS: 1.5 x (1.8 + 1.2) x 1.5 = 6.75 – 9 FPA Conclusions are pretty simple, in ultra-high density IAS on weapons does not give any real benefits (at 30-40 bleeds in 20 yards you will be at the same actual attack speed), while at lower density (realistic amount of bleeds, 20 - 11) 7% IAS on weapons will give you higher BP. IAS on weapons doesn't look that attractive anymore, does it? Remember that hits from Ancients and Templar are capable of procing your PE, and Bul Kathos Wedding Band (Ring) when put on Templar will be doing it as well (life drain from legendary affix of this ring counts in as bleed) so you may be underestimating amount of bleeding targets if judged solely on “What you hit”.S4v4G3819 1d
2d [Guide] 2.6.1 Raekor-HOTA -- GR 120+ ====================================== Build Introduction and Purpose ====================================== Welcome to the 2.6.1 guide for Raekor 6-HOTA. This build guide explains in painstaking detail the Raekor 6 HOTA (R6 HOTA) build, one of, if not the, most powerful Barb build for solo play. It's also one of the more difficult to put together in terms of gear, and it requires some skill developed through practice. This isn't the easiest Barb build to play, but it's certainly one of the most rewarding. For more information on the Top 5 Solo Barb Builds, check out this thread: https://us.battle.net/forums/en/d3/topic/20752500376#post-1 I do not own this build. This build, like any build, belongs to the community and is the result of many fellow Barbs discussing, testing, and refining the build. This guide is created by me as an English-language version of Lucioandido's original Portuguese-language guide. Some of the text was written by me while some of it is a translation from Lucio's guide. You can find the original here: https://us.battle.net/forums/pt/d3/topic/20763616199 Read this guide carefully and thoroughly. Even minor deviations from the guide can result in a much weaker build. ======================================== Terminology ======================================== Before we begin, I'll cover some common abbreviations in case you're new. If you see terminology throughout the guide that you don't understand, please do a little research before you ask questions. IB = Istvan's Paired Blades swords set PoC = Pride of Cassius Belt perma-IP = permanent (or nearly) uptime on Ignore Pain skill CoE = Convention of Elements ring dibs = damage increase by skills CHC = critical hit chance CHD = critical hit damage AD = Area Damage OS = open socket ======================================= Part 1: R6-HOTA: The Build ======================================== The R6-HOTA build is very demanding in terms of gear and play style, and takes quite a lot of practice to master its very specific style of play. The build uses the Legacy of Raekor and Istvan's Paired Blades sets along with supporting legendaries. General Requirements To properly play this build, you must have the following items and stats: - 50-54% CDR (combined total from gear, Paragon, and diamond in helm--see below for CDR calculator) - 90%+ AD - 20% Elemental damage on Amulet and bracer - 600k-850k Life - Complete Raekor set - Complete IB set - Complete Endless Walk set - One Band of Might ring - One CoE ring - Bracers of the First Men - Gavel of Judgment (Cubed) - Aquila Cuirass (Cubed) - Legendary Gems: Bane of Trapped, Bane of Stricken, Gogok of Swiftness or Esoteric Alteration (see below) If you're playing in Season 14 and want a step-by-step Season Starter Guide, see the info near the end of this post. Skills: Here are the essential skills for the R6-HOTA: Hammer of the Ancients (Smash): This is the build's main skill and damage dealer. Furious Charge (Battering Ram): This is the build's source of mobility. We charge to gain stacks from the Raekor set. These stacks are what make HOTA so powerful. This skill also stacks Stricken on the RG and heals us with Life per Hit. Wrath of the Berserker (Insanity): As a separate damage multiplier, this skill is a major booster shot to the build's DPS. It also boosts your toughness (Dodge) and movement speed. You want this active when you unload on your Fire cycle, but you don't need it active while building Raekor stacks or moving around the map. Battle Rage (Bloodshed): Bloodshed is a massive AOE damage boost. Since it does 20% of recent critical hit damage to nearby enemies every second, it scales nicely with attack speed, crit chance and crit damage, and density. You'll also want to spam this while building stacks to heal via Life per Fury you have from gear and to keep up your IB stacks. Don't spam this when you're unloading on your Fire cycle. Ignore Pain (Ignorance is Bliss): This skill mitigates damage, provides CC immunity, and offers a massive amount of healing. It's vital to keep this skill up and running at all times (hence why we wear the PoC). If you're a little short on CDR or having trouble managing cooldowns, another option is to use Iron Hide for the extra uptime. This gives you more leeway, but you will lose a lot of healing which, depending on your gear and Paragon, you may need. Note that Resource Cost Reduction will negatively impact the healing from Ignorance is Bliss, so make sure you don't have any RCR in Paragon or on gear. Threatening Shout (Demoralize): This skill helps groups mobs and so you can deal damage with AD, Bloodshed, and HOTA. Even better, it also reduces incoming damage. Use this right before you unload with your Fire cycle. Passive Skills Passives are key to a winning build. Below I'll briefly detail the essential passives. I'll also include a small list of other desirable passives to get on a Hellfire Amulet. Ruthless: Big DPS boost. Berserker Rage: Big DPS boost vs single-target RGs. After those three, you can choose your 4th passive according to your needs: Boon of Bul-Kathos: Helps with Wrath cooldown--less important if you use Gogok. Brawler: DPS boost still active when you dump Fury. Bloodthirst or Nerves of Steel: If you don't have Life per Hit on gear, Bloodthirst might be essential. Other Desirable Passives: Superstition, Tough as Nails, Relentless. Gear You'll need six pieces of the Raekor set, the IB set, and the various supporting legendaries listed above. Though ancient pieces are the goal, ideal rolls take precedence. Good secondary rolls are absolutely crucial for pushing top tiers. Helm (Raekor) Strength CHC 6% or Vitality (see below) HOTA dmg 15% (or Vitality) OS (diamond) Secondaries: Physical/Lightning resist Augment: Strength Shoulder (Raekor) Strength All Res AD 20% or Vitality CDR 8% Secondaries: Pickup radius or Health Globe Bonus Augment: Strength Chest (Raekor) Strength Vitality All Res or Life % or Reduced Elite Damage OS (diamonds) Secondaries: Reduced melee damage and reduced ranged damage Augment: Strength Glove (Raekor) Strength (or AD 20%) CDR 8% CHC 10% CHD 50% Secondaries: Physical resist, Health Globe Bonus Augment: Strength Bracer (First Men) 20% Fire Damage Strength or Life per Hit (see below) Vitality or Life per Hit (see below) CHC 6% Secondaries: Physical/Lightning resist, Health Globe Bonus Augment: Strength Belt (Pride of Cassius) Strength Vitality All Res 15% Life +6 seconds to Ignore Pain Secondaries: Health Globe Bonus, or Life After Kill Augment: Strength Pants (Raekor) Strength Vitality All Res OS (diamonds) Secondaries: Health Globe Bonus, or Life After Kill Augment: Strength Boots (Raekor) Strength Vitality All Res HOTA dmg 15% Secondaries: Health Globe Bonus, or Life After Kill Augment: Strength Sword 1 (IB) Strength or 10% dmg 10% CDR Life per Hit or 24% AD (see below) OS (Emerald) Secondaries: Any Augment: Strength Sword 2 (IB) Strength or 10% dmg 10% CDR 24% AD or Life per Hit (see below) OS (Emerald) Secondaries: Any Augment: Strength Ring 1 (Compass Rose) CHC 6% or Strength (see below) CHD 50% CDR 8% AD 20% OS Secondaries: Physical/Lightning resist, Health Globe Bonus, or Life After Kill Augment: Strength Ring 2 (CoE) CHC 6% or Strength (see below) CHD 50% CDR 8% OS 195%+ elemental damage bonus Secondaries: Physical/Lightning resist, Health Globe Bonus, or Life After Kill Augment: Strength Ring 3 (Band of Might) CHC 6% or Strength (see below) CHD 50% CDR 8% OS 75%+ damage reduction Secondaries: Physical/Lightning resist, Health Globe Bonus, or Life After Kill Augment: Strength Amulet (Traveller's Pledge) 20% Fire Damage (if you can't roll elemental damage here, Strength or Average Damage are also options) CHC 10% CHD 100% OS Secondaries: Physical/Lightning resist or Health Globe bonus Augment: Strength Legendary Gems Bane of Trapped--pure DPS Bane of Stricken--pure DPS on the RG Gogok of Swiftness (high-Paragon, CDR and Dodge) or Esoteric Alteration (low Paragon, mitigation -- see below) Cube Gavel of Judgment Aquila Cuirass CoE or Band of Might ====================================== Part 2: How The Build Works ====================================== R6-HOTA requires you to master the following play cycle: 1. Group density and elites. 2. Build stacks and maximize Endless Walk bonus via wall-charging. 3. Unload in your Fire cycle and begin the process anew. While doing this, you have to stay alive. That's it. Very simple on paper, but quite difficult to master. Learning the build often feels like learning to use your off-hand for very precise tasks. It takes some practice. Here are some tips from top NA player 엔류: ... It's important to note that 엔류 has cleared over GR 110 with less than a thousand Paragon and no Augments. Not everyone can do that--he's incredibly skilled--but it goes to show you what this build is capable of when played properly. R6 HOTA is insanely powerful. In addition, here are my own observations from learning and pushing 105+: + AD makes a huge difference. Getting 80+ AD is essential. + Don't fight every elite. If they run away or scatter, they're not worth it unless they're in some seriously thick density. + Elites that are soft or rely on melee, on the other hand, can be fought regardless of density. If you see a lone pack of blues and can easily sucker them into some wall-charging, go for it. This is provided you can wipe them out in 2-3 Fire cycles, max, and that you're not behind on the timer. If you're behind, skip them. + It's okay to stop and explode a juicy pack of trash even if there are no elites. Of course you should scout for elites, but if there are none nearby (or no good ones), feel free to spend a Fire cycle annihilating some density. + It's also a good idea to skip bad maps and mob types. This build is fast and can skip whole floors without much trouble. If you have a terrible map that's mostly empty, skip it and see what's on the next floor. R6 HOTA is less fishy than other builds, but that doesn't mean you can waste time on empty floors with elites that like to run away. + Conduits don't require as much scouting as other builds because you can spend a Fire cycle mid-Conduit to wreck an elite pack while the others take damage. If you have 1-2 packs and good density, pop that Conduit. Yes, it's better to get 3 packs and nuke the trash first, but if that scenario doesn't present itself, pop it and zap everything along your way. + Channeling Pylons = free damage because Wrath and IP will be up 100% of the time. If you get one, scout for extra elites and density before you pop it. This makes wall-charging much, much safer. + Speaking of wall-charging, like 엔류 mentioned don't be afraid to STOP wall-charging and get away when IP is down. Deaths in this build are really bad because they can wipe out tons of Raekor stacks. How The Build Deals Damage R6-HOTA deals damage in several ways: 1. Hammer of the Ancients: Obvious, right? When your Fire cycle is up, HOTA does incredible damage. When you're not on your Fire cycle, you're just tickling mobs. This is definitely a nuke build. Your HOTA damage is directly buffed by the Endless Walk bonus and your CoE Fire cycle. Together, they give you a 4x damage multiplier during your Fire cycle. When you add that to Bracers of the First Men, Stricken stacks, the Gavel's multiplier, and Wrath's additional multiplier, it adds up to a truly incredible amount of damage. 2. Bloodshed: This skill adds up to a ton of extra damage. It's hard to quantify what this adds up to over the course of a rift because it depends, again, on density, but keep in mind that the power of Bloodshed directly corresponds to the number and strength of your crits in a given time frame. That means when you unload on your Fire cycle, Bloodshed is doing insane damage. 3. Area Damage: AD does significant damage. It also turns elites into damage batteries while they're alive. 80% is good, 90% is great, and 100%+ is optimal. Notes On Gear Here are a few important thoughts to keep in mind about your gear: - Vitality: Generally speaking, you want between 600k-850k Life. This isn't a hard rule; many experienced players push with less. But if you're new to the build or still learning its nuances, you want a bigger Life pool. Don't be afraid to pump Paragon points into Vitality if necessary. There may also be times when you need to sacrifice a roll (such as All Resist on chest) for Life %. - CHC and CHD: Your CHC and CHD should be roughly at a 1:10 ratio while all buffs are active, thus if your CHC is 50% while Wrath and Battle Rage are up, your CHD should be at 500%. See the FAQ for an excellent calculator to help determine how to achieve this ratio and when or where you should trade-off. - CHC/CHD Trade-Off: If you have CHC on both rings, you can drop CHC from helm for Strength or Vitality. You may also have to sacrifice a roll of CHD for CDR depending on your gear. - Healing and Life per Hit: Healing occurs in three ways in this build: spamming Battle Rage, Life per Fury, and Life per Hit. The first two are connected. If you have Life per Fury on gear and/or through IP, you'll heal by spamming Battle Rage (yes, that counts as Life per Fury) and using HOTA. When it comes to Life per Hit, you want Life per Hit on at least one piece of gear (two is optimal). Ideally, you'll get it on a sword in place of AD. Please note that you can only get Life per Hit to roll on a sword the sword has a native Strength roll. You can also get it on your bracer in place of Strength or Vitality. This is very important for healing. Life per Fury on belt isn't a bad idea because it will stack with IP's healing. - Rolls on Belt: Your PoC must have 6 seconds. If it doesn't, you'll likely need to use Iron Hide on Ignore Pain, and that means you'll miss you out on a lot of healing when you start hammering. For a secondary on your PoC, you want + Max Fury. This boosts your DPS via synergy with HOTA's mechanics. - CDR: This is arguably the most important stat in the build. You need enough cooldown to keep perma-IP and to greatly reduce Wrath's cooldown. How much CDR you have depends on whether or not you're using Gogok or Esoteric as your third gem. Regardless of gem choice, max CDR rolls are required on the following items: both shoulder, gloves, both swords, and one ring. You also need max CDR from Paragon and a diamond in your helm. This will be a base sheet CDR of 50.05%. If you use Gogok, you can stick with the base requirement above. Gogok will add enough extra CDR to make your CDR concerns non-existent. If you use Esoteric, you need max CDR on your second ring. This will bring your sheet CDR to 54.04%. Remember: CDR is the most important stat in this build! Here's a great little calculator to help figure out how your CDR is going to add up (for helmet, always enter 12 for the diamond): http://rerollcalculator.com/CDR - Keep UP IB Stacks: Another reason to keep spamming Battle Rage is that it builds IB stacks. Having these is a key to surviving and dealing damage. - Rolling Swords: Here are your stat priorities: 1. CDR 2. AD 3. Life per Hit 4. Strength Here are the basic requirements for your weapons: 1. They must be Ancient--this is not negotiable. If it's early Season or you haven't found Ancient swords yet, work with what drops. 2. They must have max (or close) CDR. 3. One sword should have Life per Hit. 4. At least one sword should have Area Damage 5. It's likely that they'll both have Strength, but in certain cases (especially for high-Paragon players) you can roll off the Strength for more important stats. If you have questions about how to roll your swords, ask in this thread. Don't ruin a weapon because you rolled it before checking here! - Other Secondary Rolls: As mentioned before, Physical resist and reduced melee damage help you stay in the fight. If you find that you rarely die during a rift, but get one-shotted by the RG, it means you're missing these crucial secondary rolls (or don't have enough Life). Gear Gems Use rubies until incoming damage starts to become a serious problem. After that, switch to diamonds. If you have lots of high Augments on gear, you may even be able to stick with rubies until 100+. Gogok vs Esoteric: If your Paragon is low, you may not be able to withstand incoming damage while building Endless Walk stacks. If that's the case, consider switching Gogok for Esoteric. This will give you much more elemental mitigation. You can also do the same with a DPS passive like Brawler and switch it to Superstition. Generally, I recommend you stick with Esoteric until 2500+ Paragon. Paragon Distribution Max it all except Resource Cost Reduction--RCR bites into the healing from IP. Don't have enough paragon? Drop and give me fifty. ====================================== Part 3: How To Play The Build ====================================== Okay, so, you have the gear, the skills, and the gems. But Free, you ask, how do I Diablo? 1. Do the pre-rift check. Are you wearing the right gear? Do you have the right items active in the Cube? Are your legendary gems at least five to ten levels higher than the tier you're about to attempt? If yes to all of the above, go up to the rift pylon and caress it. 2. Enter a Greater Rift. Charge forward until you find some elites. Are they worth fighting? If so, Charge off to see if there's more nearby. Along the way, you want to collect trash and aggro them into following you. If your first floor is empty or the elites are awful, skip it and head to floor two. R6-HOTA is much more lenient than other Barb builds in that you don't have to get a GG floor one to keep playing the rift. You will want a Conduit somewhere along the way with which you need to kill at least three elite packs. If you can tank affixes, a five-elite Conduit is even better, but considering that you need to thin out trash before you pop the Conduit, this can be ultra dangerous. 3. Find a good spot and group your density with Threatening Shout. Now it's time to talk about wall-charging. To push this build to its limits, you must master wall-charging. To properly wall-charge, you must find a piece of architecture in the map--often a wall of some sort, but other surfaces work. Move your mouse beyond the actual physical limit of the wall in a straight(ish) line and leave the cursor there. In other words, the mouse cursor should be more or less straight in front of your toon and outside the boundary of the wall into which you're charging, and it should not move. I repeat, once you've found the sweet spot, don't move your mouse cursor. Now, if you have mobs around you, enough to reset Charge's cooldown from the Raekor set bonus, and you've positioned yourself properly, you can endlessly charge at the wall without moving or sliding off to the side. This will build Raekor stacks but it won't count as actual movement. Two things will happen. First, you'll lose Endless Walk's damage reduction. Then you'll gain 100% increased damage from Endless Walk's stationary affix. This additional damage multiplier is the key the build. You want that 100% increased damage when you unload on your Fire cycle. If you don't have this bonus, you'll be doing significantly less damage. Remember, the Endless Walk damage bonus is like 2x Wrath of the Berserker! This is also healing you via Life per Hit, so wall-charge in density whenever possible. It bears repeating: Wall-charging is an essential part of this build. If you don't master it, you will limit your potential. Got your Endless Walk stacked up? Fire cycle ready to pop? Wrath off cooldown? Ready to deal damage? Just as CoE is about to cycle off Cold, pop Threatening Shout, then pop Wrath. Then start hammering elites. If there's a nearby Oculus bubble, zoom over to it and start hammering--but only if this keeps you in range of an elite. Remember, you really, really need to hit elites with your hammer. You deal all your damage in 5 second windows. We call these Fire cycles. If you miss it or hit it late, wait, build more stacks, and catch the next one. It's likely that most of the trash will die on your first Fire cycle, but as you go up in GR tiers, elites will take multiple Fire cycles to kill. An important skill to learn is estimating how many cycles it will take to kill an elite after the first. If you can kill the elite in one more, stay and finish the kill. But in most circumstances, you're better off hitting them with Demoralize and leading them to more density (and possible more elite packs!). Group them together, and hammer the ever loving !@#$ out of them (when your Fire cycle is up). With luck, you'll have a few elite packs in the mix. As a general rule of thumb, it's not worth it to take more than three Fire cycles to kill elites. Even if it's a yellow, you're going to break even on the time invested vs the progress gained from purple orbs. The type of mobs you engage will begin to determine your success almost as much as the map tile. For example, if you have lots of spiders, zombies, skeletons, Horrors, and Grotesques, you're in good shape. If you have summoners and Hellions, you're in great shape! If the rift is filled with Armaddons, Shamans, Succubi, and Morlus, quit and re-make. In other words, mobs that easily grouped and will follow you are good, and mobs that like to run away are bad. At 90+, mob types mean the difference between continuing in the rift and leaving to remake. 4. Rinse and repeat. Ideally, you don't want to stop and fight for anything less than 8-10% progression worth of density if there's no elite. And generally, you don't want to stop unless there's an elite pack or two you can nuke. Something to bear in mind: Sometimes, you'll need to skip whole floors. Let's say you get a great floor 1 -- Festering Woods with fatties, skeletons, and a three-pack Conduit. Awesome! Then you hit floor 2 and it's an empty Westmarch with bad mobs. What do you do? Skip it. Get to the exit as fast as you can. And pray for a good floor 3. Sometimes, you'll get a great floor 1 only to have floors 2-7 ruin your push. It happens. A lot. R6-HOTA isn't as fishy as some other builds (Zodiac Whirlwind, for example), but fishing is still a required part of the game. 5. When the RG shows up, wall-charge and hammer to win. The best RGs to fight spawn additional monsters (referred to as adds). Trust me -- you want bosses that spawn adds, because adds proc Bloodshed and AD. Saxtris and Hamelin are the very best RGs to fight, but be very careful with the latter; Hammy's rat swarms can deal tons of damage, so killing him is about dodging the swarms and letting Stricken do the work. Stonesinger is great because you can easily lead him into a corner. Man Carver is a great RG; avoid his big-damage hammer strike and his charge. Other than that, there's not much he can do to kill you if you have 800k Life. Voracity can kill a push attempt. At higher tiers, his poison cloud cannot be tanked. Deal some damage, then move away and force him to chase you. Bosses that don't spawn adds and like to run around such as Tethrys, Choker, and Agnibiddy-boody are not your friends. If you've got less than 2 minutes on your timer and no Power or Conduit pylon in sight, leave game and make a new rift. Speaking of Pylons, if possible, save a Power for the boss. Conduits should be used to clear elites from the rift, particularly in density. For more information on Pylons, see below. Bosses that like to zoom around like Raziel, Ember, and Sand Shaper are nightmares to fight. Remember, you want RGs that let you wall-charge them. Be careful with bosses who use hard-hitting Physical attacks. If you don't have lots of Physical resist stacked on gear, you may get one-shotted. When exactly this occurs depends on several factors including Paragon, main stat, and overall toughness. This is why pumping Paragon points into Vitality is a good idea, particularly if you're pushing the limits of what a given Paragon and main stat range can accomplish in terms of GR tiers. For high-level gameplay that shows off wall-charing, RG fights, and proper grouping, check out these 120+ clears: Clear 1 (GR 121): https://www.youtube.com/watch?v=Ey9S8XYjDPE&t=19s Clear 2 (GR 120): https://www.youtube.com/watch?v=ZXBgrib2i-4&t=449s Clear 3 (GR 120): https://www.youtube.com/watch?v=OFUg6GpoiY4 Clear 4 (GR 119 under 2k Paragon!): https://youtu.be/5pl8K5hDtpU Clear 5 (GR 120 under 2k Paragon!): https://youtu.be/yv1J2SEgkuI Pylons Proper Pylon management is an essential part of pushing GRs. Below is S4's edited explanation of how Pylons spawn in GRs and what you can do to use them to your advantage. Credit and thanks to S4 for permission to include this info: There is a whole science to how and where pylons spawn in a map. 1. Pylons are progression based with a chance for an early pylon right at the GR entrance with minimal progression. 2. In any given GR, you will not spawn all 5 possible pylons. No matter how carefully you play, 4 is all you will get, leaving an element of "randomness" ("Will I get the Shield or Power for RG?"). 3. On average you can assume that you require 20% progression between pylon spawns. Each purple progress orb is worth 1%, so yellows will grant 4% while blues will grant 3%. This is in addition to the progress gained for killing trash. Note that progression granted by trash varies by mob type. 4. Progression needed is measured from the spawn time of your previous pylon, not from the time when you last used a pylon. This is why you can get a pylon immediately after a juicy Conduit. 5. The last possible opportunity to spawn a pylon is at 99% progression. Not 95%, not 92%, and not 90%. It's 99%. Of course, you can get one a little early if your previous pylon spawn was at 50-60%, but if you had 3 pylons already with 3rd at 70%, 4th spawns at 99%. 6. Pylons have fairly defined spawning points on each map so strategic play is required to best utilize them. At times, you may want to go to the next level of the GR to explore one tile (one area of the map floor) if you have a Conduit at the exit and you know you will get 3 yellows + some trash in order to prevent a new pylon from spawning at that next floor's entrance. You may also manipulate the odds in your favor by saving the Conduit and surrounding trash, going to the next floor and gaining your 99%, then returning to the previous floor with the Conduit and killing the trash to spawn the RG. This will leave the Conduit for the RG! 7. By default you can assume 20/40/60% GR progression as your pylon spawn points. If you get one at 80%, you will not get one at 99%. If you avoid the spawn locations of pylons around 80, you may get one further down the road, closer to the RG fight. It takes a bit of practice, but you can eyeball your progression, as well as recognize future progression based on elites and mob type in density. 8. The best way to learn all of the above is to grind GRs, particularly in groups with other knowledgeable players. This translates directly into the "skill" aspect of GR pushing. The Hired Help You can take either the Enchantress or the Templar. It's currently unclear which is better. For both characters: - Thunderfury - Immortal Token - 85% Oculus - Wyrdward - Any amulet aside from Dovu, Ess of Johan, or Overwhelming Desire. You don't want charms ruining your grouping. - Stack Attack Speed and CDR on their gear If you pick Enchantress, don't use any of her first skills--both are detrimental to pushing. If you pick the Templar, make sure he has the healing ability and doesn't aggro mobs away from you. Common Problems Listed below are some common problems people have with the build. If you're experiencing one of these problems, read through the solution. If that fails to fix the problem, post with questions. Whenever possible, take screenshots and be as specific as possible. 1. Dying During Rift Cause: This is normally caused by trying to tank too much incoming damage or messing with too many nasty mob/elite types. Another cause is that you're not using Charge to its full capacity. You may have let IP drop. You're not spamming Battle Rage to heal. You may not have enough Life per Hit on gear. Solution: You need to spend some time figuring out what's going to really hurt. Don't have a few Physical resist secondary rolls? Pain Mongers and Dark Berserkers might one-shot you. Use Charge to reposition when necessary. Yes, you need to wall-charge to build stacks and keep your Endless Walk bonus, but you can't deal any damage if you're dead. Don't stand in molten. Make sure you have diamonds in your armor pieces. Make sure you have 750-850k Life. Get Life per Hit on at least one piece of gear. Spam Battle Rage while you build Charge stacks! Also, never let IP drop! 2. Dying Vs RG Cause: See above. Solution: Some RG's are a nightmare to fight. Voracity? You'll need to kite him away from his gas clouds or you're dead. Rime? Dont try to tank stacked ice circles. Hamelin? Don't let the rat swarms stack on you. Make sure you have 750-850k Life. See other solutions about healing above. 3. Can't Keep Perma-IP Cause: Not a big deal. Even with Gogok and max CDR rolls, you won't have 100% perma-IP. Solution: Get more CDR (see the gearing guide above). If you have all the CDR you can get, remember to stop wall-charging while IP is down. Only wall-charge when IP is active or you know for certain it is safe. ====================================== Part 4: Greater Rift Tiers, Paragon, and Augmentation ====================================== At some point, you'll hit a wall and will fail to clear a particular Greater Rift tier over and over. Welcome to the Greater Rift Fishing game. GR Fishing, also referred to as I Hate This Game, is inevitable. At some point, every build will encounter this painful part of the game. This is because of the infinitely scaling nature of Greater Rifts and the fact that the game hates you. To minimize frustrations, let's talk about how to prepare for success. Paragon is one of the single-most important factors in successful Greater Rift clears. But remember that past 800 paragon, 1 Paragon point equals 5 points of Strength. This means that 300 Strength through Augmentation is equal to 60 paragon levels above Paragon 800. So, if you're Paragon 800 and you Augment all 13 pieces of gear with 300 Strength, you are, for all intents and purposes, paragon 1580. This is called Effective Paragon, a slightly wordy way of summing up the value of someone's main stat. What does this mean? In short, look at a player's Effective Paragon when trying to evaluate a clear. Yes, Paragon is important--it boosts your Life through Vitality, for example--but main stat contributes directly to damage and Armor. Assuming your gear is great and you have considerable skill with the build, here are some current conservative estimates: GRs 70-90 ~ Paragon 500-1000 (no Augments) GRs 91-100 ~ Effective Paragon 1001-1500 GRs 101-110 ~ Effective Paragon 1501-2000 GRs 111-115 ~ Effective Paragon 2001-3000 GRs 116-120+ ~ Effective Paragon 3001-4500+ No doubt you've heard about players beating GR 120 with less than 2k Paragon. It's true and I highlight the videos in this guide. But there are two things to keep in mind. First, those are exceptional players who fish a lot of keys and play a lot of Diablo. In short, they've put in a lot of time and practice. Second, their gems are very high (110-120+) and thus their effective Paragon is much, much higher than an un-Augmented Paragon 2k player. If I were you, I would start Augmenting when your gear is pretty close to finely tuned--with any luck, about the time you're ready to push 90+. Before that, take the time and learn the build without Augments. ====================================== Part 5: Step-by-Step Season Starter Guide ====================================== If you're a Seasonal player and want to put this build together, use this step by step guide. 1. Get to Level 70. Do this as quickly as possible, preferably with groups who will carry you. 2. Get all 6 pieces of the Raekor set. They don't have to be pretty, but you need that 6-piece bonus. 3. Roll the set pieces as closely as you can to the parameters in Part 1: The Build. Get your gear as close as possible. You probably won't have a complete IB set so . . . . 4. Cube a Gavel ASAP. Then use either Furnace (for low GRs) or In-geom+Sankis (for speed-farming Neph Rifts). With this setup and 500 Paragon, you should be absolutely crushing T13. If you're squishy, use Trapped, Esoteric, and Boon+Gold Wrap. You probably won't have a complete Endless Walk set either so use what have (any Fire amulet + Avarice and SoJ works for speed-farming). 5. Farm an IB set. It might be easier to upgrade rares. While you're doing this, farm mats in Bounties and Neph Rifts. Farm an Endless Walk set--be prepared to upgrade LOTS of rares! 6. When you have a decent IB set, equip them, get a stack of 300-500 GR keys, and start speed-farming GRs (pick a tier you can clear 100% of the time in 3-5 min) to collect items, shards, and level gems for Augments. 7. Progress from there. This build is incredibly powerful, so here are some things to keep in mind as you gear up in Season 14: + CDR > everything. It's the most important stat on your gear. + CHC is the second most important stat (except on helmet). + Don't be afraid to pump Paragon points into Vitality! This build feels squishy when you're learning the ropes and it has more than enough DPS to lose some Strength. + Getting a good Endless Walk set is the hardest part in terms of gearing. Be prepared to spend some serious time on this. But hey, at least you don't need a Hellfire for this build. + Try to farm in groups, preferably with people who won't slow you down. Remember, efficiency is key: you want to clear your Neph Rifts in 2-4 minutes (for keys and DBs only), 3-5 minutes for all legs, DBs, mats, and keys. When speed-farming, play the build as an elite hunter. Don't bother fighting packs of trash unless they're huge. + What's the right difficulty? Easy. Can you one-shot elites in a Neph Rift? Maybe two-shots? That's the right difficulty. ====================================== Part 6: Modifications for Speed Farming ====================================== In addition to being a top-tier push build, R6-HOTA makes for one of the fastest, strongest T13 speed-farm builds in the game! Here's what you do: - Swap the IB set for In-geom and Sankis (for the Fire damage) - Swap CoE and Compass Rose for Focus and Restraint - Swap Traveller's Pledge for any Fire/CHC/CHD amulet (Star is great here) - Swap Stricken for Bane of Powerful - In the Cube, use Band of Might (if you feel squishy) or Avarice (faster clears) - Swap Berserker Rage for Boon of Bul-Kathos (make sure you still have lots of CDR stacked) Then go elite hunting. Even without CoE, you should obliterate them in one or two hammers. Some folk suggest using Envious Blade instead of Sankis, but I'm not a fan of that for two reasons. First, you should be one-shotting most everything because this build has tons of burst damage. Second, it's much harder to get a good Envious Blade (it's a bounty cache item) than it is a good Sankis. If all you use this build for is speed-farming, you can ignore most of the CDR and AD requirements listed above. If you can't maintain perma-IP, do the following: - Swap Esoteric or Gogok for Boon of the Hoarder - Swap PoC for Goldwrap Kaboom! You're ready to crush most any Torment! If you still feel squishy, wear a Fire immunity amulet and boost Vitality through Paragon. ======================================== Part 7: FAQ ======================================== Q. Is this build stronger than IK6+R4 (Vile Charge)? A. Maybe. Right now, these two builds are neck and neck. It's possible to clear much higher with much less Paragon with R6-HOTA. Q. I can't max CDR on one or more pieces of gear. What should I do? A. Don't panic. You'll have to make do with what you have until you find or craft upgrades. If you're a few points off the required amounts (2-5%), don't sweat it. Your Wrath cycles won't synch up and you might have one or two seconds of downtime on IP, but it's not the end of the world. If the gap is much bigger, you may need to stop pushing, farm mats and gear, and get that CDR bumped up. You can also try using Gogok to make up for the problem, but if you have low Paragon, you're going to have a tough time mitigating damage. In that case, swap a DPS passive to Superstition. Q. Can I forget about wall-charging? A. Not if you want to push this build to its (and your) limits. Wall-charging is essential. It's easily worth a few GRs on top of your current potential. Q. If I use the build for speed-farming, does it still need all the CDR? A. No. If you're using the build for speed-farming, you can forgo some or most of the CDR. You won't need perma-IP, though it helps, and there's not much point to worrying about Wrath when you're crushing T13 in under 2 minutes. See above for more info. Q. Is this the strongest Barb build for Season 14? A. Yes. So far, it out-performs both Vile Charge and Zodiac WW. It's also better than WW and as good, possibly better, than Vile Charge at speed-farming. Q. The other Charge build, Vile Charge, requires lots of fishing. Is this build the same? A. Nope! Of all our builds, this requires the least amount of fishing for maps, mobs, and RGs. It's incredibly good at killing elites and RGs. Some elites are going to give you trouble--you definitely don't want to fight Shielding on their own, and you definitely don't want multiple Arcane packs melting you with their lasers--but this build is so dang powerful that not much else matters. When it comes to RGs, you don't want ones that move around a lot, but you can fight them if you have enough time. Q. What do you think of red-pillers and MRAs? A. They're human trash whose philosophies are so misinformed and bigoted that I don't even know where to begin. Q. Living on a razor's edge? A. Balancing on aledge. ======================================== Change Log ======================================== 5/5/2018: Guide created. 5/6: Updated all sections and added videos and info about wall-charging. 5/7: Updated skills, How to Play, Followers, Speed-Farm setup, and more. Many tanks to Tee and everyone for helping! 5/11: Updated to include Lucio's 121 clear. 5/23: Updated to include clear video #4. 6/27: Updated CDR requirements and provided a link to the CDR calculator. Also updated the FAQ, big time. 7/3: Added play tips to OP, edited most sections, and fixed typos.Free154 2d
3d [Guide] 2.6.1/S14 Zodiac Whirlwind GR 115+ Current as of: June 2018/Season 14 ====================================== Build Introduction and Purpose ====================================== Welcome to 2.6.1 and the Zodiac Whirlwind guide. This build guide explains in painstaking detail the Zodiac Whirlwind build, the strongest Whirlwind build, for pushing solo Greater Rifts and speed-farming T13. The Zodiac Whirlwind build is one of the most powerful Barb build for solo play. It's also one of the more difficult to put together in terms of gear, and it requires quite a bit of skill developed through practice. This isn't the easiest Barb build to gear or play, but it's certainly one of the most rewarding. For more information on the Top 5 Solo Barb Builds, check out this thread: https://us.battle.net/forums/en/d3/topic/20752500376#post-1 Questions? Read the guide and FAQ thoroughly before posting. Corrections or additions? Let me know. Spin to win, baby. ========================================= Disclaimers ========================================= Disclaimer The First If you're new to Diablo 3, or new to Barb in general, please read the whole thread carefully (including the FAQ) and consult the compendium: http://us.battle.net/d3/en/forum/topic/15700042524#4 For easy calculation of breakpoints, use this fantastic app courtesy of Ghaash: https://codepen.io/Ghaash84/full/jaOLEy/ Disclaimer the Second I do not own this build or any of its variants. This build, like any build, belongs to the community. But several skilled players have helped me develop this build and the Whirlwind meta over the course of Eras 3, 4, and 5 and this build incorporates some of their ideas in various places. I'd like to credit the following people: Samir, Shiro, Kahle, Archael, Chainer, Rageamok, Shadow, and Nubtro. Disclaimer The Third Read this guide carefully and thoroughly. Even minor deviations from the guide can result in a much weaker build. ======================================== Terminology ======================================== Before we begin, I'll cover some common abbreviations in case you're new. If you see terminology throughout the guide that you don't understand, please do a little research before you ask questions. WW = Whirlwind 6/2 = refers to using 6-pieces of the Wrath of the Wastes set with 2-pieces of either the Bul-Kathos or Istvan's Paired Blades sets. Wastes = Wrath of the Waste set BK = Bul-Kathos's Oath swords set IB = Istvan's Paired Blades swords set PoC = Pride of Cassius Belt perma-IP = permanent (or nearly) uptime on Ignore Pain skill perma-Wrath = permanent (or nearly) uptime on Wrath of the Berserker skill Parthans = Ancient Parthan Defenders bracer Nemesis = Nemesis bracer Zodiac = Obisidian Ring of the Zodiac CoE = Convention of Elements ring dibs = damage increase by skills CHC = critical hit chance CHD = critical hit damage AD = Area Damage IAS = increased attack speed ASI = attack speed increased OS = open socket ======================================= Part 1: Zodiac Whirlwind: The Build ======================================== The Zodiac Whirlwind build is the strongest, most durable Whirlwind build for Barbarians. The build uses six pieces of the Wrath of the Wastes set and either the Bul-Kathos's Oath set or the Istvan's Paired Blades set along with supporting legendaries. How you gear and select skills for the Zodiac Whirlwind build depends on the difficulty of content, your Paragon, and your available gear. It also depends on which variant you want to play. Listed below is a brief description of each build variant with its pros and cons. For all intents and purposes, there is little difference in the power potential (the maximum solo GR push potential) between the variants. The Physical Bul-Kathos Variant The original Zodiac build, this variant uses the Bul-Kathos's Oath sword set for effortless Fury generation. Pros: + Easy Fury generation, even against RG's without adds + Easier to gear than Istvan's variants + Faster move speed + Can make use of full AD and Bloodshed Cons: - Less up-front damage than Istvan's variants - More fragile than Istvan's variants - Less flexibility in terms of gear selection than the Istvan's variant The Lightning Istvan's Variant A fairly recent innovation, this build uses the Istvan's Paired Blades set and Wind Shear to deal more up-front damage. Pros: + More up-front damage than the Bul-Kathos variant + Can easily incorporate Nemesis or Strongarm bracers into the build + Tankier than the Bul-Kathos variant + More flexible in terms of gear selection than the Bul-Kathos variant Cons: - Less reliable healing than the Bul-Kathos variant - Harder to gear than the Bul-Kathos variant The Physical Istvan's Variant The newest of the three variants, this one offers massive damage potential at the cost of Fury generation. Pros: + More up-front damage than either variant + Can incorporate Bloodshed + Tankier than either variant + More flexible in terms of gear selection than the Bul-Kathos variant Cons: - Less reliable healing than the Bul-Kathos variant - Harder to gear than the Bul-Kathos variant - Requires much more micromanagement of resources due to problems generating Fury - Requires much more fishing at a much earlier point Build Variant Selection I'll get straight to the point. Last era, 2.6, the Istvan's variants were flat-out stronger than the BK variants. However, with the recent changes to the BK set, that has been called into question. It boils down to this: Istvan's variants deal 30% more multiplicative damage per hit. But the Physical BK version has more attack speed and incorporates Bloodshed, a major source of damage. So which is the stronger variant? At present, the Physical BK variant out-performs both Istvan's variants. However, all three can clear 110 provided you have the Paragon, gear, and gem levels. So the better question is which build variant is right for you? Simple: the one for which you have the best gear. For beginners and those new to Whirlwind builds, I recommend sticking to the Bul-Kathos variant since BK swords are easier to find than Istvan's Blades. Lightning Istvan's is also very easy to play, though it's a little more finicky in terms of starting rifts. If you have great gear for both (or all three) variants, it boils down to preferred play style and goals. The extra move speed and absence of Fury management issues provided by the BK variant makes for an incredibly smooth, fast Whirlwind experience. Lightning Istvan's provides more flexibility in terms of skills and gear, though the build generally has a slower, albeit tankier, play style--more methodical, if you will. Physical Istvan's is slow like its Lightning sibling, but considerably more involved due to the constant Fury issues. I do not recommend the Physical Istvan's variant to newer players or those who dislike micromanaging a build's resources. If your goal is to push the leaderboards, your best bet is the Physical BK variant. General Requirements To properly play any of these variants, you must have the following items: - 27.5--40% CDR (combined total from gear, diamond in helm, and Paragon) - 100%+ AD - 600k-850k Life - Complete Wastes set - One Skull Grasp ring (not legacy) - One Zodiac ring - One CoE ring - Legendary Gems: Pain Enhancer, Bane of Stricken, Taeguk Zodiac Whirlwind: Physical Bul-Kathos Variant Many Whirlwind builds have come and gone. But this variant has stood the test of time. This is the easiest variant to gear, but still requires fine-tuning to get over 100. Since we're starting with this build variant, the Istvan's variants will be treated as alternatives to this build in terms of skills, gear, and rolls. If something specific isn't listed, assume it's the same between all three variants. Variant-Specific Requirements: - 27.5% CDR (combined total from gear, diamond in helm, and Paragon) - Complete BK sword set - Ancient Parthan Defender bracers - Legendary Gems: Pain Enhancer, Taeguk, Bane of Stricken Skills: The Zodiac Whirlwind build offers up considerable flexibility depending on your needs. Here are the four essential skills: Whirlwind (Blood Funnel): This is the build's main skill and damage dealer. Even though our Dust Devils no longer proc Blood Funnel, this is still one of the best sources of healing in the game. Some folk will say that Swords to Ploughs on Battle Rage is better healing, but that rune is effected by proc coefficients (and thus its return is scaled back from the tooltip value). Wrath of the Berserker (Insanity): As a separate damage multiplier, this skill is a major booster shot to the build's DPS. It also boosts your toughness (Dodge) and movement speed. Keeping 100% (or close) uptime on this skill is key to successfully pushing solo Greater Rifts. Battle Rage (Bloodshed): Bloodshed is a massive AOE damage boost. Since it does 20% of recent critical hit damage to nearby enemies every second, it scales nicely with attack speed, crit chance and crit damage, and density. Ignore Pain (Ignorance is Bliss): This skill mitigates damage, provides CC immunity, and offers a massive amount of healing. It's vital to keep this skill up and running at all times (hence why we wear the PoC). If you're a little short on CDR or having trouble managing cooldowns, another option is to use Iron Hide for the extra uptime. This gives you more wiggle room with Wrath cooldowns, but you will lose a lot of healing which, depending on your gear and Paragon, you may need. Note that Resource Cost Reduction will negatively impact the healing from Ignorance is Bliss, so make sure you don't have any RCR in Paragon or on gear. The other two skill slots depend on your needs. War Cry (Impunity): If you don't have good Physical resist secondary rolls or feel like you're taking too much damage, War Cry might be the answer. This is especially good for low-Paragon or early-Season players who need the extra toughness to push a little higher in GRs. If you're still learning the build and don't have the know-how to keep track of monster CC immunity, War Cry can do no wrong. The Impunity rune boosts all resistances, making it a great choice. However, don't overlook Veteran's Warning; that rune's extra dodge chance will stack with the dodge chance provided by Wrath of the Berserker. If your gear is very good and you have All Resist on all required pieces, Veteran's may provide more bang for the buck. Either way, don't spam this skill since it eats Zodiac procs. Threatening Shout (Demoralize): Grouping is essential to the Zodiac Whirlwind build and Demoralize fits the bill. This skill helps groups mobs and so you can deal damage with AD, Bloodshed, and Dust Devils. Since the build's damage output scales with mob volume and density, Demoralize helps you get the most bang for your buck. Even better, it also reduces incoming damage. Again, this is a great skill for low-Paragon players looking for a little extra toughness with some grouping. Ground Stomp (Wrenching Smash): If you're looking to maximize your DPS, this is the skill for you. When paired with Strongarm Bracers and Bloodshed, Wrenching Smash provides a major boost to DPS. This skill is great for pulling elites and trash to a specific location, such as an Oculus bubble, but since this skill is a pull and not a taunt, it will contribute to a monster's CC cap. If you use this skill, do so sparingly. Ancient Spear (Rage Flip): Credit to Archael for pioneering this one. This skill can make grouping much, much easier. It's especially handy for dragging annoying or slow elites to the next pack of trash. This skill is tricky to master, but well worth a place on your bar. Overpower (Killing Spree): This skill provides a nice boost to your CHC. That means more damage and more healing from Blood Funnel. Due to the way Overpower was changed in 2.4.3 (it now stores 3 charges and doesn't recharge as quickly from crits), you have to use this sparingly. Passive Skills Passives are key to a winning build. Below I'll briefly detail the essential passives. I'll also include a small list of other desirable passives to get on a Hellfire Amulet. Rampage: This passive provides a fantastic boost to DPS and toughness through the rift, but won't offer much against the RG unless the boss spawns lots of adds (hello, Saxtris!). Ruthless: When you're pushing your personal best, you'll want every second you can get to kill the RG and elites. This passive makes your job a heck of a lot easier. Take it and profit. If you have this on a Hellfire, take Brawler instead. Boon of Bul-Kathos: This, along with careful management of cooldowns and Zodiac procs, will insure you have perma-Wrath. Brawler or Berserker Rage: Thanks to the BK update in 2.6.1, we no longer need Weapons Master. Either one of these DPS passives will work, through only Brawler is likely to be active during RG fights. Other Desirable Passives: Nerves of Steel, Brawler or Berserker Rage, Superstition, Tough as Nails. Gear You'll need six pieces of the Waste set and both BK swords. Though Ancient pieces are the goal, ideal rolls take precedence. Weapons are the exception. You absolutely must have Ancient weapons with the required rolls. Good secondary rolls are absolutely crucial for pushing top tiers. When there are multiple options for a roll on a affix slot, the worse roll is placed in parentheses. General Gear Requirements: - 7% IAS on both swords - One 7% ASI roll on a ring (gloves possible but not optimal) - One CDR roll (again, ring is easiest, though shoulders also work) - AD rolls on both swords, shoulder, and gloves - 20% Elemental damage on Amulet and bracer Helm (Wastes) Strength CHC 6% WW dmg 15% (or Vitality) OS (diamond) Secondaries: Physical/Lightning resist Augment: Strength Shoulder (Wastes) Strength Vitality All Res AD 20% Secondaries: Pickup radius or globe bonus Augment: Strength Chest (Wastes) Strength Vitality All Res or Life % OS (rubies) Secondaries: Reduced melee dmg and reduced ranged damage Augment: Strength Glove (Wastes) Strength AD 20% (or Vit) CHC 10% CHD 50% Secondaries: Stun on hit, Physical resist Augment: Strength Bracer (APD, Nems, or Strongarms) 20% Physical Damage Strength Vitality CHC 6% Secondaries: Physical/Lightning resist Augment: Strength Belt (Pride of Cassius) Strength Vitality All Res 15% Life (or Life per Fury) +6 seconds to Ignore Pain Secondaries: Freeze on hit (only if you need to proc Parthans and don't use Ground Stomp) Augment: Strength Pants (Wastes) Strength Vitality All Res OS (rubies) Secondaries: Gobe bonus Augment: Strength Boots (Wastes) Strength Vitality All Res WW dmg 15% Secondaries: Globe bonus Augment: Strength Sword 1 (BK) Strength 7% IAS 24% AD OS (Emerald) Secondaries: Any Augment: Strength Sword 2 (BK) Strength 7% IAS 24% AD OS (Emerald) Secondaries: Any Augment: Strength Ring 1 (Skull Grasp) CHC 6% CHD 50% Varies: AD 20% (if you can't otherwise acquire 4 AD rolls), 7% ASI (if you're short 1 roll), or Average Damage (see below) OS 390%+ increased Whirlwind damage Secondaries: Physical/Lightning resist Augment: Strength Ring 2 (CoE) CHC 6% CHD 50% Varies: AD 20% (if you can't otherwise acquire 4 AD rolls), 7% ASI (if you're short 1 roll), or Average Damage (see below) OS 195%+ elemental damage bonus Secondaries: Physical/Lightning resist Augment: Strength Ring 3 (Zodiac) CHC 6% ASI 7% CDR 8% OS Secondaries: Physical/Lightning resist Augment: Strength Amulet (Mara's, Hellfire, or Eye of Elitch) 20% Physical Damage (if you can't roll elemental damage here, Strength or Average Damage are also options) CHC 10% CHD 100% OS Secondaries: Physical/Lightning resist or Health Globe bonus; Reduced ranged damage for Eye Augment: Strength Cube Furnace Mantle of Channeling CoE or Skull Grasp Zodiac Whirlwind: Lightning Istvan's Variant Pioneered by Serro and later refined by folks such as King Ben, this variant offers a fun, interesting alternative to the BK variant that is no less potent. While slower, it offers more up-front damage and tankiness at the cost of Bloodshed damage. Variant-Specific Requirements: - 27.5% CDR (combined total from gear, diamond in helm, and Paragon) - 40% Lightning Damage - Complete IB sword set - Nemesis, Parthans, or Strongarm bracers - 600k-850k Life Skills: This build uses a slightly different skill setup when compared to the Physical BK variant. Note that Ignore Pain (Ignorance is Bliss) and Wrath of the Berserker (Insanity) are still required. Modified skills and accessory skills not covered above are discussed below. Whirlwind (Wind Shear): This will keep your Fury topped off provided you fight in density. It also changes the elemental damage type of the Whirlwind skill to Lightning (hence the stacked Lightning Damage). Battle Rage (Swords to Ploughshares): This is the variant's main source of healing. Note that while this skill heals from crits from the Whirlwind skill and Dust Devils, it is subject to a proc coefficient and thus provides less reliable healing than Blood Funnel. Luckily, the extra Armor from the IB set helps compensate. Sprint (Marathon): This skill goes a long way to compensating for the reduced movement speed of the variant, but requires you to be much more alert to hunting and fighting density. Passive Skills This build variant uses the same passives as the Physical BK variant. Gear The major change in this variant is swapping the Bul-Kathos swords for the Istvan's Paired Blades swords. If you feel your DPS is lacking, use Strongarms with Ground Stomp. If you need extra toughness, use Parthans with Ground Stomp. If you feel balanced in DPS and toughness and want more elites for that dream 4-pack Conduit, take Nemesis bracers. General Gear Requirements: - 7% IAS on both swords and a single 7% ASI roll on one other piece of gear (ring is easiest) - One CDR roll (again, ring is easiest, though shoulders also work) - AD rolls on both swords, shoulder, and gloves - 20% Elemental damage on Amulet and Bracer Bracer (Nemesis, Strongarm, or Parthan) 20% Lightning Damage Strength Vitality 6% CHC Augment: Strength Amulet (Hellfire or Eye of Etlitch) 20% Lightning Damage CHC 10% CHD 100% OS Augment: Strength Sword 1 (IB) Strength 7% IAS 24% AD OS (Emerald) Augment: Strength Sword 2 (IB) Strength 7% IAS 24% AD OS (Emerald) Augment: Strength Zodiac Whirlwind: Physical Istvan's Variant Possibly the strongest of all three variants, this version incorporates many of the best elements from the other two variants but also demands intense resource management. This variant is not advised for new players. Warning: You will be Fury starved against many RGs; this makes the build much more reliant on fishing than the other two. Variant-Specific Requirements: - 40-45% CDR (combined total from gear, diamond in helm, and Paragon) - 40% Physical Damage - Complete IB sword set - Nemesis or Parthans bracers - 600k-850k Life Skills: This build uses a slightly different skill setup when compared to the Lightning Istvan's variant. Note that Whirlwind (Blood Funnel), Battle Rage (Bloodshed), Ignore Pain (Ignorance is Bliss), and Wrath of the Berserker (Insanity) are still required. Modified skills and accessory skills not covered above are discussed below. War Cry (Charge!): This skill is required to keep Fury in the tank. It's important that you spam this skill (and Threatening Shout) to generate Fury. It's also important that you don't over-spam it and eat up too many Zodiac procs (hence the higher CDR in this variant as opposed to the others). Threatening Shout (Demoralize): This skill also contributes to Fury generation, both from spamming it and from incoming enemy attacks. Another essential skill in the build. Passive Skills Though this build uses the same passives as the previous two variants, Animosity is a great passive to have in this Fury-starved build. Superstition is also a good choice. Either of these are great to grab on a Hellfire. Gear As the name implies, this variant also swaps the Bul-Kathos swords for the Istvan's Paired Blades swords. Bracer (Nemesis or Parthans) 20% Physical Damage Strength Vit 6% CHC Augment: Strength Amulet (Hellfire) 20% Physical Damage CHC 10% CHD 100% OS Augment: Strength Sword 1 (IB) Strength 7% IAS 24% AD OS (Emerald) Augment: Strength Sword 2 (IB) Strength 7% IAS 24% AD OS (Emerald) Augment: Strength ====================================== Part 2: How The Build Works ====================================== The Zodiac Whirlwind build requires us to bleed targets with PE in order to proc the Zodiac ring. Because the Zodiac ring updates dynamically, the more bleeding enemies, the higher our attack speed (from PE's secondary effect) and the more frequently we proc Zodiac and thus the faster we lower cooldowns on Ignore Pain, Wrath of the Berserker, and our shouts. Fighting in density also keeps us healed from Blood Funnel or Swords to Ploughs, and, should we use Parthans, makes us harder to kill. The key to the build is density. Without it, we don't deal damage, erase cooldowns, have toughness, or heal. This makes fighting lone elites or low-density groups very, very dangerous and a massive waste of time. I repeat: The key to this build is density. When pushing Greater Rifts, you should never be fighting in less than two screen's worth of density. How The Build Deals Damage The Zodiac WW build deals damage in several ways: 1. Whirlwind Skill: Thanks to the revamped Wastes set and Skull Grasp, your Whirlwind skill and the Dust Devils are buffed by the set's and ring's multiplicative bonuses. 2. Dust Devils: Our Dust Devils deal hefty damage and proc AOE effects. The higher the breakpoint we hit via PE and bleeding mobs, the more of these we spawn. When in density, spin in tight circles to ensure maximum possible contact between Whirlwind skill and Dust Devils and mobs. Against the RG, move in a small line back and forth through the RG to ensure Dust Devils spawned behind and in front of you contact the RGs hit box. 3. Bloodshed: This skill adds up to a lot of extra damage. It's hard to quantify what this adds up to over the course of a rift because it depends, again, on density. Against RGs with adds, this skill is absolutely amazing. 4. Area Damage: In a way, this is the real damage source in this build. AD does a ton of damage. It also turns elites into damage batteries if you can drag them into thick density. On the flip side, if you don't have density to proc lots and lots of AD, it's time to leave the area and search for more mobs. This is also why RGs that spawn adds are the best RGs to fight. Mark my words: this is the single most important source of damage in the build. Do not skimp on stacking this stat. A good rule of thumb is to have 3-4 AD rolls on gear and max the stat in Paragon. 5. Skull Grasp: Skull Grasp is a 5x multiplier for all Whirlwind and Dust Devil damage. This is a huge boost to the build. Notes On Gear Here are a few important thoughts to keep in mind when gearing your WW Barb: - AD vs IAS: AD (Area Damage) is absolutely crucial to this build. And as of 2.6.1, attack speed is also important, but mainly to help with cooldowns. AD deals, well, damage! Attack speed (see below) also deals damage and spawns more Dust Devils, but it's real purpose it to lower cooldowns in conjunction with PE and the Zodiac ring. You'll want AD on your swords, your shoulder, and your gloves. You will also want 7% IAS on both swords and one ASI roll on another piece of gear. This is why you want to wear a good Ancient Zodiac ring; it provides three essential rolls: our lone required CDR roll, the desired ASI roll, and some CHC. If your attack speed rolls aren't perfect, don't sweat it. You'll suffer a little on your cooldowns, but it won't break the build. - IAS vs ASI: What's the difference? Simple. Increased Attack Speed (IAS) is found on weapons only and multiplies the base weapon's attack speed. That means it's multiplicative. Attack Speed Increased (ASI) is found on other pieces of gear and is not multiplicative. This means if you're missing an IAS roll on a weapon, you can't make it up by getting an extra ASI roll somewhere else. If you're in that situation, you're better off trying to squeeze in another CDR roll. Keep in mind that as you get better with the build, you'll need less and less CDR and attack speed to manage your cooldowns. - Average Damage vs Area Damage and Other Stats: Recent top clears have used Average Damage rolls on rings (and sometimes even amulet) instead of Strength or AD. Average Damage is powerful because it buffs all damage output (AD, Bloodshed, crits, etc). If you have AD on both weapons, gloves, and shoulders, you may be better off getting Average Damage on a ring (along with CHC and CHD). - Vitality: Generally speaking, you want between 600k-85k Life. This isn't a hard rule; many experienced players push with less. But if you're new to the build or still learning its nuances, you want a bigger Life pool. Don't be afraid to pump Paragon points into Vitality if necessary. There may also be times when you need to sacrifice a roll (such as All Resist on chest) for % Life, but that should only be done if there is absolutely no alternative. - CHC and CHD: Your CHC and CHD should be roughly at a 1:10 ratio while all buffs are active, thus if your CHC is 50% while Wrath and Battle Rage are up, your CHD should be at 500%. See the FAQ for an excellent calculator to help determine how to achieve this ratio and when or where you should trade-off. - CDR: This stat, in conjunction with PE, will produce enough cooldown to keep perma-IP and perma-Wrath. With a little skill, we only need one CDR roll on gear (usually on a ring) combined with max CDR in Paragon and a diamond in helm (the Physical Istvan's variant needs more). If you're having trouble with cooldowns, don't be afraid to take another CDR roll on gear, usually on shoulders. - Rolling Swords: Correctly rolled swords can make or break the build. And despite the gear requirements listed above, it's not that simple. Let's look at a few examples assuming the base damage roll is very high and Strength is always one of the three primary rolls. Example 1: Little Rogue with native IAS, and Life per Hit. Solution: Easy. Roll Life per Hit to AD and call it a day. Example 2: Warrior Blood with native AD and Vitality. Solution: Easy again. Roll Vitality to IAS. Example 3: Solemn Vow with AD IAS. Solution: Here's where it gets tricky. Since you got your three required rolls, it's time to think about optimization. Is the base damage range maxed out? If not, roll that. If base damage range was maxed out, max one of the other rolls (AD first, then IAS). If they're all perfect (Primal), leave it alone! Moral of the story: Target your current and future needs and roll accordingly. When in doubt, ask in this thread how to roll your swords. - Secondary Rolls: If you're not using Ground Stomp and want to proc Parthans, you'll need a secondary Freeze on hit roll on your belt. Failing that, Stun on gloves works, but I don't advise it. You also need a lot of Physical resist in this build to stay in the fight. I recommend two or three Physical resist rolls and one Lightning resist roll. If you find that you rarely die during a rift, but get one-shotted by the RG, it means you're missing Physical resists (or don't have enough Life). - How to Proc Parthans: If you're using Parthans, which you will need as you push your highest power potential, you'll have to find a way to proc them. Ground Stomp will work, though that skill won't take you into the top tiers. The best way to proc Parthans is to get a secondary Freeze roll on your belt (3-5% works). This is very costly since it's an ultra-rare roll, but necessary. Freeze rolls can also occur on swords, though we never roll for those. Stun also procs Parthans and can be found on gloves and swords, though again these are not optimal rolls and you don't want them in lieu of Freeze on belt unless you have no other choice. Parthans will only proc from Freeze and Stun. Slow, knockback, chill, and immobilize do not proc Parthans. Gear Gems Use rubies until incoming damage starts to become a serious problem. After that, switch to diamonds. If you have lots of high Augments on gear, you may even be able to stick with rubies until 90. Paragon Distribution Be a man and max it all except Resource Cost Reduction. Don't have enough paragon? Drop and give me fifty. ====================================== Part 3: How To Play The Build ====================================== Okay, so, you have the gear, the skills, and the gems. But Free, you ask, how do I Diablo? 1. Do the pre-rift check. Are you wearing the right gear? Do you have the right items active in the Cube? Are your legendary gems at least five to ten levels higher than the tier you're about to attempt? If yes to all of the above, go up to the rift pylon and caress it. 2. Enter a Greater Rift. If it's any of the terrible caves, Westmarch, or Realm Walker maps, leave and re-make because those maps suck so hard. At higher tiers (85+), you'll also auto-quit Keep Depths, Barracks, and Spider Cavern. Ideally, you're looking for Spire, Festering Woods, or Battlefield of Eternity. That's it. At 90+, you will only play the following maps: Festering Woods, Battlefield of Eternity, large Silver Spire (multiple open rooms), and large Arreat Crater (multiple open rooms). If you get anything other than those for the first floor, leave and re-make. If you get those but the mobs are terrible (too many Morlus, Succubi, Shamans and Fallen, Lickers, crawly bug enemies excluding swarms, bees, Mallet Lords, and Bogans), quit and re-make. You need--need--a good first floor. And you will need--need--a Conduit somewhere along the way with which you need to kill at least three elite packs. If you can tank affixes, a five-elite Conduit is even better, but considering that you need to thin out trash before you pop the Conduit, this can be ultra dangerous. So, if you get a good first map with decent or good mobs, hit Battle Rage and start spinning. As soon as you see mobs, hit Ignore Pain. 3. Continue through the rift until you find density. No, three or four mobs won't cut it. One screen won't cut it either. You want multiple screens worth of density. That means you need to take some time collecting tons of trash and elites before you pop Wrath (right before your Physical CoE cycle) and DPS the crap out of it. So, when you find a dense group of mobs, ask yourself the following: Are they Mallet Lords? If yes, go find different mobs because f$%k Mallet Lords. If no, hit them with Demoralize and lead them to the next dense group of mobs. Repeat several times until you've collected two or three screens worth of mobs. With luck, you'll have a few elite packs in the mix. The type of mobs you engage will begin to determine your success almost as much as the map tile. For example, if you have lots of spiders, zombies, skeletons, Horrors, and Grotesques, you're in good shape. If you have summoners and Hellions, you're in great shape! If the rift is filled with Armaddons, Shamans, Succubi, and Morlus, quit and re-make. In other words, mobs that easily grouped and will follow you are good, and mobs that like to run away are bad. At 90+, mob types mean the difference between continuing in the rift and leaving to remake. 4. If you have a good map and good mobs, try to find a T-tile, intersection, or large open area and bring your density there. Go off in search of more density -- remember, you want multiple screens worth of density! Bring it all together as best you can, pop Wrath, and start spinning in small, tight circles. Real men go clockwise. Real men also play Lady Barbs and take care not to get split ends. If you use Parthans, be wary about mobs becoming CC immune from your secondary stun and freeze rolls. If that happens, you may need to spin away, collect more density, and once again herd it all together. 5. Make density. Kill it. Repeat until density thins out, then check elites. Are they at 10% health or less? If they're not especially dangerous, finish the fight, collect orbs, and move on. If they have more than 10% health, hit them with Demoralize or Spear and drag them to the next dense group of mobs. Remember: aside from very weak elites, never stay and fight unless there's density. This build lives and dies on density. Don't fight elites (unless they're very weak or pose no threat) without lots of trash in the mix! 5.2 Density Pop Quiz time. Take a look at this: https://imgur.com/a/9CE00 What's wrong with it? Answer: Trick question! There are several things wrong with this. First off, I'm fighting in the middle of a long corridor, which is bad positioning. Worse, I'm fighting between two obstacles (the rocks on either side of me). That will make it twice as hard to pull stragglers with Rage Flip. But the biggest problem is that there's not enough density. This is worth maybe 2-3% progression and not worth your time. Now take a look at this: https://imgur.com/a/DfVMX That's better, right? Still no! Oppressors are terrible mobs. But you will notice that I'm fighting at the T-intersection. Good positioning, terrible mobs. And nowhere near enough density. This is worth about 1.5% progression. Skip! Okay, so let's take a look at this: https://imgur.com/a/p4e2n That's better! First off, it's Festering Woods--one of the three or four maps you'll take seriously. Second, there's some density there--about three screens worth, in fact. But is it good density? Well, yes and no. It has summoners, which spawn adds. Those are great. And the elite phantoms will follow me with little provocation if I can't kill them there. The only problem is the shamans. They run around too much, so I'll need to spend a lot of time pulling them back with spear. In addition, their minions aren't worth much progression. All totaled, this density is worth about 5-8% progression. Kill it quick and move on. And don't forget the bring the elites with you! Ideally, you don't want to stop and fight for anything less than 8-10% progression worth of density unless you need less to spawn the RG. Something to bear in mind: Sometimes, you'll need to skip whole floors. Let's say you get a great floor 1 -- Festering Woods with fatties, skeletons, and a three-pack Conduit. Awesome! Then you hit floor 2 and it's an empty Westmarch with bad mobs. What do you do? Skip it. Get to the exit as fast as you can. And pray for a good floor 3. Sometimes, you'll get a great floor 1 only to have floors 2-7 ruin your push. It happens. A lot. Whirlwind is a very fishy build and it needs serious density. 6. When the RG shows up, spin to win. The best RGs to fight spawn additional monsters (referred to as adds). Trust me -- you want bosses that spawn adds, because adds proc Bloodshed and AD, heal you via Blood Funnel and Swords to Ploughs, and reduce your cooldowns via Zodiac procs. Saxtris and Hamelin are the very best RGs to fight, but be very careful with the latter; Hammy's rat swarms can deal tons of damage, so killing him is about dodging the swarms and letting Stricken do the work. Man Carver is a great RG; avoid his big-damage hammer strike and his charge. Other than that, there's not much he can do to kill you if you have 800k Life. If you're wearing a Mara's, Voracity and Binder are also your friends! Invite them over for tea and watch a giant lady spider vomit acid on your rug. Are you upset? Too bad. You shouldn't have invited a giant spider lady into your home. And you shouldn't have bought a nice rug. Voracity can kill a push attempt. At higher tiers, his poison cloud cannot be tanked. Deal some damage, then move away and force him to chase you. Bosses that don't spawn adds and like to run around such as Tethrys, Choker, and Agnibiddy-boody are not your friends. If you've got less than 3 minutes on your timer and no Power or Conduit pylon in sight, leave game and make a new rift. Speaking of Pylons, if possible, save a Power for the boss. Conduits should be used to clear elites from the rift, particularly in density. For more information on Pylons, see below. Bosses that like to zoom around like Raziel, Ember, and Sand Shaper are nightmares to fight. At 85+, leave game and remake. Be careful with bosses who use hard-hitting Physical attacks. If you don't have lots of Physical resist stacked on gear, you may get one-shotted. When exactly this occurs depends on several factors including Paragon, main stat, and overall toughness. This is why pumping Paragon points into Vitality is a good idea, particularly if you're pushing the limits of what a given Paragon and main stat range can accomplish in terms of GR tiers. Pylons Proper Pylon management is an essential part of pushing GRs. Below is S4's edited explanation of how Pylons spawn in GRs and what you can do to use them to your advantage. Credit and thanks to S4 for permission to include this info: There is a whole science to how and where pylons spawn in a map. 1. Pylons are progression based with a chance for an early pylon right at the GR entrance with minimal progression. 2. In any given GR, you will not spawn all 5 possible pylons. No matter how carefully you play, 4 is all you will get, leaving an element of "randomness" ("Will I get the Shield or Power for RG?"). 3. On average you can assume that you require 20% progression between pylon spawns. Each purple progress orb is worth 1%, so yellows will grant 4% while blues will grant 3%. This is in addition to the progress gained for killing trash. Note that progression granted by trash varies by mob type; some mobs award a great deal of progress while other types are not worth fighting even in dense clusters. 4. Progression needed is measured from the spawn time of your previous pylon, not from the time when you last used a pylon. This is why you can get a pylon immediately after a juicy Conduit. 5. The last possible opportunity to spawn a pylon is at 99% progression. Not 95%, not 92%, and not 90%. It's 99%. Of course, you can get one a little early if your previous pylon spawn was at 50-60%, but if you had 3 pylons already with 3rd at 70%, 4th spawns at 99%. 6. Pylons have fairly defined spawning points on each map so strategic play is required to best utilize them. At times, you may want to go to the next level of the GR to explore one tile (one area of the map floor) if you have a Conduit at the exit and you know you will get 3 yellows + some trash in order to prevent a new pylon from spawning at that next floor's entrance. You may also manipulate the odds in your favor by saving the Conduit and surrounding trash, going to the next floor and gaining your 99%, then returning to the previous floor with the Conduit and killing the trash to spawn the RG. This will leave the Conduit for the RG! 7. By default you can assume 20/40/60% GR progression as your pylon spawn points. If you get one at 80%, you will not get one at 99%. If you avoid the spawn locations of pylons around 80, you may get one further down the road, closer to the RG fight (hence strategical burning out locations/avoiding/entering next tile comes in handy). It takes a bit of practice, but you can eyeball your progression, as well as recognize future progression based on elites and mob type in density. Other than Oppressors, all big mobs are decent progression, smaller ones that are also very good are "old God comp" - cultists with adds - or vile swarms, fatties, and summoners with lots of skeletons. 8. The best way to learn all of the above is to grind GRs, particularly in groups with other knowledgeable players. This translates directly into the "skill" aspect of GR pushing. The Hired Help Let's talk follower meta. My preferred approach is to avoid items that cause CC on monsters, period. No Thunderfury or Blinding Sand, no Freeze of Deflection, no Ess of Johan, no Wyrdward. No, no, no to those items. You don't want mobs to be slowed down and you definitely don't want them going CC immune; this diminishes the use of your Parthans or Ground Stomp. Right now, my Templar is focused on helping with elites, buffing me with skills, and bleeding enemies. You can also use the Enchantress for more attack speed. Either way, here are the required items: - Bul-Kathos Wedding Band (procs AOE bleeds, very handy to proc your PE) - Oculus Ring (absolutely essential -- pull density into these bubbles for max DPS) - Sun Keeper (with diamond or ruby--some minimal help with elite damage) I highly recommend giving your follower a Flavor of Time or other amulet with CDR and Attack Speed. As for rolls on follower gear, focus on CDR, IAS, and Increased Elite Damage for your follower. It goes without saying that they need an immortal token, of course, so roll off any Vitality or resists on their gear. Common Problems Listed below are some common problems people have with the build. If you're experiencing one of these problems, read through the solution. If that fails to fix the problem, post with questions. Whenever possible, take screenshots and be as specific as possible. 1. Dying During Rift Cause: This is normally caused by trying to tank too much incoming damage or messing with too many nasty mob/elite types. Another cause is that you're not fighting in enough density. You may have let IP drop. Solution: You need to spend some time figuring out what's going to really hurt. Don't have a few Physical resist secondary rolls? Pain Mongers and Dark Berserkers might one-shot you. Use War Cry in the open skill slot (Impunity or Veteran's) and avoid hard-hitting melee attacks. Don't stand in molten. Make sure to fight in lots of density (remember, at least a screen or two worth of mobs is the minimum -- we do not fight lone elites or sparse groups of trash). Make sure you have diamonds in your armor pieces. Make sure you have 750-850k Life. If you try all of the above and still feel squishy, it's time to go with Parthans + Freeze on belt. Also, never let IP drop! 2. Dying Vs RG Cause: You won't be able to tank many RGs direct attacks, especially the physical ones. You may be trying to tank their elemental stacked damage or not giving Parthans a cool-down. Solution: As noted earlier, many RGs have hard-hitting physical attacks. These are going to hit hard--they may one-shot you. If that's happening, it means you don't have enough life and main stat to tank their hits. Bump up your Vitality in Paragon to get 750-850k Life and do your best to dodge those attacks. dSome RGs also have powerful elemental attacks and you can't tank those either. Voracity? You'll need to kite him away from his gas clouds or you're dead. Rime? Dont try to tank stacked ice circles. Hamelin? Don't let the rat swarms stack on you. Make sure you have 750-850k Life. Use War Cry if you feel too squishy. 3. Can't Keep Perma-IP and/or Perma-Wrath Cause: This is normally the result of spamming cooldown skills or failing to properly manage cooldowns. It's also caused by not having enough attack speed or CDR on gear, or by failing to fight in enough density. Some downtime on Wrath between fights or during grouping phases is 100% normal. You don't need Wrath up until it's time to DPS. Solution: Don't spam cooldown skills. Wait until the last second to re-cast IP. Never re-cast War Cry unless it's about to drop off. Only use Ground Stomp during Physical CoE cycles. Don't worry about keeping Wrath up unless it's time to DPS (in thick density and especially during Physical CoE cycles). If you're grouping density and pulling screens, you don't need Wrath up every second. Never, ever let IP go down. 4. Running out of Fury Cause: This is normally the result of spamming skills or failing to properly manage cooldowns. It's also caused by not fighting in density. Could also be the result of bad, empty maps. Solution: Don't spam skills, especially War Cry and Battle Rage. Never re-cast War Cry unless it's about to drop off. Only use Ground Stomp during Physical CoE cycles. Only use Threatening Shout when you need to coagulate density. Always fight in density! If you're still having Fury Problems, you'll need the Weapons Master passive. ====================================== Part 4: Greater Rift Tiers, Paragon, and Augmentation ====================================== At some point, you'll hit a wall and will fail to clear a particular Greater Rift tier over and over. Welcome to the Greater Rift Fishing game. GR Fishing, also referred to as I Hate This Game, is inevitable. At some point, every build will encounter this painful part of the game. This is because of the infinitely scaling nature of Greater Rifts and the fact that the game hates you. To minimize frustrations, let's talk about how to prepare for success. Paragon is one of the single-most important factors in successful Greater Rift clears. While it's not set in stone, here's a very, very, very conservative guide of how much paragon is needed for solo pushes with absolutely no augmentation on gear: Paragon 400-700 = tiers 1-70 Paragon 701-900 = tiers 71-85 Paragon 901-1100 = tiers 86-95 Paragon 1101-1300 = tiers 96-100 Paragon 1301-2500 = 101-110 Paragon 2501-3500 = 111-115 Paragon 3501-4500 = 115+ So how does augmentation factor into this? Remember that past 800 paragon, 1 paragon point equals 5 points of Strength. This means that 300 Strength through augmentation is equal to 60 paragon levels above paragon 800. So, if you're paragon 800 and you augment all 13 pieces of gear with 300 Strength, you are, for all intents and purposes, paragon 1580. This is called Effective Paragon, a slightly wordy way of summing up the value of someone's main stat. What does this mean? It means that main stat, not the actual Paragon level, is what you need to look at when studying a clear or trying to determine your chances of success. In short, look at a player's main stat, not their Paragon level, when trying to evaluate a clear. Yes, Paragon is important--it boosts your Life through Vitality, for example--but main stat contributes directly to damage. Assuming your gear is great and you have considerable skill with the build, here are some current conservative estimates: Main Stat Range 10-12k -- GR 85-90 12-14k -- GR 90-95 14-18k -- GR 95-100 18-20k -- GR 100-105 20-25k -- GR 105-110 26k+ -- GR 110-115+ Personally, I recommend you push as high as you can for as long as possible with zero Augmentations. In fact, I recommend you don't augment until you are paragon 1000 and have successfully cleared 75+. The reason I take this stance is that the Zodiac Whirlwind build requires skill. You're managing cooldowns, positioning yourself and mobs, scouting the map for ideal spots to engage, assessing elites, grouping and managing density, and fishing for certain kinds of maps and RGs. It's going to take you some time to master all of this, and propelling yourself ahead of the skill curve via Augmentation is a recipe for frustration down the road. Take the time and learn the build without Augments. Once you've done that, go nuts. And be warned: clears above 90 will all but require Augments unless you have over 1500 paragon. ====================================== Part 5: Modifications for Speed Farming ====================================== Contrary to popular belief, the Zodiac WW build also excels at speed-farming T13. Below are two setups you can use for speed-farming T13--one for low-Paragon, early-Season players, and one for high-Paragon, well-geared players. These also work well for speed-farming low-tier GRs. Each build uses the full Wastes and BK set with changes noted below. Please note these builds are flexible. Don't like how it's put together? Change it! T13 Speed-Farm Option 1: Low-Paragon version (600 or less Paragon) Gear - Swap bracer to Nems Legendary Gems - Bane of Trapped - Bane of Powerful - Taeguk Active Skills - Swap Ignorance is Bliss for Bravado - Swap one optional skill for Sprint (Marathon) Passive Skills Swap Boon of Bul-Kathos for Weapons Master T13 Speed-Farm Option 2: High-Paragon version (800+ Paragon) Gear - Swap bracer to Nems - Swap CoE (worn or in Cube) to Avarice Band - May swap worn rings for Focus and Restraint Legendary Gems - Bane of Trapped - Bane of Powerful or Boon of Hoarder - Taeguk Active Skills - Swap Ignorance is Bliss for Bravado - Swap Bloodshed for Ferocity - Swap one optional skill for Sprint (Marathon) - Swap other optional skill for War Cry (Charge!) - If using Focus and Restraint, swap one optional skill to Furious Charge (Merciless Assault) Passive Skills - Swap Boon of Bul-Kathos for Weapons Master - May need to swap another (Brawler or Berserker Rage) for Animosity Cube - Swap Furnace for In-geom - See above regarding CoE/Avarice - Swap Mantle to Chilanik's Chain Still don't believe it? Archael recently made a video showing what you can do with just 12k main stat: T13 clears in 2 minutes or less. There's a video here: https://us.battle.net/forums/en/d3/topic/20759200483?page=1 If you're above 20k main stat, you can crank the speed even higher by swapping Trapped for Wreath of Lightning. Changes for Hardcore: - Swap Brawler or Berserker Rage for Nerves of Steel (or get it on Hellfire) - Always wear Parthans with proper secondaries on belt or gloves - Always wear diamonds in gear - Always use War Cry (Impunity) on the bar Prefer to run fun, weird LoN Whirlwind builds for speed-farming? Try these. But be warned--they may not work well in T13: Hot Magma (a Fire EQ, Avalanche, Whirlwind build): http://us.battle.net/d3/en/forum/topic/20742595138 The Windsh1tter (a Physical Whirlwind/Overpower build): http://us.battle.net/d3/en/forum/topic/20742935662?page=1 It should be noted that outside of the zDPS build or off-meta ("For Fun") groups, Whirlwind has no place in the current group meta and should not be played in higher group Greater Rifts. For 2.6.1 zDPS builds, see this thread: http://us.battle.net/d3/en/forum/topic/20748205244#1 Spin to win, Barbs. And good luck. ======================================== Part 6: FAQ ======================================== Q. What is a Whirlwind build? A. A whirlwind build is any build in which the primary damage dealing skill is whirlwind. Q. Is there a video where I can see some truly end-game gameplay? A. Yes, courtesy of Wroboss: https://www.youtube.com/watch?v=Qx4K-yP1PqI That's his 102 clear. In addition, he was kind enough to answer some a brief Q&A about the build in this thread. You can find those posts here: https://us.battle.net/forums/en/d3/topic/18706416963?page=114#post-2278 And here: https://us.battle.net/forums/en/d3/topic/18706416963?page=114#post-2279 Q. What about IK 6 + WW 2? A. IK 6 is no longer a viable WW build for pushing grifts. The Immortal King set is much better suited to Rend, HoTA, Raekor, and SS builds. But if you want to be a dirty heathen, be my guest. Q. What about IK 6 + Bk? A. HAHAHAHAHAHAHA No. The IK Whirlwind build, while perfectly fine for low pushes and speed-farming T13, is not competitive with Zodiac Whirlwind. Q. Isn't there another Istvan's guide? A. Yes, King Ben wrote one, though by now it is outdated. You can find it here: https://us.battle.net/forums/en/d3/topic/20753188109 Tee also made a video about it here: https://us.battle.net/forums/en/d3/topic/20753805837 Q. What happened to Whirlwind's tick rate in 2.4.3? And what changed with regards to Dust Devils? A. The short answer is that they nerfed it. Check this out: https://us.battle.net/forums/en/d3/topic/20752579159?page=1#post-16 What's more, the behavior of Whirlwind's Dust Devils was modified as well: https://us.battle.net/forums/en/d3/topic/20752756036 My theory is this. When they went in to change the tick rate of Whirlwind to make it perform better, they discovered a bug or broken string of code that was previously causing us to occasionally get a dud Dust Devil (a Dud Devil, get it, GET IT?!?). So, while Whirlwind tick rates were nerfed (reduced in frequency), Dust Devils were doubly buffed--both in damage output and in making sure they connect with enemy hit boxes and deal damage. For the record, here's the new Breakpoint Table: https://us.battle.net/forums/en/d3/topic/20752579159?page=1#post-19 Q. Do we need to worry about the nerfed breakpoints? A. No, not really. But if you want to optimize around attack speed (which will still net you some very high clears), check the disclaimer at the top of the OP for a breakpoint calculator. Q. Did they fix the BK set's interaction with the Zodiac ring in 2.6.1? A. Yes! The BK set now procs Zodiac as well, if not slightly better, than the IB set! Q. Do Ancient weapons really make that much of a difference? A. Yes. Make them priority number one. Q. Do Primal weapons really make that much of a difference? A. Not unless your Ancient weapons were crap. Still, a perfect Primal is GG, hands down. Q. Are you really the best dressed Barb? A. Absolutely. Q. Do you proc Strongarms? A. Every day, all day. Q. Does the DPS of my offhand sword matter? A. Yes, it matters. The higher DPS sword should be in your main hand, but the DPS of your offhand sword should be as high as possible. Q. Does WW alternate hands for damage? A. Yes. Q. Should I roll 10% damage on weapons? A. Not unless there is no better option. There are instances where this can work, but it depends on a lot of gear factors. Q. How much CHC vs CHD? A. Check this wonderful calculator: http://d3resource.com/critcalc/ Q. How much Armor vs All Resist? A. Check out this other amazing mitigation calculator: http://d3resource.com/mitigation/ Q. My CDR isn't stacking properly! What gives? A. Quin explains all: https://www.youtube.com/watch?v=G26OM19vR8g&list=WL&index=2 In short, the effectiveness of CDR and how it displays on your sheet are not the same. Q. How can I get my transmogs to look as good as yours? A. You can't. Q. Is Lady Barb better than Dude Barb? A. Always. Q. Can this build compete with the IK/Raekor hybrid or the revamped MOTE sets? A. Right now, it's absolutely out-performing MOTE, IK HOTA, pure R6 Charge. The jury is still out with regards to IK6+R4 Charge. Give it a season or two and we'll find out which is stronger. My money's on Whirlwind. Q. Is Area Damage really that strong? A. Absolutely. Q. How does AD work? A. Check out Quin's video: https://www.youtube.com/watch?v=ydMEhQaULu4&list=WL&index=1 Also, check out Nubtro's thread: http://us.battle.net/d3/en/forum/topic/17085919721#1' Q. Should I swap CHC or CHD for AD? A. See the CHC vs CHD info above. But generally, no. Q. Does Bloodshed cause terrible lag? A. It used to. We don't seem to have that problem anymore. Q. What about the 6 Waste / 4 IK WW build? Is that viable? A. No. Q. What do I do if I'm an anti-intellectual, anti-feminist piece of alt-right human garbage? A. Go !@#$ yourself. Q. Is Bane of the Stricken really that good? A. Yes, though it depends on the circumstance. If you're doing speed clears, swap Stricken for Trapped or Wreath of Lightning. Q. When should I incorporate Bane of Stricken into my build? A. It depends on how fast you are clearing GR tiers. Generally, I advise players to start adding it into their builds between 65-70. Anything higher than 70 will all but require Stricken. Q. Will Stricken help me clear the rift faster? A. Because of the ICD after each stack applied to a target, Stricken is all but useless for clearing trash. It will help with elites, but only if it takes you more than a minute or two to kill them. Grouping, AD, and Bloodshed procs are still your best allies for clearing rifts. Q. Are you the Captain? A. ... Q. Isn't 6/2 the same as that Rend build that was popular during Season 4? A. No. 6/2 refers to Waste 6, BK 2 WW builds where WW is the primary damage skill. The Rend build, commonly known as 4x Rend, is IK 6, Waste 2, and uses Rend as it's primary damage skill. Q. How exactly does the Zodiac ring work? A. For more specific information, give this a thorough read: http://us.battle.net/d3/en/forum/topic/17261347119#1 Q. What should Serro roll in Season 10? A. Wizard. Q. What should Serro roll in Season 11? A. Wizard. Q. What should Serro roll in Season 12? A. Wizard. No, wait. A Barb! Q. What's your fondest WW memory? A. The clear I'm most proud of happened in Era 4, just before the close of Season 4, where I cleared 64 non-season (no Stricken) while under 900 paragon. For screenshots and specific details, see this thread: http://us.battle.net/d3/en/forum/topic/20043566656 Q. What's an IK Truther? A. An IK Truther is someone who thinks IK Whirlwind is as good or competitive with Zodiac Whirlwind. They tend to say things like, "The two builds are only a few tiers apart," or, "No more than 5, definitely not more than 5." Often, this is preceded by the IK Truther Slippery Slope (see below). In reality, the gap is 5-10 tiers, maybe more. Time will tell. But no, IK Whirlwind is not competitive with Zodiac Whirlwind. Q. What's the IK Truther Slippery Slope? A. As follows: ... ======================================== Change Log ======================================== Edit 9/9/2015: Updated FnR build to Strongarm bracers, added stat goals, clarified RG fight. Edit 9/10: Updated skills, gear, and added more info on how to play build. Edit 9/13: Updated FAQ with calculators for DPS and mitigation. Edit 9/13: Linked to Diablofans build, updated skills to correct missing Weapon Master passive, corrected passive discussion, and discussed paragon distribution. Edit 9/15: Skull Grasp is bad and should never be worn. Edit 9/17: Update FAQ for questions about Zodiac and Ice Climbers, clarified passive skills and Hellfire preference, added Requirements sections closer to top of builds, and re-formatted post. Edit 9/20: Updated builds and FAQ for more notes on CDR, updated secondaries on amulets. Edit: 9/26: Updated builds and FAQ for more info on AD. Edit 9/29: Updated FAQ about 6/4 WW. Edit 10/1: Updated builds and FAQ with info on Stricken, RG fights, WW in season vs non-season, and its relation to 4x Rend. Edit 10/10: Corrected typos, edited follower meta, and other general edits. Edit 11/5: Added information about Zodiac ring. Edit 12/12: Updated skills (Rend to Overpower) and FAQ. Edit 12/17: Updated FAQ with info on highest clear, updated skills, passives. Edit 1/17: Updated guide for 2.4. Edit 1/18/2016: Updated build options and FAQ. Edit 1/20: Updated speed-farming and group-play build modifications. Edit 1/21: Updated speed-farming options, corrected typos. Edit 1/23: Updated info about IAS in the build and how to play in Greater Rifts. Edit 1/24: Edited info on how to play build in GRs and what to look for in terms of maps. Edit 3/26: Updated the guide to 2.4.1. Edit 4/12: Updated guide due to the results of CDR vs IAS on 2.4.1 PTR. Many thanks to Archael for helping me test. Read the full post here: http://us.battle.net/d3/en/forum/topic/18706416963?page=40#791 Edit 4/26: Edited some info. Patch 2.4.1 drops. Whatevs. Edit 6/18: Updated speed-farming info and LoN WW builds. Edit 1/5/2017: Updated guide for 2.4.3. Edit 1/11: Updated build info, cleaned up formatting, and included new breakpoint info in FAQ. Edit 1/12: Updated guide, corrected errors. Edit 1/30: Updated build and added valuable life advice to FAQ. Edit 3/8: Updated follower information. Edit 4/6: Updated to 2.5, included info on other two variants, and re-organized info. Edit 4/6: Updated info for Hardcore, fixed general errors. Edit 4/19: Updated builds and corrected errors. Edit 7/5: Updated for 2.6 (zero changes to the build but did emphasize that the IB variants are outperforming the BK variant at the highest tiers). Also, Serro should roll a Wizard. Edit 7/25: Updated build guide for more gear options (rings and swords), average damage, and updated FAQ to include Wroboss's 102 clear. Edit 10/26: Updated to 2.6.1. Other updates, including an early-Season starter guide, are in progress. Also added info about IK Truthers to the FAQ. Edit 11/5: Updated follower section and added new section, Common Problems, to help players troubleshoot common problems with the build. Edit 12/24: Added a more detailed density pop quiz in the How To Play the Build section. Edit 12/27: Updated information on fishing Greater Rifts. Edit 3/19/2018: Fixed typos, updated IAS vs ASI, and cleaned up text. Edit 4/21: Clarified which build variant is strongest and info about problems managing Fury.Free3161 3d
Jul 11 New/Returning Player Guide--Season 14 Hello there! New to the game? Returning for Season 14? First-time Barb? All the above? This is the thread for you! This thread contains some useful starter info to get you up to speed. Read this carefully and follow the appropriate links. If you have questions, post in the appropriate thread linked below. This is the easiest way to make sure you get accurate, informative replies. The Barb Primer Here is a brief list of our class's strengths and weaknesses: Strengths + 5 major builds capable of GR 115+, several minor builds capable of 110+ + Some of the fastest speed-farm builds (R6 HOTA, Zodiac WW, and Vile Charge) + One build, R6 HOTA, is among the strongest builds in the game at any Paragon level + Excel at solo speed-farming and low GR gem-leveling + Most builds are relatively easy to gear + Always have a place in groups as a zDPS Support Barb Weaknesses - We do not DPS in groups - 2 builds are tough to gear (Zodiac WW and R6 HOTA) - No viable generator builds - No viable LoN builds Seasonal Suggestions Here is a suggested outline to maximize your efficiency in Season play. 1. Early on, pick a single major build (see below) to use for the Season. This will be the focus as you farm gear and Paragon. Everything you do will help complete this build. You may use a different build to speed-farm. 2. Farm efficiently. Farm at a difficulty you can clear Neph Rifts in 2-4 minutes, GRs in 3-5 minutes, and bounties in 5-10 minutes. For bounties, try to do split-farming in groups. Regardless of the major build you chose in step one, it is strongly recommended that you choose one of the following builds as your speed-farm build: R6 HOTA, Vile Charge, or Fire EQ. 3. Collect gear for a zDPS Support Barb (guide links below). Make a separate Barb and get him or her powerleveled to 70. This new Barb will be your zDPS Support Barb. 4. Continue to farm gear and keys with your main Barb. Farm Paragon, gem upgrades, and gear with your zDPS Support Barb. Funnel all resources into perfecting the major build you chose early on. 5. Push solo and group GRs. For a complete breakdown of how to progress from level 70 to end-game content, see the second post in this thread--just below this post. Major Builds Our major builds are all capable of GR 115+ and some can go much higher. For questions about Raekor HOTA (R6 HOTA), our most powerful solo build, read this guide: https://us.battle.net/forums/en/d3/topic/20763976285?page=1 Pros + Strongest solo build + Fastest speed-farm build + Least fishing required for solo GRs Cons - Tough to gear properly - Tricky to master--takes lots of practice If you have questions about Charge builds (Vile Charge), or want to know about combining the Immortal King and Raekor sets, read this guide and post in that thread: https://us.battle.net/forums/en/d3/topic/20419652847?page=1 Pros + Second strongest solo build + Extremely fast speed-farm build + Very easy to gear Cons - Tricky to master--takes lots of practice - Lots of fishing required for optimal RGs For questions about Immortal King HOTA (Hammer of the Ancients), consult this thread: https://us.battle.net/forums/en/d3/topic/20759250285?page=1 Pros + Fourth strongest solo build + Easy to gear + Relatively easy to play + Not much fishing required for solo GRs Cons - Bad at speed-farming - Starts to fish early For questions related to Whirlwind, the Wrath of the Wastes and BK sets, the Zodiac Whirlwind build and general WW-related questions, consult this thread: https://us.battle.net/forums/en/d3/topic/18706416963?page=1 Pros + Third strongest solo build + Extremely fast speed-farm build + Skill overlap with zDPS Support Barb Cons - Tricky to master--takes lots of practice - Lots of fishing required for optimal maps+mobs - Tough to properly gear - Less powerful than other major builds early Season For EQ- or Slam-related questions or for general questions about the Might of the Earth set, consult this thread: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 Pros + Fifth strongest solo build + Fast speed-farm build + Easiest major build to gear + Easiest major build to play + Best build for HC players (very tanky) Cons - Caps out in solo GRs faster than other major builds - Some fishing required for maps, mobs, and RGs For questions about zDPS Barbs, including Rat Run Pacman builds and Raekor push builds, consult this thread: https://us.battle.net/forums/en/d3/topic/20748205244?page=1 Pros + Required in group play + Easy gem upgrades + Easy Paragon farming + Easy gear and shard farming Cons - Tricky to master--takes lots of practice - Group success depends on you Minor Builds Our minor builds vary in strength. Some are very close to the potential of our major builds. Cold Seismic Slam remains a popular build and for good reason. For questions and discussion on a Cold Slam build, check out this thread: https://us.battle.net/forums/en/d3/topic/20759270380?page=1 If you like Seismic Slam but prefer to use Rumble, there are 2 options depending on how you want to approach the build. For builds that use Might of the Earth, check this thread: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 And for Slam builds that use the Legacy of Raekor set, try this thread: https://us.battle.net/forums/en/d3/topic/20759397940?page=1 Please note that R6 Slam looks like it may have the potential to become a major build. It's definitely viable (see below). Frenzy, Weapon Throw, Bash, and Cleave Builds Sorry, but Barbs have no viable generator builds. You can slap together IK 6 and use whatever supporting legendaries you desire, but these builds are slow, weak, and bad at speed-farming and pushing GRs. Don't even think about playing these in group rifts. Barbs don't use Legacy of Nightmares. Our old LoN build, Frenzy Thorns, is outdated and much weaker than all of our major and minor builds. Top 5 Tier List For an updated tier list of our Top 5 builds, and for general questions about which build is more powerful and why, consult this thread: https://us.battle.net/forums/en/d3/topic/20752500376?page=1 Defining "Viable" The term "viable" gets thrown around a lot. Let's define it. And let's begin with a little honesty: the core loop of D3 game activities is as follows: farm items + keys to do GRs (solo, group, or both). Full stop. Because there's literally nothing else to do in the game. Bounties? We only do them for mats. Goblins? Does anyone actually think pets or cosmetics comprise a core game activity? That would be so sad. And taking that into consideration, viable builds are those best suited to one or both core activities (solo/group GRs or speed-farming), doubly so if you value efficiency, consistency, and potential. That's how these builds are ranked, particularly with an emphasis on pushing solo GRs (since Barbs don't DPS in groups). And let's take it a step further. A viable build is one that contends with, or is within 10 tiers of, the strongest possible build for the highest possible GR clear. Right now, R6 HOTA and Vile Charge are our two strongest builds, each capable of 120+. Zodiac Whirlwind is also capable of 119, possibly higher, but it is at least within 10 GR tiers. Why is +/- 10 GR tiers important? It is and it isn't. 5 GR tiers is a lot of difference--a lot of extra mob HP, a lot more incoming damage, and a lot more damage output required. If we're talking about how much toughness a build can stack, here's what you need to survive as GRs get tougher and tougher (image courtesy of Zork): https://i.redd.it/mpjg2w7r7i611.png Now, bear in mind that we don't always want to tank damage. In fact, a major strategy in end-game GRs is to avoid dangerous sources of damage--arcane beams, molten explosions, and the hard-hitting physical blows from mobs such as Pain Mongers. But Barbs are a melee class (none of our ranged builds are even close to a minor build, don't waste your time), and we need to be able to tank some damage. The above chart ballparks how much toughness we need to survive the overall incoming damage increase at a given GR tier. Of course, as you gain Paragon, you gain toughness--Strength boosts damage and Armor, and Armor reduces incoming damage. This is why high-Paragon players can drop a couple of Strength rolls from gear; they can make it up via Paragon. And everyone can boost damage and Armor through Augments. So, let's take a look at how Paragon effects toughness. First, take a look at this thread by Zork: https://www.reddit.com/r/Diablo3Barbarians/comments/8u9lfj/paragon_to_toughness/ Pay attention to the first bullet point: "Going from 800 to 1800 is ~9GR of toughness worth." It should be obvious, but grinding 1000 Paragon on top of your current Paragon should give you about 9 GRs worth of toughness. Does this mean you can now clear 9 tiers higher? Not necessarily. Let's take a look at Zork's accompanying spreadsheet: https://docs.google.com/spreadsheets/d/16kUe9iED6gsNgpV9_OAI7hADuFGWezUNEtlgbD84yoI/edit#gid=1176140446 Notice how monster health doubles every five GR tiers. To overcome this, you need to increase your damage output by about 17% every five GR tiers. It doesn't perfectly line up with the toughness needed, and damage is most often where a build starts to falter. Other factors such as Bane of Stricken, Pylons, and AD directly impact this, though it's difficult--perhaps impossible--to calculate their precise impacts because of the shifting ways they allocated additional damage output. But Paragon alone can't carry a build because the damage and toughness increase from Strength alone will quickly fall behind either monster health or incoming damage. So, what does this mean for viability? It means that viable builds can reach the upper tiers by exploiting mechanical interactions that allow them to overcome the toughness and damage barriers, and they either innately have it (like R6 HOTA) or can acquire it via scaling main stat (Zodiac WW). In other words, look at the top clears. If a build is within 5 tiers of that, regardless of Paragon and main stat, it's obviously very competitive because it is able to exploit its mechanics to overcome damage and toughness hurdles. And if it can get within 5 tiers, there's likely a little more juice to wring from the build. 10 tiers represents a much larger difference, but a build that can barely do 100 and a build that can do 110 are in completely different leagues--about 4 million monster HP of difference. Of course, a build that can do 110 can probably do 111 and 112 and so forth. So it's not the arbitrary GR tier # (120+ in this case) that defines viability, but rather a build's potential to meet or match (or come very, very close) to that tier range that matters. Now, that kind of viability is based solely on a build's power potential--what can it accomplish given skill, Paragon, gems, Augments, great gear, and so forth. And right now, based on what I've outlined above, viable builds are capable of 110-120+. In other words, if you're not playing a build that can do 110+, you're wasting your time or are fixated on some other goal. If you don't care about GR ranks or pushing the leaderboards, you're welcome to invest in your own goals. Maybe your goal is to clear GR 100 super-fast on repeat. In that case, there are a lot of builds that will be viable for the specific task at hand. The same can be said if your personal goal is to clear GR 105 with whatever set you happen to complete. Or maybe you want to create a new build, something totally out of left field, and your personal goal is to push it to 80 or 90 or even 100. Cool. Good luck. Just remember: that doesn't make it a viable build. New + Returning Players: Have a question but not sure where to ask it? Post it here and one of the forum vets will help you. Forum vets + regulars: Please help new players by referring them to the proper link. The more we consolidate good info, the easier it is for new players to access and utilize comprehensive sources. That way, we avoid thread spam for one-off questions. Happy posting!Free88 Jul 11
Jul 7 [Guide] VileCharge IK6.RK4 Updated for 2.6.1 Skills & Gearing Example: https://www.d3planner.com/687983028 Most recent original post before this one (via KingBenjamin): https://us.battle.net/forums/en/d3/topic/20419652847 Hellfire 5th Passive: Ideally, Brawler for more DPS or Relentless* for more Toughness. GEMS Stricken / Trapped / Wreath of Lightning (DPS) or Esoteric (Toughness)* Gear Gems: Helm is typically Amethyst, but can be a Diamond for CDR. Chest/Legs will be Diamonds. CUBE Standoff (Pole-arm) / Vile Ward (Shoulders) / RoRG (Ring) ARMOR Pick your best 3 IK & 2 Reakor's pieces from the following: Helm, Chest, Gloves, Pants, and Boots Helm: STR / VIT / 6% CHC / OPEN SOCKET // Secondary preference with Physical Resist Chest: STR / VIT / 15% FC% // Secondary preference with %Melee Damage Reduction, %Ranged Damage Reduction, Physical Resist Gloves: STR / CHC / CHD / AD% // Secondary preference with Physical Resist Pants: STR / VIT / AR Boots: STR / VIT / AR / Movement Speed or Armor IK Belt: STR / VIT / AR / LIFE % or LpFS // Secondary preference +Max Fury Shoulder: Reakors: STR / AR / AD% / FC% Bracers: APD's: ELEM% / STR / VIT / CDC% // Secondary preference %Melee Damage Reduction For secondary’s stats when optional you’ll want 1) Melee or Range damage reduction 2) type of Resist (phy preferably) JEWELRY Rings Band of Might, Convention of Elements (or Unity) CHC / CHD / either AD% or Average Damage or STR For secondary’s stats when optional you’ll want a resist (phys) Amulet Recommended: 1)Hellfire Amulet with any of the 6 recommended passives from Ruthless, Rampage, Brawler, Berserker Rage, Nerves of Steel (or Relentless) 1) ELE% / CHC / CHD // Secondary Preference of %Melee Damage Reduction WEAPON IK Boulder Breaker: DMG% / STR / LpFS (or AD%) / Open Socket // Secondary preference +Max Fury PARAGON POINTS Core: Movement Speed to 25% > Max Fury > VIT to a target HP-level (e.g. I recommend around 750K-850K HP for most non-elite level players up to GR115) > STR Offense: CHC > CHD > CDR > ASI Defense: AR > LIFE% > ARMOR > LR Utility: AD > LOH > GF > zRCR I tend to at least try for 110% AD (50% Paragon, 20% Gloves, 20% Shoulders, 20% on at least 1 ring). There are several different ideas on Life % and LpFS, with the most common setup being LpFS on your Weapon and 15% Life on your belt. If you are having trouble recovering health, a dual Life per Fury Spent setup is optimal, because if you have +Max Fury on both your weapon and belt, you will recover somewhere between 600-800K HP from Boulder Toss. The trade-off is that you will need more points in VIT to hit your target HP range. Sprint:Marathon, WoTB:Insanity and Wreath of Lightning all add to movement speed, which increases your DPS output. The more mobs you can charge against, the better. There are 3 styles of Furious Charge that most players will need to employ at any given time -- Long Distance "End-to-End Charges" which is good for survival and also large group DPS. Short Distance, but more frequent, "Ping Pong Charges" which is good for smaller group, targetting a specific mob or utilizing your occulus ring spawns. However, they make you more prone to being hit by heavy melee swings (e.g. Entombed Hulks or Dark Berserkers) and also ranged attacks (e.g. Lacuni Huntress or Vile Temptress). Lastly, "Wall Charging" mainly used to fight the Rift Guardian. You typically will only be able to kill Champ/Elite packs on large, open maps in which those mobs follow you around from pack to pack. This is a trash-killing build that will either need a long-term fight or Conduit Pylons to kill large packs of blues/yellows. There are always outliers that will prove this to not matter, but they are fairly uncommon. Shield Pylons are also solid to help smash down blue/yellow mob groupings, barring you have enough mobs to reset the FC cool-down. Speed Pylons can be good for DPS or finding better density or moving onto the next map (all 3, really). Power Pylons are best saved versus the RG. Some RGs will be unbeatable in "average" circumstances, such as having 3:29 or less, to kill them. Some RGs are killable with 4+ minutes, especially if you have a Power Pylon. Some RGs are unkillable with 4 minutes and a Power Pylon at high-GR levels. It will be up to your character's gear, your account Paragon level and your play-style and ability to see what those are. On average, I personally hate the following RG: Vesalius, Perendi, Blighter, Voracity, Eskandiel, Hamelin, Stonesinger, and the Choker. I absolutely love Saxtris and always appreciate a good Sand Shaper, Raiziel and even at this point in my GR clears -- Cold Snap (on a map I can easily wall charge him on). The bosses not mentioned will gather mixed results depending on the map tile, time and pylon availability. The most common mistakes are people trying too hard to finish off packs of mobs and running out of FC charges, trying to force the killing of blues/yellows (especially true if you kill 4 out of 5 blue mobs and the last one is just BARELY alive, but you just cannot keep attacking it) and trying to fight the RG without utilizing the Wall Charge tactic. Also, keep an eye out for your Ancients and ensure they do not die off. Heavy hitting, melee-dense mobs are great at killing them (Lacuni, Dark Berserker, Phase Beast, Emtombed Hulk rifts come to mind). I am sure there is much more information and R6-HOTA is definitely the most prime build for Seasons 12 and 13, but VileCharge is still plenty viable. Just understand that you will be fishing for not just your map tile and mob density, but the RG that it spawns at the end, too. Good luck.Cendiesel13 Jul 7
Jun 29 Top 5 Solo Builds for 2.6.1+Season 14 Current as of: June 2018/Season 14 Below you'll find a list of popular Barb builds considered viable for pushing solo Greater Rifts and speed-farming T13 ranked from most powerful to least powerful in Patch 2.6.1 and Season 14. You'll also find some raw data from various leaderboards to give you an idea of the average Paragon + main stat needed to push a given tier and some info on the skills, gems, and gear used in each clear. If you're new to Barb, a returning player, or just curious, start with this thread: https://us.battle.net/forums/en/d3/topic/20759556767?page=1 Agree with this list? Disagree? Want to discuss the airspeed of an unladen Swallow? Post below. Without further ado, let's get to the builds. The Top 5 Barbarian Builds for Pushing Greater Rifts 1. Raekor HOTA Sets: Raekor 6 Current Max GR Potential: 124+ Build Link: https://us.battle.net/forums/en/d3/topic/20763976285?page=1 R6 HOTA is as powerful, possibly more powerful, than Vile Charge (see below). What elevates this build to the top spot is that it doesn't have to fish as hard for maps, mobs, and RGs. This build has cleared GR 120 with less than 2k Paragon! Timing is key to this build -- you have to build lots of Charge stacks, then spend them on the proper CoE cycle while manipulating the Endless Walk set bonus to maximize damage. Be warned: this build is hard to learn, hard to master, and hard to properly gear. It's going to take a lot of practice to master this one. On the plus side, even a poorly-geared version of this build doubles as an amazing T13 speed-farm build. Pros: Versatile, incredibly powerful, unique (our sole nuke build). Doubles as top-tier speed-farm build. Cons: Hard to gear, hard to learn, very hard to master. Play style is very restrictive, charge control can be an issue, and may cause motion sickness. 2. Vile Charge Sets: Immortal King 6 + Raekor 4 Current Max GR Potential: 119+ Build Link: https://us.battle.net/forums/en/d3/topic/20762107107 The IK6+R4 Charge Barb got a lot of love in 2.6.1. Vile Wards provides the build with a scaling damage mechanic that, when coupled with the perfect rift, provides amazing DPS. The trick to this build is a mix of rift fishing and avoiding incoming damage. On the downside, this build requires some heavy-duty RG fishing and patience. Pros: Easy to gear and very powerful. Cons: Hard to master, heavy RG fishing required, play style is not for everyone, and may cause motion sickness. 3. Zodiac Whirlwind Set: Wrath of the Wastes + Bul-Kathos's Oath or Istvan's Paired Blades Current Max GR Potential: 119+ Build Link: https://us.battle.net/forums/en/d3/topic/18706416963 Zodiac Whirlwind is still one of our most powerful push builds, and with the interaction between the Bul-Kathos's Oath set and the Zodiac ring fixed, all three build variants are powerhouses without the ultra-fussy CDR rolls of past iterations. This is flat-out the strongest Whirlwind build out there. If you don't mind investing some time into fine-tuning your gear and farming lots of Paragon, you can take this build very far. And if you're looking for a lightning fast T13 speed-farming build, Zodiac Whirlwind has also got you covered. Spin to win! Pros: Highly mobile, best healing of all Barb sets, scales extremely well with density, and very powerful. Cons: Most demanding gear of all Barb builds and requires lots of skill management. 4. Immortal King HOTA Sets: Immortal King 6 + Istvan's Paired Blades Current Max GR Potential: 117+ Build Link: https://us.battle.net/forums/en/d3/topic/20759250285?page=1 More than any other Barb build, classic IK HOTA got some serious love this patch. This build does tremendous damage out of the box but won't take you as far as the builds above it. Aside from finding your dream IB weapons, this build is very easy to gear and perfect for early-Season gem leveling. If you want a satisfying, simple build that packs a huge punch and isn't terribly fishy, try IK HOTA. Pros: Easy to gear and powerful. Cons: Hard to master, build struggles with damage mitigation, reliant on Ancients. 5. Fire Earthquake Set: Might of the Earth Current Max GR Potential: 117+ Build Link: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 In terms of raw power, Fire EQ is up there. With Wrath of the Berserker and a Fire CoE cycle, this build is capable of melting density and crushing elites. And with the buff to Band of Might, we finally have the mitigation to sustain incoming damage at truly high GR tiers. Best of all, this build is very easy to gear (provided you find a good Blade of Tribes). Pros: Fairly easy to gear, easy to play, and very powerful. Cons: Requires careful skill cycle control. Honorable Mentions: Physical Earthquake Set: Might of the Earth Build Link: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 Physical EQ is among the easiest Barb builds to gear and play. When played with Band of Might, it's incredibly durable, allowing new players plenty of leniency for even the most deadly mistake. Oddly enough, there's new evidence that it's also a competitive push build. While not as strong as Fire EQ, this build is a great starting point for new players who want to test the waters with EQ. Pros: Easiest Barb set to gear, easy to play, and very durable. Cons: Requires careful skill cycle control. Frozen Fury Set: Might of the Earth Build Link: https://us.battle.net/forums/en/d3/topic/20419963951#post-1 An oldie but a goodie, Frozen Fury has been around for ages. Back in 2.4, this build was cracking 75 with ease. Recent changes to Girdle of Giants make this a little tricky to gear these days, but if you don't mind getting the right amount of attack speed elsewhere, you'll have no problems crushing mobs with this unique cold build. Pros: Mobile, fairly strong, and fairly easy to gear. Cons: Plateaus early and doesn't scale well with density due to Slam bracer. Minor Builds In addition to the major builds listed above, we have a number of minor builds that vary in strength. Some are very powerful and all are capable of 100+. Cold Seismic Slam remains a popular build and for good reason. For questions and discussion on a Cold Slam build, check out this thread: https://us.battle.net/forums/en/d3/topic/20759270380?page=1 If you like Seismic Slam but prefer to use Rumble, there are 2 options depending on how you want to approach the build. For builds that use Might of the Earth, check this thread: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 And for Slam builds that use the Legacy of Raekor set, try this thread: https://us.battle.net/forums/en/d3/topic/20759397940?page=1 The Top 5 Barbarian Builds for Speed-Farming T13 Listed below are the best builds to efficiently speed-farm T13 Nephalem Rifts and Bounties. These are ranked on a combination of speed and burst damage. It should be noted that while the top two builds solidly out-perform the others, there's not much difference between builds 3-5. Please note that the speed-farm builds listed below use different items, gems, and skills than their push variants. Consult the build guide links above for more info. 1. R6 HOTA 2. Vile Charge 3. Zodiac WW 4. R6 Slam 5. Fire (or Cold) EQ Awards Most Powerful Build: R6 HOTA Best Build for New Players: Tie -- Physical Earthquake and IK HOTA Best Build for Hardcore Players: Zodiac Whirlwind or Physical Earthquake Easiest Build to Gear: Tie -- Fire and Physical Earthquake Hottest New or Returning Build: R6 HOTA Most Versatile Build: Raekor-HOTA Most Demanding Build To Gear: Zodiac Whirlwind Global Leaderboard Data By Build NOTE: These listings are out of date as several Barbs have cleared 119+ with various builds. Thanks to Nubtro, I present below an edited compilation of leaderboard data for some of our best builds. Clears are grouped according to build but are otherwise presented in no specific order. The bolded value number = paragon level + sum of augments (Effective Paragon). 1. R6-HOTA rankings from all 3 servers (GR 115+ clears) 118 in 13:55 - 4071 (2613p + 1458a) - #1 Asia Season --- 49.6% CDR @ Gogok + Hardened Wrath + Ignorance is Bliss + Boon over Brawler 118 in 14:29 - 4551 (3224p + 1327a) - #5 EU NS --- 34.1% CDR + Eso + Demoralize + Ignorance is Bliss 117 in 13:11 - 3749 (2439p + 1310a) - #2 Asia Season --- 61.2% CDR @ Gogok + Demoralize + Iron Hide 117 in 14:23 - 6260 (5225p + 1035a) - #4 Asia NS --- 59.9% CDR @ Gogok + Demoralize + Iron Hide 117 in 14:58 - 4083 (2989p + 1094a) - #5 Asia NS --- 64.3% CDR @ Gogok + Demoralize + Boon over Berserker Rage 115 in 14:36 - 4070 (3140p + 930a) - #5 Asia Season --- 60.7% CDR @ Gogok + Demoralize + Ignorace is Bliss (Seems to be the most popular high-ranked build on the Asian server this season.) 2. IK-HOTA rankings from all 3 servers (GR 113+ clears) 116 in 12:09 - 4789 (3344p + 1445a) - #3 US NS --- PE + Magefist + gemless helm + Veteran + Bloodthirst over Brawler 115 in 14:17 - 6766 (5346p + 1420a) - #7 US NS --- PE + Strongarm + Veteran + Bloodthirst over Brawler 115 in 14:38 - 6207 (5093p + 1114a) - #8 US NS --- PE + Strongarm + Veteran + Bloodthirst over Brawler 115 in 14:59 - 5043 (3640p + 1403a) - #13 EU NS --- Eso + Magefist + Veteran 114 in 13:31 - 4248 (2918p + 1330a) - #9 Asia NS --- PE + Magefist + Demoralize + Bloodthirst over Brawler 114 in 14:14 - 4895 (3715p + 1180a) - #17 EU NS --- Eso + Strongarm + Veteran 113 in 12:40 - 3559 (2170p + 1389a) - #11 US NS --- Powerful + Magefist + Demoralize + Bloodthirst over Brawler 113 in 13:42 - 4240 (2861p + 1379a) - #18 EU NS --- Eso + Strongarm + Veteran 113 in 13:44 - 5510 (5510p + 0a) - #17 Asia NS --- Eso + Magefist + Falter + Weapons Master over Brawler 113 in 14:11 - 4946 (3645p + 1301a) - #19 EU NS --- Eso + Strongarm + Veteran 113 in 14:19 - 4075 (2960p + 1115a) - #21 EU NS --- Eso + Strongarm + Veteran 113 in 14:30 - 5582 (4383p + 1199a) - #23 EU NS --- Eso + Strongarm + Veteran 113 in 14:35 - 3990 (2627p + 1363a) - #12 US NS --- Eso + String of Ears + Impunity 113 in 14:47 - 4613 (3173p + 1440a) - #24 EU NS --- Eso + Strongarm + Veteran 3. MOTE-Slam rankings from all 3 servers (GR 108+ clears) 113 in 13:43 - 3581 (2243p + 1338a) - #16 Asia NS --- Fire: CoE + APD + Eso + Insanity + Ploughshares + Boon + Nerves 112 in 13:55 - 3923 (2873p + 1050a) - #13 EU Season --- Fire: BoM + APD + Powerful + Rubies + Insanity + Veteran + Boon + Brawler 112 in 14:39 - 4090 (3139p + 951a) - #31 EU NS --- Fire: BoM + APD + Zei + Rubies + Insanity + Impunity + Boon + Brawler 110 in 14:02 - 4688 (3421p + 1247a) - #60 EU NS --- Fire: BoM + Strongarm + Halcyon + Eso + Rubies + Insanity + Veteran + Nerves 110 in 14:12 - 3389 (2069p + 1320a) - #26 Asia Season --- Fire: BoM + Strongarm + Powerful + Insanity + Ploughshares + Brawler + Nerves 110 in 14:13 - 5251 (4505p + 746a) - #58 Asia NS --- Fire: CoE + APD + Eso + Veteran + Ploughshares + Brawler + Nerves 110 in 14:17 - 4599 (3394p + 1205a) - #65 EU NS --- Fire: BoM + Strongarm + Etlich + Eso + Insanity + Veteran + Boon 110 in 14:41 - 3276 (2291p + 985a) - #69 Asia NS --- Fire: BoM + APD + Gogok + Insanity + Veteran + Rubies + Boon + Brawler 109 in 14:55 - 5411 (4249p + 1162a) - #98 Asia NS --- Fire: CoE + APD + Eso + Impunity + Bloodshed + Relentless + Nerves 109 in 14:58 - 2936 (1870p + 1066a) - #100 Asia NS --- Fire: BoM + Strongarm + Eso + Insanity + Veteran + Boon + Nerves 108 in 12:46 - 4820 (3666p + 1154a) - #110 EU NS --- Fire: BoM + Strongarm + Powerful + Insanity + Impunity + Boon + Nerves 108 in 13:25 - 3037 (1952p + 1085a) - #114 EU NS --- Fire: BoM + APD + Gogok + Insanity + Into the Fray + Boon + Brawler 108 in 13:25 - 3059 (1959p + 1100a) - #115 EU NS --- Physical: BoM + Peak + Destruction + Powerful + Insanity + Into the Fray + Boon + Brawler 108 in 13:54 - 3446 (2779p + 667a) - #110 Asia NS --- Fire: BoM + APD + Powerful + Rubies + Insanity + Ploughshares + Boon + Brawler 108 in 14:17 - 3201 (2102p + 1099a) - #115 Asia NS --- Fire: BoM + APD + Mara + Powerful + Insanity + Marauder + Superstition 108 in 14:27 - 3995 (2883p + 1112a) - #56 US NS --- Fire: BoM + APD + Zei + Rubies + Insanity + Veteran + Boon + Brawler 108 in 14:40 - 3246 (2211p + 1035a) - #126 Asia NS --- Fire: CoE + APD + Eso + Insanity + Veteran + Boon + Nerves 108 in 14:40 - 4376 (3183p + 1193a) - #144 EU NS --- Fire: BoM + APD + Etlich + Powerful + Insanity + Impunity + Boon 108 in 14:55 - 3912 (3296p + 616a) - #153 EU NS --- Fire: CoE + APD + Eso + Insanity + Veteran + Boon + Bloodthirst Conclusion: Defining Viable Let's be honest and say that the core loop of D3 game activities is as follows: farm items+keys to do GRs. Full stop. Because there's literally nothing else to do in the game. Bounties? We only do them for mats. Goblins? Does anyone actually think pets or cosmetics comprise a core game activity? That would be so sad. And taking that into consideration, viable builds are those best suited to one (solo GRs) or both core activities, doubly so if you value efficiency, consistency, and potential. That's how these builds are ranked, particularly with an emphasis on pushing solo GRs (since Barbs don't DPS in groups). And let's take it a step further. A viable build is one that contends with, or is within 10 tiers of, the strongest possible build for the highest possible GR clear. Right now, R6 HOTA and Vile Charge are our two strongest builds, each capable of 120+. Zodiac Whirlwind is also capable of 119, possibly higher, but it is at least within 10 GR tiers. Why is +/- 10 GR tiers important? It is and it isn't. 5 GR tiers is a lot of difference--a lot of extra mob HP, a lot more incoming damage, and a lot more damage output required. If a build is within 5 tiers, regardless of Paragon and main stat, it's obviously very competitive. 10 tiers represents a much larger difference, but a build that can barely do 100 and a build that can do 110 are in completely different leagues. Of course, a build that can do 110 can do 111 and 112 and so forth--look above at the MOTE Slam rankings. MOTE Slam is never going to do 120, but it could, with more Paragon, potentially hit 114-115. R6 Slam can definitely hit 110+ and it remains to be seen how far it can go. FIre EQ can likely hit 112-115. Even IK HOTA has already hit 116, so it may be capable of 117-118. So it's not the arbitrary GR tier # (120+ in this case) that defines viability, but rather a build's potential to meet or match (or come very, very close) to that tier range that matters. Now, that kind of viability is based solely on a build's power potential--what can it accomplish given skill, Paragon, gems, Augments, great gear, and so forth. And right now, based on what I've outlined above, viable builds are capable of 110-120+. In other words, if you're not playing a build that can do 110+, you're wasting your time or are fixated on some other goal. If you don't care about GR ranks or pushing the leaderboards, you're welcome to invest in your own goals. Maybe your goal is to clear GR 100 super-fast on repeat. In that case, there are a lot of builds that will be viable for the specific task at hand. The same can be said if your personal goal is to clear GR 105 with whatever set you happen to complete. Or maybe you want to create a new build, something totally out of left field, and your personal goal is to push it to 80 or 90 or even 100. Cool. Good luck. Just remember: that doesn't make it a viable build. Change Log Update 1/10: Zodiac Whirlwind takes the #2 spot from Fire EQ and Frenzy Thorns due to recent clears and tests. Whirlwind is back! Update 1/18: Zodiac Whirlwind takes the #1 spot from Charge Barb! All hail the king! Update 5/3: Fully updated to 2.5 and reorganized builds. Updated 7/5: Fully updated to 2.6. Updated 10/30: Fully updated to 2.6.1. Updated 11/23: Re-organized rankings. Updated 12/24: Re-organized rankings (R6-HOTA/Slam moves up to tie 3rd place). Updated 12/28: Re-organized rankings: R6-HOTA ties for 1st, IK HOTA takes 2nd, and WW drops to 3rd. Updated 1/7/2018: Added Nubtro's leaderboard clear data and edited other sections. Updated 6/12: Re-organized rankings for Season 14, added speed-farm list.Free243 Jun 29
11h Set Dungeon rewards What do you get from completing the set dungeons. I played the PTR, but did not bother with the dungeons. All cosmetic stuff such as?Silverlock32 11h
16h PotatoKing Twitch Stream I've done the guides, videos, and placed top results on the LB's all 100% legit. Its time to go to the next level: Twitch Streaming. First of all, I love this game. I've been playing since May 15, 2012, and have been an active Barb Forum Contributor since launch (few of the last originals): I am A Legend. The stream is going to be 100% for fun. My intention is to share my passion with the Barb Forum Community, and also open it up to the rest of the Diablo Nation. I will do my best to have a quality stream. I want to create a fun and relaxing place whether you just wanna kick back and watch, or want to interact. I normally play at nights (MT time) so that's when I will normally be streaming. I won't always post here when I start the stream unless I am going to do something worthy like going over a build, pushing LB's, or theorycrafting something potential/interesting. There won't be a set schedule yet. Tax season is around the corner so it would be very difficult to stick to a schedule until after April 15 when tax season ends (I'm an Accountant by day, Barbarian by night hehe). However, I do intend to have a set schedule after the tax season is over. For now if you want to keep up with the stream the best way will be to Follow the Twitch channel to get notified when I go live. I look forward to meeting you Barbtators, lets do this!!!!!!!!! ... First stream is scheduled for tonight (1/27) around 6pm MT. PotatoKingKingBenjamin195 16h
22h IK set dungeon glitch with mastery post 2.61 Hi all, I was attempting to complete the IK set dungeon this morning, thinking it would be a breeze with the new patch and all. When I attempted it, I was wearing the current set up on my sc barb, and was able to maintain the 6 pc bonus the whole time. What I noticed was that when I kill the elites it would say Success elite kill, but when I was done killing all of the monsters it would say Failure for the elite kills with the 400% 6 piece bonus portion, so I would not get the mastery for the dungeon. I was hoping some others could test this out and see if it is a glitch or not. I was thinking that when the patch went live and they changed the bonus of the 6 piece from 400% to 1500% they did not adjust the set dungeon mastery to include the new bonus damage %. I just think that if this is a glitch, we would want it corrected prior to S12. Thanks, any help would be appreciated. IckabodIckabod18 22h
23h RG Erethon 1 hit ko All my defence buff is up but it still ko me,playing ik hota barb .Is there anything to work on, it the only boss that ko me.blueberry1 23h
1d Crimson Reign (REND BLD) Testing new build! Points of Interest 4pc Wastes: +500% to REND for 15 seconds, tripled damage, 50% DR. Lamentations: Stacks twice Bloodbath: Trash will bleed 1100% for a 10 yard (that can a lot of AD) Zei's: Cast desired amounts and run WEAPON BB: STR/AD%/10% GEAR IK Helm: STR/VIT or AR/CHC IK Gloves: STR/CHC/CHD/AD% Wastes Chest: STR/VIT/Rend%/DIA IK Pants: STR/VIT/AR/DIAMONDS Wastes Boots: STR/VIT/AR/ IK Belt: STR/VIT/AR/LpFS/ Waste Shoulders: STR/AD/AR/Rend% Ancient Parthenon: STR/Ele%/AR/CH JEWLERY Best Amy: Ele%/CHC/CHD F&R: STR/CHC/CHD CUBE RRoG Funace Lamentation SKILLS WotB: Insanity BR: StP COTA: TAO WW: Blood Funnel Rend: Bloodbath Wep Throw: Stupefy Passives Superstition NoS Ruthless Rampage GEMS Zei's Taeguk StrickenDieHard6 1d
2d Kinda sad... ... the game died and we never saw the return of Skorn in a brutal 2h Wastes bleed meta destroyer. Probably never will. Rest in peace, Rend/WW Skorn. You will be remembered.Hadd0 2d
2d Raekor HOTA vs IK HOTA Planning of starting season 14 with Barbarian. I'm just curious as to why is that Raekor variant is said to better than the IK build.SupHypUlt4 2d
5d Leap Quake with some speed Hey, Barbs For anyone that wanna try a speedier version of the leapquake here's a build for you, utilizing charge to move around speedily instead of just slowly jumping around. https://www.diablofans.com/builds/91855-season-14-leapquake-speed-farm-variant Its very easy to gear for, as long as you have the pieces, the stats of the pieces wont matter much. Builds like ww or hota/raekor will take some nice stats and rolls to get going, not so much with leapquake, you can clear a grift 70 solo with the first pieces you find without even having to reroll them, downside is that it wont go as high as other builds but its damn fun to turn the whole screen into an inferno.Feline36 5d
6d New BKSV. What to roll for IAS? Hi all. After 400+ Para with my existing SV I finally have a chance to make up for 1 of my many re-roll mistakes (all made prior ro finding the great stuff from Free, Icy, Conq, etc). So I am fairly sure I need IAS as I currently only have that from my ORotZ. I think Free's direction is leading me to roll off the 10% Damage and keep the 22% AD. But I want help since there is a good chance I will have this forever. Thanks in advance for your replies. You guys are always awesome. New BKSV 1518-1894 Holy 10% Damage 991 Str 22% AD 11,000 Life After 12 Max Furyestebandeath9 6d
Jul 13 Life per Fury Spent ? https://i.imgur.com/2iWV7ez.jpg I dropped Life per Fury Spent for Area DMG. My goal is just faster T13 clears/better survivability, did I ruin the weapon or its potential?Quantums2 Jul 13
Jul 13 Primals showcase Show your awesome primals, let us envy and bow to the allmighty barb primals(joking, just post some interesting pics of your primals drops). I wanna at least see those Istvans/Bul Khatos blades in primal versions!Turakam311 Jul 13
Jul 13 First post: Gear check help needed Gear check me (WW barb). Hello all, First ever post so please excuse me if I broke a rule, it’s not intentional. So, here is the deal - I can complete through T10 with ease. T11 are faulty easy. T12 and T13 is where I die a ton and don’t seem to dmg anything. GR 60 is the highest I can do not dieing. My profile: https://us.diablo3.com/en/profile/FearlessPaki-1996/hero/101430520 Could someone advise what I need to change. Thank you so much!FearlessPaki1 Jul 13
Jul 12 6 WotW/F+R Guide for 52+ I've have been doing a lot of testing on how to run F+R on GR50+ and this has been by far my optimal build and the one I will be using to fish, as I think it has the highest Damage potential and very good survivability. While unity/CoE is a bit more comfortable, I do think there is a lot of upside in a build like this. 6/4IK is consistent, very forgiving, and overall solid because you can optimize gear very easily but the damage/movement is just not there. Admittedly, my ancient IBKK is not as good as my BK set, which is why I feel BK has more potential for me. My nados crit upper-bound is over 600mil. General Theory: Nados are the primary damage dealer. Who cares about rend and Dots. Make as many huge critting nados as fast as possible. Use crowd control and give yourself an outs against jailer/firechains/waller/beams to stay alive. I'm under paragon'd and running about 1/2 ancient gear but clear 50+ very easily. The Skills http://us.battle.net/d3/en/calculator/barbarian#ShiRjP!ZSbj!YbZccZ Rend- Terrible in high GRs. I probaly rend too aggressively but even when I had Unity/CoE I just rend-died way too much. Without pain enhancer, there is no use for it. Battle Cry- Bloodshed with the higher nado hits is nuts. Ignore pain- Iron Hide. Your lifegain is good enough as it is. Get as much value for CD reduction as possible Call of Ancients- Together as one allows you to engage elites much more aggressively. Furious Charge- Coldrush is my preferred fury generator by a considerable margin. Tailored around using APD as crowd control/damage mitigation. FC also gets out of jailer and helps survivability against firechains/waller/arcane beams. I can do 45s in under 5mins by going for strong-arm bracers and swapping FC. Passives- Doesnt need much explanation Boon, Ruthless, Rampage. I'm not thrilled having to run nerves or steel but gives you a bit of margin or error/forgiveness in 52+. Gems- Gogok allows you to hit the next WW breakpoint, and the 15% CDR makes it possible to have 42% base. 42% is the number that keeps FC under 5secs (F+R 100%) BotT and Taeguk. Gear: With Diamond helm, x2 Weapons and max paragon CDR. You only need 8% on another item. In a perfect world it would be shoulders that have strength/vit/AR/CDR. That gives you 41.31. 12.5/10/10/8/8 gives 39.99 which is ok as well. Bracers- APD for 48+. Strongarms for speed GRs and T6. Amulet- Mara's > Hellfire for fishing. You deal so much damage, the immunity to all the poisons will give you your best shot at a high clear. I'd imagine adding brawler to the passives with one of the 5 on your hellfire would be best though I haven't tested hellfires. Follower- http://us.battle.net/d3/en/forum/topic/17084369010 The CC templer keeps guys stunned/frozen for your APDs and Eng-jang-do/TF. No unity means BK ring+wyrdward. You'll want to use TF with maras, EJD with hellfire. Fury- There are no generators in this build and you don't need them which is why it is so efficient. By charging every 5 secs, you gain fury and aren't WWing. Against a single RG, you will be close to fury spent, but not often enough to be a detriment or warrant adding another generator. Play style: Be mindful of your Ancients/IP uptime. When active you can fully engage most elites and the RG. And with just IP, you can take on elites that don't have too much electricity/reflect/nasty affixes. While ancients/IP is down you should be getting mobs to chase you/grouping them. Especially in corridors you can "direct" your nados to get maximum hits by doublebacking on mobs that are following you. Rather than WWing back and forth, you can be constantly WWing forward and then FC back to get behind the mobs and then continue WW through them again. Speed Bounties/T6 PoC + Ignore pain -----> Warcry+Chailniks Chain Battlecry -----> Sprint APDs -----> Nemesis Bracers Nerves of Steel -----> weapons master (spamming sprint now) Lower GR runs PoC + Ignore pain -----> Warcry+Chailniks Chain APDs -----> Strongarms Nerves of Steel -----> Brawler Video of soloing 52+ Trialkeys: https://youtu.be/MfIRmYi-u5QFa11en116 Jul 12
Jul 12 what to improve? So i have been running IK/Rakor for a few weeks, but found out that there is a better variant of charge barb, which is the HoTA barb. I recently got all the gear but i keep getting killed at gr 75, even with ignore pain up. Does anyone have a clue as to why this is happening? My charge barb: https://eu.diablo3.com/en/profile/AlexanderB%C3%B8h-2971/hero/108962078 thanks in advance ^^AlexanderBøh2 Jul 12
Jul 11 Did not have so much fun for a while Try this guys: Warframe... Diablo in 3D and more actions and lots of mods for upgrading skills per warframe.Prokahn18 Jul 11
Jul 9 I'm getting frustrated with the RNG. I've been trying to get my tier pieces for ages and I'm getting jack !@#$. I did 50 yellow swords and got nothing but trash. I've spent hundreds at K and got nothing. Farmed rifts forever and nothing.HighwayStar10 Jul 9
Jul 7 Top barb NA, What!? So, ive pretty experience in D3, i have done solo 100's, 4man 's, push/fished, etc.. i know average power levels etc.. so from all of my experience, i have no idea how this was possible. How did top barb, with 0 augs, less than 1k paragon do a solo 111?Faux10 Jul 7
Jul 7 Skull Ring drop Rate Skull Ring Drop WTF. Been at this now for 4 days. 8700+ bloods used Convert rings to Legend 471 Started at lvl 70 farming, and now 653. Yet to come across 1 skull ring or the Rend Buff belt. Cube showing they exist, but talking with other players each day while playing for 4 hours a day. All of us been at the same point we do not believe the items even exist this season. Has anyone even got them as a drop, or did the game change the drop ratio to Near primal rateLegz4 Jul 7
Jul 6 Tomahawk: Wep Throw Tank Bld GR 85+ (VIDEO) UPDATED 06/06/18 This maybe the best source of damage that we can get out of Wep Throw. This is definitely not for scaling, but for fun. Gameplay: Everytime Oculus generates, you quickly move to its location via FC. Load up Fury using Ricochet and drop BT at will. You'll want LoH wherever you can put it. 138% AD is best. FOLLOWER: Oculus (must have) WEAPONS: Oath & 300th (or 300th/Legacy 300th/Cube Oath: Str/AD/LoH GEAR: IK SET Helm: CHC/LoH/Str/Amethyst Chest: Vit/Str/AR/Diamonds Gloves: CHC/CHD/LoH/AD Skular's bracers: Fire%/CHC/Str/LoH Boots: Vit/Str/AR/Move% Pants: : Str/Wep Throw/LpFS/RUBIES Belt: Wep Throw/Str/AR/LPFS Shoulder: Fury Str/AR/Vit/AD *Physical secondary wherever you can. RINGS: BoM: IAS/AD or Str/CHC/CHD/OS Compass: IAS/AD or Str/CHC/CHD/OS AMY: Traveler's: Fire%/CHD/CHC/OS SKILLS: CotA: TAO WotB: Insanity FC: Merciless BR: Bloodshed L Mouse: Wep Throw Ricochet R Mouse : BT PASSIVES: Ruthless Rampage Superstition No Escape GEMS: Esoteric Stricken SS Torso: Diamonds, Helm AMETHYST CUBE: Furnace (or Oath if you have Legacy 300th) Depth Diggers CoE VIDEO: Part 1: https://youtu.be/81EJ618TWu8 Part 2: https://youtu.be/FC9WMoBYa24DieHard50 Jul 6
Jul 6 BRING BACK THE 2-HANDED WEAPON DUEL WIELD BRING BACK THE 2-HANDED WEAPON DUEL WIELD! It might bring some life back to this god-forsaken class. You can tell right away they hate the barbarian class at blizzard.treonn9 Jul 6
Jul 5 R6 HOTA Wow Killed a gel sire so fast no loot came out Cleared a goblin pack - never did that before Still learning to pilot but wow, it hits so hard.Dza76Wutang309 Jul 5
Jul 4 Feelfree Just bought a kayak today and the name of the company that sells it is Feelfree. Thought you might get a kick out of it. https://www.austinkayak.com/products/24995/Feelfree-Lure-II-Tandem-Kayak.html?utm_source=google&utm_medium=cpc&utm_campaign=Shopping:%2520ACK%2520PLA&adpos=1o1&scid=scplp24995_22770_1&sc_intid=24995_22770_1&gclid=CjwKCAjw4PHZBRA-EiwAAas4ZtvLcMQ5EfD01lDoam7Vys6EoHH9yHS17-WiZUs6WVOC3CgL4e5PyhoCYPgQAvD_BwEFelix3 Jul 4
Jul 4 Zbarb HELP Hello fellow barbs! trying to dip my toes in zbarb. I love to play in groups and i was told zbarb is the way to go! i know there are 2 different builds, currently im trying to build one for the rat comp. are people using waste set for rat groups? i feel insanely squishy in 90s, even when IP is up. can anyone give me some advice on the direction i need to go gear wise? thanks for reading!krug5 Jul 4
Jul 4 GR 70 advice So my roommate is playing a barb, using the immortal king6 and raekor 4 set bonuses. He is currently coped at a GR 63 solo. What kind of play style or strategies should he use to try and get to GR70? I sadly do not play barb very often and have no advice for him to reach this. I sadly do not know his battletag off hand, but I will post a link to him when I get home from work so people have a better idea what he has. I do know he has been following the icy veins guide and has the items and skill it says you should have, so I feel it’s just a play style issue.Thphlstr9 Jul 4
Jul 3 Build guides Stickied When did all the guides get stickied? Anyway, thanks to the staff for doing this.. These guides take a lot of work from multiple sources and provide the community an invaluable resource to improve gameplay.. Well done guysBlackarrows5 Jul 3
Jul 3 Primary skills build Anyone using Dishonored Legacy, Oath keeper, Depth Digger and, perhaps, IK set to successfully farm T13? My armory is full! :S But I'd like to give it a go....Lloyd9 Jul 3
Jul 2 Barbarian Set Dungeon "Guide" Google is always your friend in these kinds of instances. Quin and some other players have posted video guides. I even used one to help me with the Uliana's Set Dungeon. But for those of you who do not like to watch those kinds of videos, here's some useful tips I discovered while doing them. Since this is just the Barbarian forums, I'm just going to go over the Barbarian Set Dungeons, but if you want or need tips for other classes, let me know. Might of the Earth Located outside of Belial Kill all monsters. Use Leap, Ground Stomp, and then Earthquake in under 6 seconds on every Elite, 7 Elites. Freeze and kill at least 1 enemy every 10 seconds for 1 minute. http://us.battle.net/d3/en/calculator/barbarian#QXkRTY!SiWh!YYZZZa Tips and tricks: Stack CDR, I mean CDR on every slot with Leoric's Crown in the Cube or equipped Stack Max Fury, every slot again. This will make your Boulder Tosses reset your EQs much faster. This was my biggest problem, making sure EQ was off cooldown in time to use on the next Elite. You do not need Blade of the Tribes, in fact, I think using this weapon can get you in trouble. You might accidentally WarCry when an Elite randomly shows up. In Geom is a great weapon for the Cube. Do not worry about your damage. I literally dropped all of my Critical Hit Damage and Damage Gems to complete this Dungeon. Go real slow at the beginning. It is very easy to get an unsuspecting Elite to stumble upon you, and you might get unlucky with him walking into your EQ and dying before you can do your Leap/GS. Take your time. Go slowly. Get multiple Leaps spread out and get your 60 seconds of freezing monsters out of the way. Immortal King Located at the Ruins of Sescheron, go to your right after crossing the bridge at the beginning Kill all monsters. Kill 150 enemies while Wrath of the Berserker is active Kill every Elite using the 6-piece bonus, 7 Elites. Maintain Wrath of the Berserker for 120 seconds. http://us.battle.net/d3/en/calculator/barbarian#ZSkRPj!hjSY!ZZZcZc Definitely the easiest Set Dungeon in the entire game. No real tips or tricks. If you are familiar with the standard IK6-HOTA Build, this will be a walk in the park for you. Gavel of Judgment is really the only must for this to work. Other than that, just get as much movement speed as you can. UPDATE (2.4.1+): http://us.battle.net/d3/en/calculator/barbarian#jhkRiP!YSja!caZZaZ If you are familiar with the Whirlwind build, it is probably the easiest now in 2.4.1+ due to the buff to the IK6 and Skull Grasp. You simply need all 6 Armor pieces of the Immortal King set and the Bul-Kathos Swords. I would select the Dust Devils rune to maximize your AoE, but it is not necessarily required. Stack movement speed and just remember to keep casting Wrath of the Berserker. Otherwise, just hold down your Whirlwind key and go to town. Wrath of the Wastes Located near the entrance of Pandemonium Fortress Level 1 Kill all monsters. Rend 10 different enemies, 5 times. Do not take any physical damage at all during the dungeon. http://us.battle.net/d3/en/calculator/barbarian#chkRYU!hWYc!aZYZZa Movement speed is pivotal for all Set Dungeons, but this one in particular is the most important. Easiest way to not take physical damage is to run from the enemies. Sounds contrary to the objectives, I know. This is where the next important step comes in, after running around and aggro'ing enough enemies, you need to Ground Stomp. This pulls the enemies in closer to you as well as stunning them. This combined with the Ravage rune from Rend will be the key. Do not Whirlwind from enemy to enemy. Use your Sprint and WarCry to get movement speed bonuses and to make sure you don't kill any enemies who might be able to get grouped and counted towards your Rendx10. Also extremely important, do not have a follower. A follower might disrupt your herding abilities. Take your time through the guillotines. I ended up finishing the dungeon with a good 30+ seconds to spare, and I basically went through the guillotines one at a time. Don't feel rushed. I would Whirlwind through them though. Hurricane sucks any of those loose enemies in, and obviously you're not going to be trying to get the Rend objectives in the middle of those. Key items to help you: Bul-Kathos Swords, Chilanik's Chain, Krelm's Belt, Illusory Boots, Ring of Royal Grandeur The Legacy of Raekor Kill all monsters. Hit 15 different enemies with Furious Charge, 6 times. Hit different enemies with 5 stacks worth of your 6-piece bonus, 15 times. This is a pretty straight forward dungeon. If you have In-Geom, you should be able to do this no problem. Stacking CDR and movement speed will help a lot. Really, the only good tip I have for this one is to use a ranged attack as your 6-piece spender bonus. I went with Ancient Spear, but do not use Boulder Toss though! This is another dungeon where I would go follower-less. Monsters die pretty easy, your Templar or whoever might kill a monster and hurt your ability to get a Furious Charge objective. If you have Band of Might, I would use it. You'll want some excellent mitigation in case you need to herd some enemies. But don't spend too much time herding. Just blitz as many enemies as you can as fast as you can. Spending too much time herding enemies will result in not killing all of the enemies in time. It's very easy to miss some enemies. Make sure to check every nook and cranny as they like to say. *I ran into a problem my first few tries in that I was clearly Charging at least 20+ enemies and not getting the objective completions. Not sure how I got this fixed to be honest. If you run into this problem too, you'll just need to persevere.Jako40 Jul 2
Jul 2 Advice on weapon reroll Gunna roll BK weapons, i could get Life p hit - Life p fury spent and CDR on both but ill either have to roll off strength or the base damage. Im using them for rat run WW globe pickup barb. Should i keep the damage or strength on them? any point since im not supposed to be doing damage anyways?Steve2 Jul 2
Jul 1 Barb followers? hi. i really only play solo. i use vile charge for GR. i am using templar as my follower. should i have him using the Eun-Jang-Do (rerolled to lightning damage) + Wydward or Thunderfury + Wyrdward? Or enchantress?charmangler3 Jul 1
Jun 29 IK WW: Z-DPS (for the CASUAL in you) The magic number for IP 100% uptime is 63% CDR. WEAPONS BK: STR/CDR/LoH or LpFS or both (minus the STR)/Amethyst GEAR Helm: STR/VIT or AR/CHC/DIAMONDS Gloves: STR/VIT/AR/CDR/PR Chest: STR/VIT/AR/DIAMONDS/PR Pants: STR/VIT/AR/DIAMONDS Boots: STR/VIT/AR/PR Belt PoC: STR/VIT/AR/LpFS/PR Shoulder Mantle: STR/VIT/AR/CDR/PR Bracers Nemesis: STR/VIT/AR/CHC/PR JEWLERY Rondel's: STR/CHC or VIT or AR/CDR/OS/PR Oculus: STR/CHC or VIT or AR/CDR/OS BoM: STR/CDR/CHC or VIT or AR/OS CUBE AQUILA’S RRoG Eun-jang-do/In-Geom SKILLS FC WotB: SG WC: Impunity TS: Falter WW: Blood Funnel IP: Mob Rule Passives WM Pound of Flesh Superstition Inspiring Presence GEMS Toxin Gogok WreathDieHarder64 Jun 29
Jun 27 is wall banging an intended mechanism? hi all, after watching some videos on high clears of both Raekor Hota and Vilecharge, i see mastering wallbanging is the critical mechanic to have success for both of these builds. i m pretty used to banging the wall now , but did blizz designed this intentionally? it feels like abusing some game interaction gimmicks to me :SXazos21 Jun 27
Jun 27 Frenzy builds? I just returned for the first time since before RoS. I was a huge fan of the old D2 Frenzy Barbs and have been struggling (with no success) to build a similar one in D3. Are there any Barb builds which rely on Frenzy for their damage or is that impossible I’m D3? Edit: Oops. Can this be deleted?Phoenix6 Jun 27
Jun 26 Raekor infinite stack glitch I recently had a glitch where I had 38 stacks of furious charge and even if I spent them on Hammer of the ancients or gained stacks with furious charge, the stacks would NOT change. I had infinite amount time of max damage on Hammer of the ancient with Raekor build's proc. 1 hour after that enjoying glitch, stacks were reset and I never found a way to redo the thing. I've looked forward on the internet and found nothing about it. Thanks for forwarding.Xanadu2 Jun 26
Jun 26 Raekor IK Seismic Slam So I've only just come back to the game at the end of this last season. Towards the very end I was playing with a new build, and not only was it really easy to gear for, it's been pushing me to higher GRs than my Raekor HOTA set. This might be because of my items/play style, but here is the basic idea of the build: https://www.d3planner.com/364441173 The breakdown: 1) 100% up time on Wrath of the Berserker with the rumble ruin on seismic slam. 2) CotA 50% damage reduction helps this build be more flexible. 3) Seismic Slam with the stacks from 6 piece Raekor (5+ RRoRG) and rumble ruin + max fury + convention = stupid amount of damage. 4) You can use travelers pledge + compass rose, but I find that convention with your best amulet is more than a 100% damage increase. The idea of the set is to obviously build up stacks like Raekor HOTA, then dump it all on physical damage rotation of convention. Getting back to full fury in packs is easy and usually only takes one charge. 5) I still don't know exact perfect best stats/gems, this is just a basic idea. However, I've been considering throwing a Zei's Stone into the mix. 6) You don't need (can't use) Little Rogue/Slanderer! 7) for the extra armor slot you can use APD, the shrines bracers (can't remember the name) or you can use Aquila Cuirass as a pseudo time walker's pursuit. Like I said in the beginning, I'm still pretty noob just recently coming back to the game, and I know this patch has been out for a while. So maybe this has been tried before to little success, but it's been working wonders for me and I really enjoy it. Let me know what you all think!Gutum17 Jun 26
Jun 26 Physical Secondary? I have a build that has four items with Physical as secondary. How much is too much as it pertains to diminishing returns? Thx in advance.DieHard4 Jun 26
Jun 26 Solo speedfarm GR80-90? Is there a consensus on which build is most efficient for speedfarming solo GRs for xp/gear? I spoiled myself this season doing this with Condemn but plan to main barb next season. I've experimented some with IK6/R4 Charge, R6 HOTA, and R6 Slam but it seems like it's going to take a few hours to really get a feel for each one and I don't have time for that. I still need to try leapquake. It may be that the builds are close enough that it comes down to personal preference for speeds which is great. Most of what I've read covers t13 and push builds. Disclaimer: yes I've googled and searched these forums and reddit, I've even read pages of posts bashing Fluffy for posting guides on exactly what I am looking for but I haven't really seen any other opinions on builds for spamming 80-90 <4 minutes.ekdavis2414 Jun 26
Jun 25 best zbarb for ratruns? previously i would check this post : https://us.battle.net/forums/en/d3/topic/20748205244#1 but it might be quite outdated is it is over 2 years old. Now in S14 i am playing zbarb again and wonder what the best setup is for zbarb doing ratruns. any help? My profile: https://eu.diablo3.com/en/profile/Storm-21498/hero/104804927 i am playing in Europe. Thnx a lot.Storm2 Jun 25
Jun 25 Questions bout IK Hota mechanism 1) If i have as on my OH and no AS on MH how it will work? I know HOTA hit alternate, so pretty logic is OH will get other breakpoint, so 7% as on one sword and none on other is not a waste right? 2) Bloodsheed - in old patch bloodsheed was dependent to MH damage only (if dual wield), how it works in current patch? Same way? 3) Any1 saw high 110+ clears with APD instead Cuirass? Im curently messing with it (4,6 stun gloves, 4,8 freeze belt) - it looks more fragile when im not in 20+ density but when i got mobs im immortal. With PE and high as i proc APD all day long on many targets. Thoughts? Working atm on solo 111. My experience here is short but twice in FWoods i was able to tank and kill 4-5 elites pulled together, not possible without heavy positioning with Aquilla. Ill keep running APD + proc !@#$. If my stupid follower stun/freez a mob so this mob proc my APD? - this is important for me. Ty in advance.Red2 Jun 25
Jun 24 Fresh Meet and Greet Haybaler#1911 What would you like to tell us about yourself ? Well Boys & Girls , I am a 58 year old horse rancher in Montana , USA . Mostly blue collar worker as I have worked early in life in Restaraunts (food industry), then after adulthood I worked in Lumber Mills , Asphalt Paving , Construction , Steel Fabrication and Industrial Painting fields . Did all that in Oregon and then moved to Montana and got into raising Paint Horses . I have worked hard my whole life but I really have no complaints . I was a small town boy , who grew up in Oregon , USA in the country .The town I grew up in had 1,200 people . I have lived in the cities and the country , and hands down I will take the country life over the city life any day . I have had a really good life and I have two kids , a boy and a girl and 5 grandchildren . Life is good and I am happy here in Montana , so peaceful where I am . Got any cool hobbies or interests? Sure do , I like fishing and Camping . I used to hunt but haven't hunted in a while . I like Wildlife photography and just getting out and driving and sightseeing is relaxing to me. I like doing model cars too , but haven't had the time to do that in a while . Then , I also love computers , a friend of mine who was a tech guy for Symantec Corp taught me in the 90's how to build PC's and set up the Operating Systems , software and all . From there I have built a lot of PC's for me and others . Funny thing is , I don't even have a cell phone or know how to answer one ,,, LOL . I am so far behind in tech gadgets it aint even funny . Don't you guy's laugh too hard now ! What are some of your favorite games? Well , you may remember this one . Early on , when I first got into PC's in the early 90's I played a game called Wolfenstein 3D , anyone remember that ? I had a blast on that game . LOL so funny now that I look back on the cheesy games I loved so much . Also liked Quake 3 back in the day and many others . Started playing Diablo when the first release came out somewhere around mid 90's as the same friend that taught me PC's brought Diablo to my house . I saw it , tried it and bought every copy of every Diablo game from there . So , here I am . Are you playing any other classes right now? Not for a while . I have played Wizard , Crusader , Monk and DH . I intend to work on gearing them again at some time and playing them . I loved playing my monk , I used to play my Monk and Barb exclusively in groups a while back when I was in Fray Clan . God that was a blast ! Are you in a clan? If yes, tell us about it! At the moment no . My life has changed some and I really don't know if I would have the time to be much support for a clan . As I said above , I was in the Fray Clan and it was fun as hell . Kinda miss doing that . Maybe I will join another one at some time . Most embarrassing moments while playing? Don't recall anything embarrassing while in actual game play with other players but quite a while ago , I don't know if anyone remembers , I found a Mempo of Twighlight which was considered Awesomeness at the time . Well , I rolled off a stat on it I can't even remember what it was . But I damn near got laughed off the forums after they found out what I did . From there on out , when someone messed up a roll or something they called it "Pulling a Haybaler" ,,, LMAO !!! Yep that's the one I remember most right there now ,,, HeHeHe Most AWESOME moment while playing? That's a hard one , as I have had a lot of Awesome moments in D3 . But it would probably be when I was in a four man group and we went and killed Diablo . HeHe , everyone was stoked ! What’s your favorite skill (or skill rune), and why? HoTA/Smash and Wrath of The Berseker/Insanity . Everyone knows why , Need I say more ? LOL What builds are you running currently? Running IK HoTA and Zodiac WW . Love em' both , and thanks Dev's for bringing back HoTA , it is such a great build . BTW , I want to try R6 at some time . Got a lot of gear for it including the set with three pieces being Primal . Just a few more things and I may give that a go . What drew you to the Barbarian class? It feels right , makes me feel like I am battling it out midevil style with real physical weapons . Just like that style of play . Always have loved playing Barb class . Barbs are the true gladiator class in D3 and I would feel lost without this great class of character . The Backbone , In Your Face , Slice and Dice Class ,,, Yesssuuurrreeee , HehHeh ! Pick a Barbarian quote, and why is it your favorite? "I'll Be Telling Stories About That For A While" . Yep , that's me ! Which Barbarian should we interview next? FuturePhunk Previous Barbs http://us.battle.net/d3/en/forum/topic/14058226462 - Agency http://us.battle.net/d3/en/forum/topic/14505440457 - Nubtro http://us.battle.net/d3/en/forum/topic/15007381174 - cc123 http://us.battle.net/d3/en/forum/topic/15699487312 - tao http://us.battle.net/d3/en/forum/topic/16202921312 - pri http://us.battle.net/d3/en/forum/topic/16491529334 - Phantom/Death http://us.battle.net/d3/en/forum/topic/16716092041 - Detox http://us.battle.net/d3/en/forum/topic/17069846956 - page http://us.battle.net/d3/en/forum/topic/17084280424 - baconinja http://us.battle.net/d3/en/forum/topic/17604455700 - kingdo http://us.battle.net/d3/en/forum/topic/18194625238 - shadow http://us.battle.net/d3/en/forum/topic/18300619372 - Samir http://us.battle.net/d3/en/forum/topic/20043424769 - Endeavor http://us.battle.net/d3/en/forum/topic/20043566456 - King Benjamin http://us.battle.net/d3/en/forum/topic/20420214626 - N4/KGB http://us.battle.net/d3/en/forum/topic/20742594651 - Siladil http://us.battle.net/d3/en/forum/topic/20742996022 - Jako http://us.battle.net/d3/en/forum/topic/20743534916 - DAKKON https://us.battle.net/forums/en/d3/topic/20745085996#post-1 - Archael http://us.battle.net/d3/en/forum/topic/20748714666 - Free http://us.battle.net/forums/en/d3/topic/20748937569 - Bloodyzbub https://us.battle.net/forums/en/d3/topic/20749848310 - Rakuria https://us.battle.net/forums/en/d3/topic/2075314597 - Tee https://us.battle.net/forums/en/d3/topic/20758576071 - serro https://us.battle.net/forums/en/d3/topic/20758456213 - Felix https://us.battle.net/forums/en/d3/topic/20758806401 - Prokahn https://us.battle.net/forums/en/d3/topic/20758688190 - Zork https://us.battle.net/forums/en/d3/topic/20759170324 - JustinFan https://us.battle.net/forums/en/d3/topic/20762046129 - Tom https://us.battle.net/forums/en/d3/topic/20762156940 - Blackarrows https://us.battle.net/forums/en/d3/topic/20762187267 - gooballHaybaler27 Jun 24
Jun 23 Barbarian Weapon Gem Just wanna know what the general consensus is regarding the best gem to put in a weapon. I used to gem a ruby in my weapon to increase it's damage, but I came to realise it might be better to gem an emerald (crit damage) instead and was pleasantly surprised to see my damage go up a good amount when I tried it. I probably don't hit as hard when I don't crit, but I see my crits are higher now. Was I right to change to the emerald or should I go back to the ruby?SleakaJ4 Jun 23
Jun 22 IK WW (BK): King of the Mountain GR 97 -Bul-Kathos is treated as a deity by the Barbarians. They believed his spirit resided within Mount Arreat as part of a last line of defense for any of those who would threaten the Worldstone.- NEW CONCEPT The idea is to tank inside Oculus. Sources of damage DD, Bloodshed, Trapped, Taeguk... etc BK's: Str/AD/LpFS/ GEAR: IK SET Helm: CHC/WW%/Str/Amethyst Chest: Vit/Str/AR/RUBIES Gloves: CHC/CHD/IAS/AD Bracers: Strongarm or Lucani Phy/CHC/Str/LoH Boots: Vit/Str/AR/WW% Pants: : Vit/Str/AR/RUBIES Belt: Vit/Str/AR/LPFS Shoulder: Mantle Str/AR/Vit/AD RINGS: BoM: IAS or Str/CHC/CHD/OS SG: IAS or Str/CHC/CHD/OS CoE: same as above AMY: Best one: Phy%/CHC/CHD/OS SKILLS: CotA: TAO WotB: Insanity FC: MA War Cry: Impunity LeftMouse BR: Bloodshed Right Mouse WW: DD PASSIVES: Relentless or Superstition Blood Thirst or Superstition Ruthless Rampage GEMS: Zei's Taeguk BotS Torso: Diamonds, Helm AMETHYST CUBE: Furnace Aquila's BoM, CoE or SGDieHard70 Jun 22