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
Jul 6 [Guide] Zodiac Whirlwind--GR 125+ (Season 17) Current as of: Season 17 ====================================== Build Introduction and Purpose ====================================== Welcome to 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-T16. If you're new to this build or the Barb class, or just trying it out for Season 17, please do the following: Step 1: Read through this guide: https://us.battle.net/forums/en/d3/topic/20759556767 That will walk you through how to obtain your Gift and start putting this build together. Make sure to read the first and second posts. Step 2: Acquire the necessary gear. Read Part 1 of this guide and decide very early which build variant you will play. If you're new to Barb or a returning player, I strongly encourage you to stick with the Physical Bul-Kathos variant. Step 3: Read the rest of this guide in order. Pay close attention to how your gear is supposed to be rolled. This build is very gear-dependent. One or two bad/wrong rolls can break the entire build. Step 4: Consult the Season-specific information in each entry. For Season 17, there are some minor changes between Season and non-Season play. Out of our 5 major builds, this build ranks 3rd in terms of power. 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 This build does not require you to worry about breakpoints. But if you need to calculate them, use this app courtesy of Ghaash: https://codepen.io/Ghaash84/full/jaOLEy/ Disclaimer 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, King Ben, and Nubtro Questions? Read the guide and FAQ thoroughly before posting. Corrections or additions? Let me know. Spin to win, baby. ======================================== 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 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 Nems = 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 our strongest, most durable Whirlwind. 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. At present, the Physical BK variant out-performs both Istvan's variants. However, all three can clear 115-125+ provided you have the Paragon, fine-tuned gear, and high-level legendary gems. 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 or maximize your speed and efficiency in farming T16, 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 GR 105. 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 during melee combat 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 have 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 makes 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. For true end-game pushes, this skill is a must-have. 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. Weapons Master: Though the BK set's Fury generation was buffed in 2.6, we still run into resource problems in certain situations--notably against the RG. And since channeling Whirlwind is what produces Zodiac procs necessary to keep IP up, we can't risk being Fury starved. While some players are skilled enough to drop this passive for something else, I recommend you take this, particularly as you're learning the build. 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 Season 16 Grandeur Items For this variant, see the options listed above for the Physical BK variant. If you decide to go with Waders, you'll need Lightning damage on them instead of Physical. 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 Season 17 Notes Season 17 brings nothing new for Barbs, so there are no changes to the build as outlined above. ====================================== Part 2: How The Build Works ====================================== The Zodiac Whirlwind build requires us to bleed targets with PE in order to proc the Zodiac ring. We do this by channeling Whirlwind and attacking targets. 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 attack speed and 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--a minimum of two rolls on gear, sometimes three). 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: Parthans are essential to pushing with this build, particularly when you start getting into end-game content. 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 can also roll on swords, though we never roll for those. If you happen to have a Freeze roll on both swords and they total 4% or more, you won't need it on your belt. Stun also procs Parthans and rolls 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 100+. Paragon Distribution Be a man and max it all except Resource Cost Reduction. Don't have enough paragon? Prioritize the following stats: CHC, CHD, AD, CDR, Resist All, Armor, Life, and Life per Hit. The rest can wait. Never, ever take Resource Cost Reduction since it cuts into the healing we receive from Ignorance is Bliss. ====================================== 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 mitigation you get from Parthans. 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 AS, 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 1-80 Paragon 701-1000 = tiers 81-95 Paragon 1001-1500 = tiers 96-105 Paragon 1600-2000 = tiers 106-110 Paragon 2001-2500 = tiers 111-115 Paragon 2501-4000 = tiers 116-125+ 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 85-95 12-14k -- GR 95-105 14-18k -- GR 105-115 18-20k -- GR 115-120 20-25k+ -- GR 120-125+ 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 80+. 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 105 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! As for T16, if you can speed through GR 75 with these builds, you can speed through T16. However, it should be noted that in Seasonal play, speed-farming T16 will required correctly rolled gear and Augments. 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 Speed-Farm Option 2: High-Paragon version (800+ Paragon) Gear - Swap bracer to Nems - Swap CoE (worn or in Cube) to Avarice Band - Third ring can be Stone of Jordan - Can also opt for Focus and Restraint with Skull Grasp in the Cube 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? A while back, Archael 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 or Veteran's Warning) 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 2.6.4 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's the current highest Whirlwind clear? A. GR 130 in China: https://us.battle.net/forums/en/d3/topic/20771107413#post-1 Here's a screen cap of his gear and stats: http://imgur.com/a/kOej6E0 There's currently some debate about his choice of gems and skills. Here in NA, Wroboss has cleared GR 123: https://imgur.com/a/JeJi3Fj Wroboss may have cleared up to 128, but I have yet to confirm. 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, here's his 119 clear: https://www.youtube.com/watch?v=xhn3aVOEs5U&t=251s 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. Why don't we use Rend in this build? A. Even though Rend is buffed by the Wastes set, it doesn't deal enough damage to be used in pushing solo GRs. That said, when you're low-Paragon in the early Season, Rend can be very powerful, especially from Normal--Torment 10 difficulties. Once you're in T13, Rend's damage begins to fall off, and in GRs above 65, it's useless. The problem is that Rend deals damage over time based on weapon damage and is best suited for use with a hard-hitting two-handed weapon. Whirlwind, on the other hand--the build's main damage dealer and our source of healing--divides its damage over "ticks" that increase in frequency as our attack speed increases (hence another reason why we use the PE gem). As you can see, Whirlwind works well with faster one-handed weapons and Rend works better with two-handed weapons. Though this problem could easily be fixed by updating a legendary item, the developers have chosen to do nothing. As it stands, Rend is useless in end-game GR pushes. 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 HOTA and Vile Charge. Q. What about IK 6 + Bk? A. The IK Whirlwind build, while perfectly fine for low pushes and speed-farming T13, is not competitive with Zodiac Whirlwind. 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. Optimizing around attack speed is inferior to optimizing around Area Damage. 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 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 are 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. In almost every case, this is not an optimal roll. Q. How much CHC vs CHD? A. 1:10. 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: 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 Vile Charge, R6 HOTA, and IK HOTA? A. This build is significantly weaker than Vile Charge and R6 HOTA. 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. Yes. You'll need to pause the game before it locks up, then pause and un-pause rapidly as the lag abates. 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 15? 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. Edit 9/15: Updated to Season 15, clarified material, addressed Rend in the FAQ. Edit 1/19/2019: Updated to Season 16, fixed minor errors. Edit 5/15/19: Updated to Season 17.Free3494 Jul 6
Jul 5 [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!S4v4G3717 Jul 5
Jul 4 New+Returning Player Guide (Season 17) Hello there! New to the game? Returning for Season 17? 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 + 4 (possibly 5) major builds capable of solo GR 125+ + 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 solo 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 + Can replace trash DPS in off-meta groups GR 100-115 with one build Weaknesses - Aside from off-meta speeds, we do not DPS in groups - 2 builds are very tough to gear (Zodiac WW and R6 HOTA) - 2 builds are very tough to play correctly (Zodiac WW and R6 HOTA) - One build requires extreme fishing for good RGs (Vile Charge) - 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. For Season 17, Haedrig's Gift will award you the Might of the Earth set which can be used to create two very strong builds--Fire or Physical EQ. Regardless, by the time you are 200-400 Paragon, you should have chosen a major build. 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, Zodiac WW, or Fire EQ. 3. Collect gear for a zDPS Support Barb (guide links below). Make a separate Barb and get him or her power-leveled 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 120+ 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 or third 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 + Fifth strongest solo build + Easy to gear + Relatively easy to play + Not much fishing required for solo GRs Cons - Bad at speed-farming 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 + Second or 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 + Fourth 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 - Some fishing required for maps, mobs, and especially for 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 solo GR clear. Right now, R6 HOTA can clear GR 134+ and it doesn't look like that is the build's ceiling. For now, we will define viable by being within +/- 10 GR tiers of GR 134. 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 allocate 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 # (124+ 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 124-134+. In other words, if you're not playing a build that can do 122+, you're wasting your time or you have an entirely different 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 110 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! Archived Season Info For Season XX, Haedrig's Gift will award you the Immortal King's set which can be used to create two very strong builds--IK HOTA or Vile Charge. Free112 Jul 4
Jun 30 [Guide] 2.6.1 zDPS Barb GR 90-150 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. Important Note: Certain trolls have tried to push other zDPS builds, including one that uses the IK set. Don't do this. Not only are those other builds, especially the one that uses IK, inferior to the builds presented here, they are detrimental to team efficiency; point for point, at any and every Paragon, you're better off running the builds listed here. And the push build detailed here is the only one worth running for true end-game pushes. In short, don't get fooled by trolls and impostors. Your team will thank you for that. ========== 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. 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 Nemesis to Strongarm Bracers - Swap Blood Funnel to Hurricane - Swap Oculus for Hellfire ring - Swap RoRG in Cube to Oculus - 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. If you're low Paragon (sub 1500), you might want some Vitality Augments on your Armor. 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.Free144 Jun 30
Jun 20 [Guide] Raekor-HOTA--GR 134+ (Season 17) ====================================== Build Introduction and Purpose ====================================== Welcome to the Season 17 guide for Raekor HOTA. This build guide explains in painstaking detail the Raekor-HOTA (R6 HOTA) build, 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 a lot of skill developed through practice. This isn't the easiest Barb build, 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 ======================================== R6 HOTA 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. If you lack the IB set or prefer to play it with two-handed weapons, you can also use The Furnace and Gavel of Judgment, though that will ultimately be slightly weaker. 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 16 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 (Cold Rush): 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. We use the Cold Rush rune to squeeze out just a little more DPS on our Cold CoE cycle, then follow it up with big-time Fire damage. However, the rune used here is not a make or break decision. 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 want to spam this skill, but only enough for a little healing via Life per Fury and to keep IB stacks up. Don't spam this skill non-stop as it may slow down the speed at which you acquire Raekor 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 as much as possible, but the best time to pop it is halfway between your Physical COE cycles so that it covers both Fire cycles. 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. Rampage: Large DPS boost when unloading on Fire cycle After those three, you can choose your third and fourth passives 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: + Max Fury 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 If you don't have a good IB set or can't get the necessary rolls on your weapons, you can use Furnace and Gavel instead. Cube your worse weapon or the one with the lower legendary affix and try to get the following rolls on your weapon: Furnace or Gavel 10% CDR 24% Area Damage Max Life per Hit The better option is, of course, to have a perfect Gavel for its + Max Fury secondary, but its hard to get a Gavel with a perfect legendary affix. The more likely route is to equip Furnace and Cube Gavel. This build variant deals more elite damage, but has several drawbacks. First, you lose two attack speed bonuses--one from dual-wielding, and one from the IB set. That means you'll attack slower, stack Stricken slower, and burn through fewer Raekor stacks per Fire Cycle. Against elites and RGs, the extra elite damage almost makes up for this, but you'll also miss out on the extra damage and Armor offered by the IB set. This means you'll be slightly more squishy. You'll also lose 1 CDR roll and 1 Area Damage roll, and this will effect you much more in the higher GR tiers. I estimate a 2-5 tier gap between using this variant and the IB set, but the gap could be much larger. If you want the best possible results with this build, use the IB set. ====================================== Part 2: How The Build Works ====================================== R6-HOTA requires you to master the following play cycle: 1. Group density and elites. 2. Build Charge stacks and maximize Endless Walk damage 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 worldwide player 엔류: ... It's important to note that 엔류 has cleared GR 120 with less than 2k Paragon. He also pushed 110+ with less than 1k 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 Charge 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: 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. One last note about wall-charging: According to 엔류, using Force Move still helps a little bit with stacking speed. If you're able to use Force Move while wall-charging, you may find that you acquire more Charge stacks in a shorter amount of time. Ping also effects your ability to stack, but that is largely out of your control. 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 stay in one place for more than three Fire cycles to kill elites. Even if it's a yellow, you're going to break even on the time invested versus 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, you may have a lot of trouble tanking his poison cloud. 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. 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: - Immortal Token - 85% Oculus - 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 two 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. Personally, I avoid CC-causing items on followers because I prefer to be in full control of mobs. 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: Totally normal. 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. Activate IP halfway through your Physical COE cycle to cover both Fire cycles. ====================================== 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 70-100 ~ Paragon 300-1000 (no Augments) GRs 100-105 ~ Effective Paragon 1001-1500 GRs 105-110 ~ Effective Paragon 1501-2000 GRs 115-120 ~ Effective Paragon 2001-3000 GRs 120-130+ ~ Effective Paragon 3001-4500+ No doubt you've heard about players beating GR 120 with less than 2k Paragon back in Season 15. 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 and GR 60-85. 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 17: + 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 T16 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, GR Clears, & Archived Analysis ======================================== Q. Is this build stronger than IK6+R4 (Vile Charge)? A. Yes. 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? A. Yes. Q. The other Charge build, Vile Charge, requires lots of fishing. Is this build similar? 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 a ledge. Sample Gameplay Videos For high-level gameplay that shows off wall-charing, RG fights, and proper grouping, check out these end-game clears: Clear 1 (GR 124): https://www.youtube.com/watch?v=jxi5XCR6A8E&feature=youtu.be See below for a video analysis Clear 2 (GR 123): https://www.youtube.com/watch?v=B7iGnDhVro0&feature=youtu.be Clear 3 (GR 122): https://www.youtube.com/watch?v=eFOJry41khc&feature=youtu.be See below for a video analysis Clear 4 (GR 120): https://www.youtube.com/watch?v=ZXBgrib2i-4&t=449s Clear 5 (GR 119 under 2k Paragon!): https://youtu.be/5pl8K5hDtpU Clear 6 (GR 120 under 2k Paragon!): https://youtu.be/yv1J2SEgkuI Lucio has cleared 125! No video, but clear screen here: https://imgur.com/a/wuH63IG Finally, though there is no video, 엔류 recently cleared GR 120 at 1500 Paragon! You can see the leaderboard detail here: https://imgur.com/Nkyncdw It goes without saying that such an accomplishment makes him the undisputed master of the build. Video Analysis 1 Video Link: https://www.youtube.com/watch?v=jxi5XCR6A8E&feature=youtu.be 0.00--1.30 Lucio has a GG map (Festering Woods) and some great mobs. He starts the run by collecting density and building stacks. This also gives some of the evil wizard dudes time to transform (0.28, top right). Once transformed, they are worth more progression. Something you'll notice: Whenever possible, Lucio will charge to an Oculus bubble to increase his DPS. He's also using Rampage to good effect; as mobs die, his Strength increases, and since mobs die fast on a Fire cycle, Lucio can spike his DPS every time he unloads. Watch his Rampage stacks--he goes from 0 to 25 in a flash! Something else you'll notice: In most circumstances, Lucio will only DPS when he is able to coordinate it with using Wrath of the Berserker. This is done to maximize his DPS. You should get 2 Fire cycles per Wrath cycle and you should be able to repeat this (provided you have R6 stacks) every 15-20 seconds. 1.31--2.30 By 1.37, Lucio has caught up to the timer and hit the corner of the map. Festering offers good T-tiles (intersections of two or more map areas) that allow for excellent grouping of density. He also spots his first pylon--a Conduit! A less experienced player won't wait wait. She'll group two or three elites, pop the Conduit, and collect the orbs. So why does Lucio wait so long to use the pylon? Simple: He knows Festering is a GG map and he is fighting some very good mobs. He knows that if he goes forward, he will definitely find more elites and trash, and since R6 can quickly clear trash, he can save the Conduit for more elites. He also knows that he won't spawn another pylon until he has cleared 20-40% more progression, and since he has a Conduit here (and it's practically impossible to spawn the RG on the first floor), he wants to minimize the number of potential pylons that could spawn here. In other words, he doesn't want to risk spawning a Power pylon at the exit where it could very well get wasted. 2.31--4.30 Pause the video at 2.50. See that density? That's beautiful. That's perfect. Right there, he's sitting on about 10-12% progression not including the elites. And remember, he's only uncovered about a third of the map! By this point, Lucio probably knows that he can get 50-70% progression just on the first floor. He definitely doesn't want another pylon showing up here. And he still hasn't used that Conduit. . . . He spends some time clearing out trash before scouting the next T-tile to find more trash and elites. He unloads two Fire cycles, then moves up to the next intersection and does the same. 4.31--5.40 More elites! More trash. He knows those blue zombies won't follow him all the way back to the Conduit, so he's going to have to take them out where he found them. By 5.30, he has done exactly that and still has more trash to kill. He's also ahead of the timer, at around 45% progression, and still has more trash to kill. And, of course, he still has the Conduit and three more elite packs a few screens back. 5.41--7.15 Finally! Time to take the Conduit! Lucio uses the first few seconds to nuke some trash, then moves around to dish out as much damage as possible to elites. Note that he uses this time to build stacks and only unloads to whittle down the high-HP yellow. At 6.20, he finds the exit and a second pylon. Luckily, it's a Shield. Since there are no dangerous mobs at the exit, he'll kill trash and take the pylon just before he exits the map. Note that by 7.01, he has killed most of the trash around the exit. So why does he stick around? Because those big horrors with the spikes growing out of them are worth some good progression. He can squeeze in one more Fire cycle before Wrath is on cooldown. It's a no-brainer. 7.16--11.15 Floor two. Not a good map. But the phase beasts and zombies are worth major progression and he's minutes ahead on the timer (around 65-70% progression). He spends time clearing out packs of trash. The elites at 8.15 are dangerous--Arcane, Shielding--and phase beasts hit pretty hard. Lucio has got to be very careful here since he's running with less CDR and thus has more downtime on IP. He knows he can't kill Shielding elites there, so by 8.33 he moves on to find more density and, hopefully, the map exit. The density at 9.50 is promising so he spends some time hammering the crap out of it. The elites there are frozen, so he has to be extra careful when IP goes down. He makes one last trash pull at 10.35 and the mobs here are very dangerous. Two Fire cycles later, he's at 98% progression and on Floor 3. 11.16--end Power pylon and enough density to spawn the RG. Provided the RG isn't terrible, this is GG for sure. Note that he dismisses his follower. This is a smart move when fighting the RG. You don't want the follower to aggro the RG and potentially lure it away from where you can wall-charge. Unless you absolutely need your follower, dismiss him or her when the RG spawns. Lucio takes some time to lure Voracity into position, then starts building stacks. All Lucio has to do is stack Stricken, unload a few Fire cycles, and wait for the last minute to pop Power. Why wait? Because the more Stricken stacks he has on the RG, the more the Power pylon will boost his DPS. Remember: never take a Power as soon as the RG spawns! Luckily, Voracity behaves, and Lucio only has to make minor adjustments to keep wall-charging. At 0.58 seconds left, he pops Power, then kills the RG in one Fire cycle. Great clear from a great player! Video Analysis 2 Video Link: https://www.youtube.com/watch?v=eFOJry41khc&feature=youtu.be 0.02--0.24 These twelve seconds tell you a lot. First, look at the map. Festering Woods! That's the second best map you can get (the best is, of course, Battlefields of Eternity). But the mobs are mediocre at best. Worse, that elite pack is terrible--skeleton archers with Shielding. They like to run away and they like to block damage. When you're pushing your top power potential, you can't waste time on crap like that. Note that he spent exactly 2 Fire cycles gathering density and building stacks before unloading. All in all, he made about 1-2% progression there. Lucio decides to move ahead, gather some more density. 0.30--0.45 He rounds up some more mobs. What he's got here, that's what you want--about 1 or 1 and-a-half screens worth of mobs. It's bad, low-progression trash, and as a result, he won't get much here. He unloads one Fire cycle, then aggros the next elite pack. Unfortunately, these elites are also terrible. The ice porcupines like to stay at range and tend to back away if you close to melee. By 45 seconds, Lucio has moved into the T-tile of the map to try and get even more density. He knows he can't kill those elites (or the skeletons he left behind), and he knows this map lacks good mobs and isn't very dense, so by now--just 45 seconds into his push--he has to bet on a Conduit or Power with 2-4 elite packs and some good maps+mobs on the next few floors. If he doesn't get some combination of that stuff, this run is toast. 0.45--1.15 Things aren't looking good. The new elite is a ranged wizard goat (which in any other context is !@#$ing awesome) and there's not much density here. One of the elite packs is Frozen, and if you're not careful, that can be a major problem. Again, he's not spending more than a Fire cycle or two to kill some trash before he moves on to gather more density. Right now, he's relying on Area Damage to whittle down the elites and hoping he can get them to tag along across the map to (hopefully) more density and a Pylon. 1.15--2.25 The map isn't dense, so Lucio has to zip around, try to aggro what there is, and bring it all together near an intersection (T-tile). Pay attention to 2.23 or so, right about the time he comes back to the blue pack of ice porcupines. Notice how in his absence they spread out and got bored? That's why they're bad elites. Low aggro mobs. Some mobs will chase you to the ends of a map. Others will forget about you as soon as you're a screen away. 2.25--3.55 Lucio spends some time repeating the above: aggro some mobs, kill on a Fire cycle, and repeat. He can't really kill these elites in this situation--they're too spread out. And the new blue pack he finds at 3.07 doesn't help much; those dudes like to stay at range and throw stuff. Worse, it's a Illusionist pack, and they tend not to follow. Not good. Really not good. And there's not much density around him. Pop-Quiz: If so many things are going wrong in this rift, what's going right? Take a few seconds before you look at the answer. Give up? Pylon management. He's been very careful about how much of the map he uncovers, never uncovering potential Pylon spots early. Luico didn't get a Pylon at the start of the rift, so he knows he's likely to get one right around 20% progression. And since he has 2-3 elite packs nearby, if it comes up a Conduit or Power, he's going to get ahead of the timer. If, on the other hand, it's something else... well, that means he wasted time. It wouldn't kill the rift because it's still possible to get a Conduit or Power with elites on the next map, but it would be yet another thing bad about this already bad rift. 3.55--5.30 Lucio is falling behind on the timer. The map isn't dense, the mobs and elites are bad, and he still doesn't have a Pylon. He needs to make something happen and fast. He moves ahead to gather more density, but there's not much more than 3-5% progression there. He nukes it, then spends another Fire cycle whittling down the already hurt elites (4.35). That lets him almost break even. But it's not enough. He moves further ahead, rounding up density, killing as he goes. Things are looking really bad. Any other build, I might say quit and re-make. But R6 HOTA can, with a single Pylon, leap ahead of the timer and stay there without much worry. All he needs is one thing to go his way... 5.30--6.36 And then he gets that one thing. He finds a Power Pylon. On the one hand, this sucks, because he knows he can't spawn the RG on this floor and use it for that. On the other hand, this Pylon could save his entire push. He moves back, aggros two old elites, then moves forward to find another. Near the exit, he finds a third elite pack. He herds them to the Pylon and at 6.05 he pops it. Note that he's on Physical CoE when he pops it, which means he only has to wait 8 or so seconds to unload on his Fire cycle. His Power Pylon and Wrath last exactly two Fire cycles. In that time, he kills all three elite packs. If this had not happened, it is very doubtful Lucio would have cleared this rift. Never underestimate the importance of Pylon management. 6.36--7.35 Good news! Map 2 is a desert corridor. For some builds, this is RIP. For R6 HOTA, this is great. Easy to gather density, easy to wall charge. This is a good map to get. Even better: the mobs. He's got zombies, zombie spawners, fatties, and Phase Beasts. This is about as good a mob combo as you can ask for. The only problem early on is the density. 7.35--8.10 After nuking a pack of trash, Lucio finds two elite packs. Mortar can be dangerous for this build, especially when paired with Frozen, and those rock dudes have large health pools. Lucio is going to have to play this carefully to kill this... 8.10--10.30 This is the moment where everything turns around. See that at 8.10? That corner--that exact corner--is what he needed. Zombies + spawners to keep making density. A little further down, fatties, skeletons + spawners, and Phase Beasts. Two elites behind him. If Lucio plays this right (spoiler: he does), this rift should be his. Notice at 9.07 that his follower gets stuck in the far left zombie pack. That's bad. It means the follower is aggroing those mobs to attack her, preventing them from moving to melee Lucio. At 9.12 he corrects it, moving around to re-position his Enchantress, and at 9.19, just as he's settling in for his Cold cycle prep, he moves to stand on top of her, insuring maximum possible aggro. This is some seriously smart play often overlooked by less experienced players. He kills the blue pack in two more Fire cycles, then moves down to aggro a new elite (yellow fattie) and herds it all together at the choke point--the corner where the spawners have been making zombies this whole time. Even though he's barely ahead of the timer, he's going to fine provided he gets this all lumped together quickly. He's also still got the old yellow snake elite, so there's some serious progression for the taking. 10.30--11.40 After he kills the snakeman elite, it's time for Lucio to herd the yellow fattie to some new density. He also knows it's been 20%+ progression since his last Pylon and he's overdue. If he could find a Conduit and another elite or two with this kind trash, well, that's GG right there. And at 10.35, that's exactly what he gets. Conduit. T-tile intersection. Good trash and, not far away, the exit. He spends some time gathering density and whittling it down on a Fire cycle, then pops the Conduit for quick kills. 11.40--15.00 The next map is Arreat Crater. These can be good or bad, but that Conduit on the last floor put him way ahead of the timer, so he should be fine. He uses the last of the Conduit to kill trash and quickly spawns the RG. Good news! It's Voracity! If you have the Paragon to tank his farts, you can beath him. Lucio maneuvers the RG close enough to wall-charge him on the middle pillar. He only ever moves away when IP is down. Otherwise, the fight is straight-forward. He builds two cycles worth of stacks and unloads with Wrath. Stricken is doing a lot of work here. So is the potion of Regeneration. Rank 2 with a few seconds to spare. Archived Season 16 Information ... ======================================== 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. 7/25: Fixed typos, clarified sections. 1/20: Updated to Season 16Free480 Jun 20
Jun 13 Top 5 Solo Builds for Season 17 Current as of: Season 17 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 Season 16. These rankings are subject to change as the era progresses and builds are pushed to their limits, so don't take these rankings are truly definitive of a build's potential. 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: Legacy of Raekor + Istvan's Paired Blades + Endless Walk Current Max GR Potential: 134+ Skill Requirement: High (timed windows of burst damage, fluctuating mitigation) Gear Requirement: High (requires precise rolls on all items) Build Link: https://us.battle.net/forums/en/d3/topic/20763976285?page=1 R6 HOTA is our strongest build. 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 + Fastest speed-farm build + Least fishing required for solo GRs Cons - Tough to gear properly - Tricky to master--takes lots of practice 2. Vile Charge Sets: Immortal King's Call + Legacy of Raekor Current Max GR Potential: 131+ Skill Requirement: Medium (awareness of Charge stacks and RG tactics) Gear Requirement: Low Build Link: https://us.battle.net/forums/en/d3/topic/20762107107 The IK6+R4 Charge Barb got a lot of love in 2.6.4 thanks to a massive IK buff. 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 + Extremely fast speed-farm build + Very easy to gear Cons - Tricky to master--takes lots of practice - Lots of fishing required for optimal RGs 3. Zodiac Whirlwind Set: Wrath of the Wastes + Bul-Kathos's Oath or Istvan's Paired Blades Current Max GR Potential: 130+ Skill Requirement: High (requires proper grouping of density and situation awareness) Gear Requirement: High (requires precise rolls on all items) Build Link: https://us.battle.net/forums/en/d3/topic/18706416963 Zodiac Whirlwind is our strongest Whirlwind build (and the only major Whirlwind build). Though it is much less powerful early on than our other major builds, you can take this build very far if you don't mind investing time into fine-tuning your gear and farming lots of Paragon. There's a lot of untapped potential in this build. On the plus side, this build can also be used to quickly and efficiently speed-farm Nephalem Rifts. Spin to win! Pros + 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 4. Fire or Physical Earthquake Set: Might of the Earth Current Max GR Potential: 127+ Skill Requirement: Low Gear Requirement: Low Build Link: https://us.battle.net/forums/en/d3/topic/20759299966?page=1 I'm folding both versions of the build (Fire and Physical) into the same category because they're neck and neck in GR clears. The Fire variant with CoE and Parthans is glassier and, on paper, stronger, but the Physical + Slam variant has taken an early lead and looks to have more DPS vs the Rift Guardians. The Fire variant is easier to gear, but both versions can be put together quickly and are very easy to learn. Pros + Fast speed-farm build + Easiest major build to gear + Easiest major build to play + Best build for HC players (very tanky) Cons - Some fishing required for maps, mobs, and RGs - Slow kill speed on RGs 5. Immortal King HOTA Sets: Immortal King's Call + Istvan's Paired Blades Current Max GR Potential: 128+ Skill Requirement: Medium (situational awareness and positioning) Gear Requirement: Low Build Link: https://us.battle.net/forums/en/d3/topic/20759250285?page=1 This build does tremendous damage out of the box and 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. The major downside to this build is that is our worst speed-farming build. Pros + Very easy to gear + Relatively easy to play + Not much fishing required for solo GRs Cons - Bad at speed-farming 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 110+. Cold Slam Set: Might of the Earth + Immortal King's Call Build Link: https://us.battle.net/forums/en/d3/topic/20770947212#post-1 Created by Prokahn, this minor build has proven to be very strong as recent clears have pushed 115 with less than 2k Paragon. In fact, we haven't seen the upper limits of this build yet! Even better, this build is incredibly fun to play, very tanky, and very satisfying; there's truly no other Barb build like this. If you're looking for an off-meta build that is tons of fun, look no further than this build! And note: the name is simply a placeholder, not the actual name of the build! 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. 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 T16 Listed below are the best builds to efficiently speed-farm T16 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. R6 Slam 3. Vile Charge 4. Zodiac WW 5. Fire or Physical 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: Cold Slam Most Versatile Build: R6-HOTA Most Demanding Build To Gear: Zodiac Whirlwind 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 to reforge items to push for a higher GR. 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 is capable of 134+. That means that major builds are defined as builds capable of clearing between 124 and 134. 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. So it's not the arbitrary GR tier # (124+ 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 124-134+. 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 5/3: Fully updated to 2.5 and reorganized builds. Update 7/5: Fully updated to 2.6. Update 10/30: Fully updated to 2.6.1. Update 6/12: Re-organized rankings for Season 14, added speed-farm list. Update 9/15: Updated for Season 15--Zodiac WW drops to 4th, IK HOTA rises to 3rd. Update 1/19/2019: Fully updated to 2.6.4 and Season 16. Update 2/17: Re-organized rankings, fleshed out minor builds. Updated 5/28: Fully updated to Season 17Free355 Jun 13
May 20 [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”.S4v4G3998 May 20
May 14 [Guide] VileCharge IK6.RK4 Updated for S17 Skills & Gearing Example: https://www.d3planner.com/988459696 Guide Video: https://youtu.be/OAjLFIhlWAE the guide parts are all in text, mainly at the top of the screen. It is just over 40 minutes and covers almost every aspect in a large list of things I could think of, filmed within the span of 2 days. Part 2 of a guide video: https://www.youtube.com/watch?v=gqX45QNSvyk&t=127s This one I decided to record my voice real-time while I was playing (acting like I am streaming or something) while explaining what I am doing and offering tips/opinions. Good for people still trying to grasp the build. Not that useful for many of the players better than me. It is a 118 and 2x119s, at normal speed, with both 119s going back-to-back. Not a ton of variety in RG kills, as it was 2 more Man Carvers and Perdition. The first Man Carver kill showcased a pretty solid use of the terrain. I may try to record going for a 124-126, it just depends on my availability. Skill setup will be Furious Charge (rune depends on elemental damage on bracers/amulet), Wrath of the Berserker:Insanity, Call of the Ancients:Together as One, Battle Rage:Bloodshed, Sprint:Marathon, and Seismic Slam:Rumble 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) / Ring of Royal Grandeur (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. Optional: Unity CHC / CD / AD% or Average Damage or STR (Area Damage is the best option) 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. You will need to wall-charge versus RGs, and that will be allowed the easiest in small hallways or against pillars/pylons. Lastly, some RGs are killable only on maps that allow you wall charge them THROUGH a pillar so they cannot turn around and quickly one-shot you (Blighter comes to mind). 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).Cendiesel67 May 14
Jul 9 Barb Buff Proposal for 2.6.6--UPDATES LIVE! UPDATE 7/3: We've just released a massive update to the proposal that addresses cross-class comparisons and offers additional buff proposals. Every section has been updated with new information in BLUE text so you can tell the original bits from the new bits. Check it out: http://barbarianbuffproposals.strikingly.com/ We're very excited as this completes our project and offers a complete vision of the Barbarian class! As always, your feedback and support are much appreciated! And please spread the word: Tweet, email, and chat with your favorite streamers, YouTubers, and the Diablo devs and CMs (on Twitter) and let them know this proposal has been updated! ------------------- Hi folks, In the Focused Feedback thread, Rage and I led a discussion about how best to approach buffing Barbs. Over time, that discussion led into a more focused, serious pitch that we intended to deliver to Blizzard. This is the pitch: http://barbarianbuffproposals.strikingly.com/ While I intend to re-post this thread and link when the forums migrate, it's time to get the word out about this effort--and it's far past time to ask Blizzard for buffs! The ideas presented in this pitch would fix long-standing issues with sets and skills, increase parity between major builds, elevate some minor builds to major status, and buff LoN and Primary skill builds to minor, and potentially major, status. It would also increase build diversity by offering Slam- and Avalanche-centric options for MOTE-based builds, a two-handed option for Rend builds, and more legitimate choices skill selection. Fellow Barbs, please help get the word out by spreading this site link to other D3 hubs such as Dfans, streamers, and YouTubers. The more buzz we generate about this, the more likely it seems that some of these ideas will be taken under consideration. As always, if you have comments, questions, or concerns, post them here. And let's get some eyes on this!Free174 Jul 9
Jul 9 Fist Weapon for Barbarian Hello Nephalems, I have made HC Barbarian recently just for fun and to see him punch away the undead got me wondering why is not there a fist weapon, a Might Fist Weapon for Barbarian!Venatus1 Jul 9
Jul 9 IK HOTA vs. LON HOTA This is my first season playing Barb. I'm using the call of ancients with fury of the ancients variant for LON HOTA. Combined with an aquila, it has some godly toughness for pushing. The ancients also ensure that I'm always at the fury level needed for aquila and berserker rage. The ability to just sit through affixes seems to be invaluable for getting extra dps in. But, every now and then when the cooldowns happen to be down due to downtime between packs etc, I'm scrambling around trying to get hits in for zodiac. Crunching the numbers, IK HOTA seems to have to choose to keep up in damage but sacrifice toughness or sacrifice damage to keep up with toughness. In practice though, I'm not sure it's that much worse. I don't really have any experience with pushing IK HOTA at higher GRs though. The upsides of IK HOTA appears to be: - Easier to gear to start - Less cooldown management, more up time for wrath and call of ancients in practice. I know that most people are running LON HOTA instead of IK HOTA for that particular playstyle due to the seasonal buff. Any thoughts on how they would compare toe to toe? I'm guessing LON HOTA has a higher ceiling, but IK HOTA doesn't seem to be far behind in practice. Assuming that we lose the LON buff after this season's over, I'm probably looking to transition to IK HOTA. No, I don't like R6 HOTA.ZannX2 Jul 9
Jul 9 Forum migration Just a heads up for everybody, we are apparently migrating to new forums in the near future. Details here: https://us.battle.net/forums/en/d3/topic/20772047024#post-1 In light of this news, are there any special steps we should take before or after the changeover, to ensure continuity?Rage23 Jul 9
Jul 9 Earth Set with Warcry BloodShed I was trying this rune instead Wrath of the Berserker with Insanity because i though that a 12% damage and 3% critic always is better than a few seconds damage spike. I started to use that rune, 20% of your last crit in AOE, but, is it worth? The critical hits of earthquake arent very big.... but there is a lot of tick and critics, so, how this rune works? I also note that i have huge lag spike using this, is it normal?? And, do you think is better Warcry or Berserker? I wanted to try new things and avoid a copy paste of the builds, but... with this set its really really hard.Akhorahil0 Jul 9
Jul 8 Current Build How am I lookin. I need a few pieces but i can clear GR68. It's when i try and push 70 i get one shot everywhere...suggestions anyone?Speck4 Jul 8
Jul 8 If you had to choose... ... Your 7 favorite items from Proposal List 2 to make it into PTR and beyond(not an easy task) what would they be, for the sake of conversation. Mortick’s 300th Ambo's Lamentations BK Wedding Undisputed Madawc'sDieHarder19 Jul 8
Jul 7 Rend build 2019 help Advice I'm doing a rend build for my barb. The other threads date back to 2014 or 2015 of the latest. I just started this build in this season so my character will be looking like stuff been throw together. I'm fully aware whirl wind is part of this build. I want to know what still works and what doesn't. What skills should I use with in the four slots. I have no clue when it comes to stats on gear. Any feedback is welcome and yes correcting me is too as long there's no personal attacking. New player for barb seeking advice but a old player of the game.Wise6 Jul 7
Jul 7 Free’s Barb Proposal is Communist Propaganda Haha. Now that I’ve got your attention, I wanted to say that you guys did a great job compiling ideas. But I still think the game will never change mechanically and the most they’ll do from now on is Season themes + direct number changes. That means definitely no new legendary reworks for Barbs and definitely no new mechanics for any class. I also think many of your proposed buffs just aren’t enough. On Whirlwind; yes it has some outlier clears (the results of extreme fishing) but in reality it’s way behind damage wise. You could double Whirlwind damage right now (to 20,000% set bonus) and the set would still be bad for pushing. Barb’s only on the solo leaderboards at all beyond 130 due to Raekor and its excrutiatingly bad mechanics. Barb’s just a mess right now. And the game is too old for any of this to be of import.Archael17 Jul 7
Jul 7 Got my Falcon Wings Decided to do something different . I did a google search on finding the Falcon Wings and found out how to get them ,,, by making Gardens of Hope runs in act 4 . I thought , what the hell , I'll give it a shot . After about 10 runs give or take I got them . What surprised me though is that from what I read you get them from a chest in Gardens of Hope . But I never got mine from a chest . I killed a Insufferable Miscreant and they dropped for me . Not bad for about 15 minutes of time taken . Me So Happy ! Screeny : http://tinypic.com/view.php?pic=smqcf4&s=9#.XCR-A2llDyEHaybaler16 Jul 7
Jul 4 Best PUG-level DPS builds for S17 The pinned posts cover the best solo/rifts/bounties builds in great details. But what do you think are our best DPS (not zdps) builds for an average off meta GR~100 public game? (Maybe with a zmonk and an assorted selection of DH/Wiz/Saders dps to keep up with)? I personally find R6 Hota EW+CoE too clunky because of coe timing and the lack of wall charging. Vile charge is okay but requires a support to group the mobs for you. It was viable up to ~120-130 during rorg season with fully augmented gear. How is it these days? EQ doesn’t seem to pack a lot of punch(at least not with my non augmented gear). What about IK hota? It seems to have a lot of AD so it should scale well with any grouping and can deal damage throughout the whole rift unlike r6.. Anything else?Andrey7 Jul 4
Jul 2 DieHarder proposal for 2.6.6 ? Why didn't we thought of it ? Weapon throw set added. I know there has been proposal already in place for ancient spear and weapon throw and its been calculated and same scenario for frenzy. Why not build a set for it instead or with it. Name: Spiky rain of the beast. 6 Set pieces: 1 hand weapon(spear), Helm, Glove, Pants, Boots, Ring. (No armor nor 2h weapon). IT would allow creativity for many combo. Prevent Istvan.(see bellow) 2 set pieces bonus: Weapon throw now acquire frenzy bonus and creates stacks. Frenzy rune: Smite, Sidearm and Weapon throw rune: Throwing hammer, now all have 60% and does match their skills' damages. 4 set pieces bonus: Each stacks of Frenzy give; 700% for frenzy damages, 600% for Weapon throw damages, 900% for Ancient Spear, 1200% for Revenge and Overpower. 6 set pieces bonus: Revenge and Overpower always critical hit and for every time they are cast, Activate or Reactivate(If already active) Ignore pain with Contempt for Weakness. Frenzy stacks active duration double. The idea is to create 2 style play. Frenzy as melee with higher damages due to the frontal hit. Weapon throw as a ranger with less damage obviously due to survivability as been less hit. Revenge and Overpower aren't use at all in the game... that would bring them back to life with a purpose. If the weapon of the set would be 2h, it would ruin a lot of potentiel ideas. No armor is simply a twist that could be implemented easily. I wanted the origin of this build to remind you of the barbarian back in the dinosaur era when hunter were not wearing any armor and acting as a amazon. We could block the cosmetic access to the armor and always appears as a naked chest. Funny twist. An other thing would be to give the 1h weapon of the set a affix that would give between +1 to +4 for frenzy stacks. That way it would prevent people from jumping on RoG and combo the hell out Istvan. Or they could and create something else, who knows. You could bounce around skills to create combo and let your imagination go on. There are probably a 100 differents idea for this kind of set that could be build. It's simply mine idea. Some number could be twisted a little and tuned up or down.GodOfAllBob8 Jul 2
Jul 2 [Guide] 2.6.4 MOTE6-IK2-IB-Cold/Pro-Slam +118 =====INTRODUCTION TO THE BUILD===== This build is aimed at utilizing Seismic Slam-Permafrost as the main damage dealer. It utilizes 5 Pieces of Might of the Earth Set (MOTE), 2 Pieces of Immortal King Set and 2 Pieces of Istvan’s Blades combined through the Ring of the Royal Grandeur in the cube. I cleared 112 with 1700 paragon, Sasguash cleared 112 with 1300 paragon. Someone in China cleared 118 with it. Felix cleared 116 with 2100 paragon. Currently, we don't know its cap potential. Note from the author: This is probably the only guide that I will ever write but I love this build and have been playing a form of SS build since S4. The suggestions here are the outcomes of game play from many seasons. Of course, you can always find something to improve. =====NOTATIONS===== -AD: Area damage[/li] -CHC: Critical hit chance -CHD: Critical hit damage -IAS: Attack speed increase (sheet value) -SS: Seismic slam -MOTE: Might of the earth -IK: Immortal king set -IB: Istvan’s blades -LpF: Life per fury spent -DR: Damage reduction -CdR: Cooldown reduction -CoE: Convention of elements =====NEEDED WEARABLE ITEMS===== 1) 5 Pieces of MOTE set 2) Immortal King Belt and another armor piece from the immortal king set 3) Istvan’s Blades (Dual wield sword set) 4) Bracers of Destruction 5) Traveler’s Pledge and Compass Rose set 6) Band of might =====NEEDED CUBE ITEMS===== 1) Fury of the Vanished Peak 2) Fury of the ancients shoulder piece 3) Ring of the Royal Grandeur =====STATS NEEDED ON ITEMS===== In this build we are trying to maximize our attack speed and our area damage. Therefore, 1) Helmet: STR / CHC / SS damage increase, Vitality Gem (0 additional CDR is needed) 2) Boots: STR / VIT / All Res / SS damage increase 3) Bracers: +X% Increased Cold Damage / CHC 4) Gloves: CHC / CHD / AD / IAS 5) Rings: CHC / CHD / AD 6) Amulet: STR / +X% Increased Cold Damage / CHC / CHD (Elemental and STR can be swapped if a primal or ancient is used with a high STR value) 7) Belt: STR / VIT / All Res / LpF 8) Body armor and leggings: STR / VIT / All Res (or elite damage reduction) 9) Both Swords: STR / IAS / AD Notes on secondary stats: - Crowd control reduction on amulet and helm is always beneficial in this build -% reduced melee and ranged damage reduction are favourable stats along with physical resistance -If you are not a very high paragon player, it is almost always better to use rubies in the chest and pants. If you are +3k, 4k paragon player, you can opt for diamonds instead. =====LEGENDARY GEMS===== -Bane of the trapped (SS permafrost will proc this always no matter how far, BIS) -Bane of the stricken (Without this RG fight will be an eternity long) -Zei’s Stone of Vengeance (More detail regarding the interaction between Zei’s, No Escape and Bloodshed will be explained later). =====ACTIVE SKILLS===== Call of the Ancients, Together as one rune War Cry, Veteran’s warning rune Battle Rage, Bloodshed rune Wrath of the berserker, Insanity rune Leap, death from above rune Seismic slam, Permafrost rune=====PASSIVE SKILLS===== Ruthless (MUST) Rampage (MUST) No Escape (MUST) Bloodthirst (Optional if you can regenerate life in some other way)=====FOLLOWER===== -Enchantress: Focused Mind for 3% Increased attack speed for a little more juice. =====HOW TO PLAY===== When you start a rift, you follow your skill executions as follow from 1 to 4 (very straight forward build) 1) Pop Call of the Ancients: They will provide 50% DR and through the cubed fury of the ancients shoulders, they will build your fury. If you have a good deal of IAS in your stats, your ancients will attack very fast and build fury for you. Don't forget to recast this skill at least once more right when you are at your highest attack speed (Berserker+Istvan 5 stacks+if speed pylon is used) as this skill snapshots your attack speed at the moment of casting. This will make the ancients hit faster and build fury faster. 2) Pop War Cry: War cry will provide you 20% bonus armor and 30% dodge chance, a crucial amount of dodge chance to give you the chance to regenerate your life through hits, kills and LpF 3) Pop Battle Rage: Bloodshed rune will sum all the huge crits dealt by your SS and translate those into damage explosions 20 yards around you (more will be explained about this later). 4) Leap once: This is critical. When we leap we proc band of might, which provides us 80% DR for 8 seconds. Coincidentally, this duration matches with the armor bonus provided by the MOTE 4P bonus. Therefore, you leap once and then you slam for 7 seconds. Then you leap to a proper location again to deal the maximum damage. More explanation will be given later how far away you need to slam from. Notes: You pop Wrath of the Berserker only at elite encounters and you try to utilize oculus procs as much as possible. Oculus procs always supersedes and takes priority over the slams from distance. =====FROM HOW MANY YARDS SHOULD YOU SLAM?===== -The following case study is carried out on my SS setup (https://us.diablo3.com/en/profile/Prokahn-1764/hero/72096699). I assumed my paragon to be 800 (higher paragon will amplify the damage significantly) and carried out a DPS analysis considering 4 cases: -1 Mob -5 Mobs -10 Mobs -15 Mobs As you can see in the graph here https://imgur.com/a/2gJ8upb, No Escape (active above 15 yards), Zeis (active at every 10 yards up to 50 yards) and Bloodshed (Active within 20 yards) interact and amplify the damage dealt between 15 and 19 yards. This is your fighting distance when you face a group of mobs, which gets ridiculously higher the more paragon you have. If you are fighting a single mob or a rift guardian without ads, you slam as far as 50 yards (somehow D3planner does not show the damage increase correctly considering Zei’s). Please note that Zei, No Escape, Ruthless and Trapped are all multiplicative damage buffs within their own category. Therefore, they can amplify the damage output greatly if you can manage the distance properly. =====SOME TIPS FOR KEY ELEMENTS OF GAMEPLAY===== When you are fighting a single enemy, you may occasionally run into fury problem. In these cases, try to receive some damage from them as long as you can regen it. This will help build your fury to kick starts your slams. As another fury build alternative (if there is no poison pool etc), you can leap on the single mob and slam a bit this will build your fury fast. Then you can leap away to shoot your slams. For rift guardians with adds, fury is not a problem as those mobs will hit you no matter what. This will build your fury. Apart from these tips, your ancients should provide you with a good enough fury regen You can only survive if you can slam fast enough and spend fury fast enough. You want resource course reduction in your paragon to be able to slam more. However, this will nerf your LpF healing. As a result, you need as much IAS as possible. You can only survive if you leap at every 8 seconds. You forget this and you are dead. When running from one mob group to next (if your leap is on cooldown), Traveler Pledge and Compass Rose will provide you 50% DR while moving so this brings another DR layer for alternative situations. Note that 4P bonus of the MOTE set is a DR that scales with more main stat (STR). Therefore, we are trying to capitalize on that. As a result, higher STR means higher damage and higher DR. Also as a final tip, this build requires a slow game play style. You leap from mob group to mob group while slamming backwards. This will make the mobs follow you and work like a crowd control. Also, you need to watch for Arcanes, frozens and other explosive damage that can kill you. You evade these as much as possible so you need to be engaged in the gameplay (pretty fun when you get used to it).You can see a sample game play before Patch 2.6.4 here. Now the damage is even more ridiculous: https://www.twitch.tv/videos/345985872 So leap 16 yards away and keep slamming bois. =====SOME GENERAL NOTES===== Ultimately, people may opt for Frostburn instead of Fury of the Ancients shoulder in the cube (or Lut socks and Earthen might as alternative fury build tools). I found that Fury of the Ancients shoulder is the most consistent option. Some other setups might be derived from the main setup through high CdR values and Pride of Cassius belt used in conjunction with Ignore Pain-Ignorance is bliss/or iron hide. This lets you drop royal ring and use CoE instead. However, it is glassier and less consistent, but higher potential for pushing. Probably, someone with very high paragon may have significant DR through the leaps and then he/she can opt for this style. Plausible. Some may choose to utilize IK boulder breaker instead of Istvan Blades to have permanent Wrath of the Berserker. This is also a solid build almost the same as this build. However, at higher grift levels, slow hitting IKBB will not regen your life as fast as needed[li]If you are comfortable for your healing, you can replace WarCry with Overpower / Killing Spree for extra 8% critical hit chance, this will give you about 10% increased damage (Reference: Nubtro). Or you can replace battle rage / Bloodshed with OP-Killing Spree if you want to fight from as far as possible without needing to gauge your distance. I will be trying this variant later on=====REFERENCES===== I don’t own this build. It is nothing new and similar builds have been used by players such as: -Nubtro -Henry -CC123 -Serro -Siladil -Blackarrows -Sasguash -And many other players that I cannot remember. We can update the reference list further later on.Prokahn155 Jul 2
Jul 1 Barbarian Damage Potential Analysis I'm writing this as an addendum to our discussion about the realistic damage capabilities of Barbarians both solo and in groups, which can be found here: https://us.battle.net/forums/en/d3/topic/20772297025?page=1 The purpose of this analysis is to explain why although Barbs have the lowest average GR clears on all servers, the actual problem is much worse than the numbers show due to mechanics issues. NORTH AMERICA: Top 10 Barb NA Highest GR 131 Lowest 123 Average 127 Top 10 Crusader NA Highest GR 132 Lowest 128 Average 130 Top 10 DH NA Highest 133 Lowest 127 Average 130 Top 10 Monk NA Highest 127 Lowest 123 Average 125 Top 10 Necro NA Highest 138 Lowest 127 Average 132 Top 10 WD NA Highest 133 Lowest 126 Average 129.5 Top 10 Wiz NA Highest 139 Lowest 132 Average 135.5 NA Barb Breakdown: 131 Raekor HOTA 6700 130 Raekor HOTA 6800 126 Raekor HOTA 5800 126 Earthquake 8000 125 Raekor HOTA 4500 124 Raekor HOTA 3600 123 Vile Charge 3900 123 IK HOTA 5200 123 Raekor HOTA 6500 123 Vile Charge 4900 EUROPE: Top 10 Barb EU Highest GR 131 Lowest 126 Average 128.5 Top 10 Crusader EU Highest 134 Lowest 130 Average 132 Top 10 DH EU Highest 133 Lowest 129 Average 131 Top 10 Monk EU Highest 133 Lowest 126 Average 129 Top 10 Necromancer EU Highest 138 Lowest 132 Average 135 Top 10 WD Highest 135 Lowest 130 Average 132.5 Top 10 Wizard Highest 141 Lowest 137 Average 139 EU Solo Barb Breakdown: 131 Vile Charge 8525 128 Raekor HOTA 7200 128 Raekor HOTA 5500 128 Raekor HOTA 4100 128 IK HOTA 7700 127 EQ 5800 127 Vile Charge 7000 127 Raekor HOTA 5900 127 Raekor HOTA 5600 126 Vile Charge 7000 ASIA: Top 10 Barb Asia Highest GR 128 Lowest 125 Average 126.5 Top 10 Crusader Asia Highest GR 133 Lowest 127 Average 130 Top 10 DH Asia Highest 132 Lowest 128 Average 130 Top 10 Monk Asia Highest 132 Lowest 124 Average 128 Top 10 Necro Asia Highest 137 Lowest 127 Average 132 Top 10 WD Asia Highest 131 Lowest 127 Average 129 Top 10 Wiz Asia Highest 141 Lowest 136 Average 138.5 Asia Solo Barb Breakdown: 128 Raekor HOTA 128 7900 128 Raekor HOTA 128 3500 127 Vile Charge 6100 127 Raekor HOTA 5700 127 Raekor HOTA 5100 126 Raekor HOTA 3400 126 Raekor HOTA 4200 126 Earthquake 5700 125 Raekor HOTA 6000 125 Raekor HOTA 6200 CONCLUSIONS: In all servers, Barb is the worst performing class. The only exception to this is NA Monk but this is explained by a lack of interest since the other servers have higher Monk averages than Barb. Raekor HOTA makes up the vast majority of Solo Barb clears and has the highest damage potential and single target damage, which explains the abundance of clears. This damage potential is amplified by a game bug where the player is able to charge against a wall and produce stacks faster than normal. This can be seen here with Minininja's 123 Seasonal clear: https://www.youtube.com/watch?v=K0kLLQiD3BU Without this bug, Barbs would not be able to create Raekor stacks at such a fast rate and would be able to deal less damage as a result. In all servers, Barbs have the lowest average GR clears when you take into account top 10 and the largest drop off in GR levels among the Top 10. This trend continues into the top 100 and top 1000. Barb is not doing well despite the Raekor wall charge bug boosting the average Barb GR clears. This mechanics issue is inflating the Barb class numbers and drawing attention away from the fact that its other sets are clearing less often. So basically if you don’t enjoy banging your character against the wall the average Barbarian GR clear you can expect is much, much lower compared to other classes.Archael32 Jul 1
Jun 28 Rogue / Slanderer. I really want to try more Hota barb but I've spent a couple of weeks now WWing around trying to get The Slanderer ugh. I have an ancient Little Rogue ready to go and everything else, just this damn sword eludes me. Besides the Gavel which I'm gonna cube, is there anything else I can use in the meantime?. I've tried using the Gavel and cubing In Geom but sdomething doesn't feel right. All my bloodshards are going towards 1H wep now n upgrading 1H rare swords... I swear I've salvaged 50 Doombringers along with 500 other swords.Minkles7 Jun 28
Jun 27 Frenzy dual wielding | weapon IAS I've been working on a season frenzy barb (despite how terrible it is) and I'm trying to determine the mechanics of weapons with different base speeds. In my current setup I'm using Oath Keeper in the off hand (base 1.3) and Shard of Hate in the main hand (base 1.4) and I'm not sure how much their different speeds affect the overall damage output. Currently, I've got 7% AS on the Oath Keeper so that it is bumped up to 1.39; and I've got no AS roll on Shard of Hate, so that they are more balanced. Is this the right strategy? Should I roll AS on the Shard anyway? I read through a lot of Conan's guide on Frenzy Thorns and it's been really helpful, but I couldn't determine an answer to this question. Apologies if I missed it.Nergal3 Jun 27
Jun 26 Solo GR Clear Video Archive Hi everyone. Know what's helpful? Clear videos for end-game GR pushes. And I'd like to eventually create a sticky thread that has them in there, a master reference source that can help players refine their gameplay by watching excellent play. So, I'll ask that you share the highest available clear videos for our 5 major builds and one minor build (R6-Slam). A few ground rules: + Must be one of our 5 major builds (Zodiac WW, Vile Charge, Fire or Physical EQ, IK HOTA, or R6-HOTA), Cold Slam, or a Seasonal build (LON HOTA, etc). + Must be recent (as of 2.6 forward) + Clear should contain verifiable proof of tier, Paragon, and basic sheet stats. It absolutely must have Paragon and tier visible. If possible, please present it in the following format: Season or Non-Season Build: GR Tier: Highest known/rumored clear: Player: Video: For ease of reference, our current Highest Known clears are as follows: R6 HOTA: GR 134 Vile Charge: GR 131 IK HOTA: GR 128 Fire EQ: GR 127 Physical EQ: GR 126 Zodiac WW: GR 130 GR Clear Videos The following are the recorded videos for the highest Greater Rift clears for each major (and one minor) build. Each build and its associated video(s) are listed separately. Seasonal clears are listed under their respective Season. Non-Season clears are grouped together directly below the current Season; older Season archives will be found directly below the non-Season clears. If you know of a higher clear and can find a link to the video according to the guidelines above, please post in this thread and I'll update accordingly. ... ... ... ... ... ============================== Honorable Mentions =============================== Here are clears that don't quite make it into the list above but are nonetheless awesome and worthy of consideration. ... ...Free252 Jun 26
Jun 25 Gear Check - R6 HotA Hi there! It's been a couple weeks since I last posted, and people were very helpful (thank you again for that) I decided to shift gears and give R6 HotA a whirl, but I definitely feel like I'm missing the mark in some slots based on the guide here on the forums. That being said, the top players on the ladder seem to have a fair bit of flexibility in their gear (some have less than 100% AD, missing CDR, etc). I know these folks are way, way better at the build than I am, but I'm trying to determine if I should really be focusing on improving some slots first, or if this would be reasonable gear to be pushing. (I've been hesitant to augment some of these for this reason.) Would it be reasonable to expect to be able to hit 115 with this current setup? Any advice would be appreciated. Thanks! edit: I realize now a link would be kinder: https://us.diablo3.com/en/profile/Jack-112898/hero/111500481Jack3 Jun 25
Jun 25 Dual weild 2H weapons This has probably been addressed, but 437 pages of posts is a lot of info to sort though. In Diablo II the Barbarian could dual wield 2H weapons. Can the Barbarian in Diablo III do that? If not; why and does Blizzard plan to implement this ability?ReighnDae15 Jun 25
Jun 24 R6: Any reason to stack cdr beyond CoE sync? I cleared 112 on season with p1500 relatively easy. A big help was to time IP to CoE cycles (mid phys) instead of spamming it mindlessly off cool down. So I did a little math on IP/Wotb timings and how they relate to 16s CoE cycle. There is no way to lower WotB cooldown to 32s and there is no way to lower IP to cd to 11s. At that point is there any reason to get more than 48% cdr (49% really to give you some headroom) which would lower IP cd to 15.5s and Wotb to 47s (with boon)? Even if I keep stacking cdr I won’t really benefit from it as I will have to hold on casting both until the right point in CoE cycle... 49% is achievable with: Gloves+shoulders+one weap+gogok or Gloves+shoulders+both weap+ >6% on one ringAndrey0 Jun 24
Jun 24 [Guide] Fire LoN HotA (Season 17) Greetings barbarians! ====================================== Build Introduction and Purpose ====================================== Welcome to the Season 17 guide for Fire LoN HotA. This build guide explains in details the Fire LoN HotA build, the most powerful barb's LoN build for solo play. It is also one of the most difficult build to put together in terms of gear (stats), and it requires some skills developed through practice. This is not the easiest barb build and it is not the hardest barb build. This build is aimed at utilizing the buff for Season 17 and a skill which is supported by legendary items. We, barbarians, know very well that the power of builds is almost always due to bonuses build-in class set/sets and often other set/sets and supporting legendary items. Our builds like Fire R6 HotA, Fire IK HotA, Fire EQ MotE, Physical SS/EQ MotE, Cold SS MotE, Cold SS MotE6/IK2, Cold SS MotE6/IK4, Physical BK WW WotW, Lighting IB WW WotW, Physical IB WW WotW, FC IK6/R4, etc have 1-2 main bonuses (damage multiplicators) build-in class set/sets and 0-2 other set/sets bonuses (damage multiplicators) like EW, BoW, B-K'O, I'sPB + EW. However, the power of builds is mainly demonstrated by supporting legendary items. Therefore, a lot of barbarian's builds are doomed to failure due to the lack of supporting legendary items. The buff for Season 17, Legacy of Nightmares Seasonal buff, gives us possibility of using the buff without having to put those 2 rings on our barbarian. This buff is: Player’s damage dealt is increased by 750% and damage taken is reduced by 4% for every Ancient Item they have equipped while having no Set Bonuses Active. Some players can make mistake and can think that those "Set Bonuses Active" means only class set/sets. It is wrong. EW, BoW, B-K'O, I'sPB, etc. can not be used with LON! The LoN set with 13 ancient legendary items buffs damage by 98.5x (7.5*13+1=98.5) and gives us 52% (4*13=52) damage reduction but the LoN set with 12 ancient legendary items buffs damage by "only" 91x (7.5*12+1=91) and gives us "only" 48% (4*12=48) damage reduction. So taking into consideration our bonuses build-in class set/sets which we lose, other set/sets bonuses which we lose and supporting legendary items I mean damage multiplicators which we can use we can conclude that we can only create good LoN build based on the skill called Hammer of the Ancients (HotA). Unfortunately, our lovely and favorite LON build, very very fast build (even 10 APS), Frenzy Thorns LON is too weak despite the fact that it is the most difficult build to put together in terms of gear and stats, even secondary stat like thorns in D3. So S17 Frenzy Thorns LON will be able to complete GR 100-115 @ 1000-5000 plvl with 13 Caldesan's 120-150 lvl but Fire LoN HotA will be able to complete GR 110-125 @ 1000-5000 plvl with 13 Caldesan's 120-150 lvl. Those GR 110 @ 1000 plvl and GR125 @ 5000 plvl will be able to be completed by skilled players with very well optimized builds. On PTR I cleared GR 116 and 117 with 3700 plvl on SC, Mefesto cleared GR 122 with 4926 plvl on HC. Of course, Fire LoN HotA will not be the best barbarian build for solo. Fire R6 HotA will be the best build. FC IK6/R4, Fire IK HotA, Fire EQ MotE, Physical SS/EQ MotE, Cold SS MotE, Cold SS MotE6/IK2, Cold SS MotE6/IK4, Physical BK WW WotW, Lighting IB WW WotW, Physical IB WW WotW will be weaker than in S16 due to lack of free RoRG buff but will be able to complete GR 100-125 @ 800-5000 plvl, etc. ====================================== Creating the build ====================================== The choice is: Hammer of the Ancients Cost: 20 Fury Call forth a massive hammer to smash enemies directly in front of you for 535% weapon damage. Hammer of the Ancients has a 1% increased Critical Hit Chance for every 5 Fury that you have. After checking and evaluating runes the choice is: Smash Smash for 640% weapon damage as Fire. So our build is relied on Fire damage. Therefore we need ancient legendary items which buff fire damage. There are: 1. Cindercoat Cindercoat is a legendary chest armor. Fire skills deal up to 20% more damage. Additionally this chest armor reduces the resource cost of Fire skills by 23–30%. 2. Magefist The Magefist are legendary gloves. These are the only gloves to increase damage done by Fire skills. Fire skills deal up to 20% more damage. 3. Swamp Land Waders (SLW) These are the only pants that can specifically increase damage done by skills of a specific element. While it can (potentially) roll any damage type, it only drops for Witch Doctors via Smart Loot. Fire skills deal up to 20% more damage. 4. The Burning Axe of Sankis (TBAoS) The Burning Axe of Sankis is a legendary axe. It is one of the two one-handed weapons (the other being Devastator) with a bonus to damage dealt through Fire skills. Fire skills deal up to 20% more damage.. Moreover this axe has special property which is absolutely identical to the unmodified Barbarian skill Ignore Pain with a separate cooldown; reduces all damage taken by 50% for 5 seconds, can occur once every 15-30 seconds. 5. Devastator Devastator is a crafted legendary mace. Devastator is one of the two non-class-specific one-handed weapons (the other being The Burning Axe of Sankis) that can increase damage dealt by Fire skills. Fire skills deal up to 20% more damage. 6.1. Bracers of the First Man (BotFM) The Bracers of the First Men are legendary bracers. Fire skills deal up to 20% more damage. What is most important, these braces has to be used in this build because the unique affix greatly empowers the Hammer of the Ancients. Hammer of the Ancients attacks 50% faster and deals 375-500% increased damage. 6.2. Strongarm Bracers (SA) The Strongarm Bracers are legendary bracers. Fire skills deal up to 20% more damage. Moreover enemies hit by knockbacks suffer 20–30% more damage for 6 seconds. 7.1. Eye of Etlich (EoE) The Eye of Etlich is a legendary amulet. Fire skills deal up to 20% more damage. Furthermore EoE offers the highest ranged damage reduction per item in game (up to 35% at level 70). 7.2. Hellfire amulet (HFA) Fire skills deal up to 20% more damage. The Hellfire Amulet is a craftable legendary amulet. The Hellfire Amulet gives the character 5th passive skill. 7.3. The Flavor of Time The Flavor of Time is a legendary amulet. Fire skills deal up to 20% more damage. This amulet has a guaranteed set of cooldown reduction and movement speed, and has a total of 5 Primary affixes. 7.4. The Star of Azkaranth The Star of Azkaranth is a legendary amulet. Fire skills deal up to 20% more damage. This is one of the five amulets that can make a character completely immune to one type of damage (in this case, Fire), but this amulet is the rarest of them all in terms of drop rate! 8. Andariel's Visage Andariel's Visage is a legendary helm. Fire skills deal up to 20% more damage. In addition to guaranteed Attack Speed bonus (which is normally not available on helms), this helm also offers an elemental skill damage bonus, which normally cannot roll on a helm. In return, this item slightly increases Fire damage taken (free 7th affix). This modifier is applied multiplicatively and does not decrease any of the character's stats. Let's evaluate how many items with fire buff we should have to be optimal. 1.2 : 1 = 1.2 so we have 20% more fire dmg with 1 item with fire damage vs lack of items with fire damage 1.4 : 1.2 = 1.1(6) so we have 16.(6)% more fire dmg with 2 items with fire damage vs 1 item with fire damage 1.6 : 1.4 = 1.143 so we have 14.3% more fire dmg with 3 items with fire damage vs 2 items with fire damage 1.8 : 1.6 = 1.125 so we have 12.5% more fire dmg with 4 items with fire damage vs 3 items with fire damage 2.0 : 1.8 = 1.(1) so we have 11.(1)% more fire dmg with 5 items with fire damage vs 4 items with fire buff 2.2 : 2.0 = 1.1 so we have 10% more fire dmg with 6 items with fire damage vs 5 items with fire damage 2.4 : 2.2 = 1.(09) so we have 9.(09)% more fire dmg with 7 items with fire damage vs 6 items with fire damage 2.6 : 2.4 = 1.08(3) so we have 8.(3)% more fire dmg with 8 items with fire damage vs 7 items with fire damage Conclusions about fire damage 1. So the more items we have with fire damage the less benefits they give after adding next item with fire damage. 2. I do not recommend 8 items with fire damage. 3. I do not recommend Andariel's Visage because we lose possibility to have Leoric's Crown (CDR!) or Strongarm Bracers because we do have to use Bracers of the First Man on our barb or in cube. 4. I do not recommend 2 weapons with fire damage because we have better option. I mean Sun Keeper which is a legendary mace. It provides the largest bonus (up to 30.0%) to damage against elites of all one-handed weapons. 5. I recommend The Burning Axe of Sankis so I do not recommend Devastator because TBAoS has special property. 6. I recommend 6 items with fire damage so you can have up to 120% fire damage. It is 2.2 multiplicator for fire skills. 7. Swamp Land Waders can make some problems so we have to create WD (70 lvl) to have them ;) They should have 18+% fire, vit, AR, 2 sockets, LpK and int so we can roll int to str. Roll int to str on barb! To complete our build we have to have: Pride of Cassius (PoC) The Pride of Cassius is a legendary mighty belt. Remember mighty belt! Increases the duration of Ignore Pain by 4–6 seconds. Leoric's Crown Leoric's Crown is a legendary helm. Increases the effect of any non-Legendary gem socketed into the helm by 75–100%. Illusory Boots Illusory Boots are legendary boots. They require a Character Level of 12 to drop, and can only be found in Act II and Act IV Horadric Caches. Their special property allows player to move freely through enemies (and walls created by the Waller affix). This applies even during the forced movement skill such as Furious Charge. Convention of Elements (CoE) The Convention of Elements is a legendary ring. Gain 150–200% increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison. This effect rotates through 4 elements for barbarians in the following order: Cold, Fire, Lightning, Physical. Obsidian Ring of the Zodiac (ORotZ) This ring can have: Attack Speed Increased by 5.0–7.0% Critical Hit Chance Increased by 4.5–6.0% Reduces cooldown of all skills by 5.0–8.0%. Reduces the remaining cooldown of one of the skills by 1 second when hitting with a resource-spending attack. The unique affix triggers once per cast (once per tick for channeled skills) for any damaging attack that costs resource, and randomly reduces the cooldown of one currently recharging skill by one second. This ring is extremely powerful for builds relying on long-recharging skill such Wrath of the Berserker. We have to have ORotZ for Ignore Pain too because we do not want to have a lot of items with cdr to be able to have other important stats like AD, % fire, str, vit, AR and sockets. To complete our build we should have: Sun Keeper Sun Keeper is a legendary mace. It provides the largest bonus (up to 30.0%) to damage against elites of all one-handed weapons. Pauldrons of the Skeleton King Pauldrons of the Skeleton King are legendary pauldrons. They require character level 12 to drop, and can only be found within a Horadric Cache from Act I or Act IV. When receiving fatal damage, there is a chance that you are instead restored to 25% of maximum Life and cause nearby enemies to flee in fear. The pauldrons can be valuable for players in Hardcore mode for giving them an extra chance to save their hero from dying. The chance is approximately 15%, but it has no cooldown. We need in the cube: Gavel of Judgment (GoJ) is a legendary two-handed mighty weapon. Hammer of the Ancients deals 600–800% (800% in the cube) increased damage and returns 25 Fury if it hits 3 or less enemies. Strongarm Bracers (SA) or Bracers of the First Man (BotFM) BoM or CoE What should I have in cube? BotFM or SA? BoM or CoE? Hammer of the Ancients attacks 50% faster and deals 375-500% increased damage. 500% means 6.0 multiplicator, 475% means 5.75 multiplicator, 450% means 5.5 multiplicator but 375% means only 4.75 multiplicator. You have to divide e.g 6 : 5.75 = 1.0434 to check how many you gain/lose. In this scenario 500% BotFM is better than 475% BotFM by 4.34%. The same way check your SA (20–30%) if you have to do it. Remember BotFM buff always when you use HotA but SA buff sometimes - usually. It depends on type of the monsters and the way of playing. Band of Might is a legendary ring. After casting Furious Charge, Ground Stomp, or Leap, take 60–80% reduced damage for 8 seconds. We need at least 75+% reduced damage and good stats to even consider to have it on barb so CoE in the cube. We can have 190+% CoE with good stats on barb so BoM in the cube. ====================================== The build ====================================== Active skills: Here are the essential skills for the Fire LoN HOtA: 1. Hammer of the Ancients (HotA) with Smash rune This is the build's main skill and damage dealer. 2. Wrath of the Berserker (WotB) with Insanity rune As a separate damage multiplier, this skill is a major booster shot to the build's DPS. It boost attack speed via ASI. It also boosts your toughness (Dodge) and movement speed. You want this active almost always or always. It depends on your cdr, ORotZ and APS. 3. Battle Rage (BR) with Bloodshed rune 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 want to spam this skill, but only enough for a healing via Life per Fury spend. Don't spam this skill non-stop because of the fact ORotZ can randomly reduce the cooldown of e.g Battle Rage instead of Wrath of the Berserker or Ignore Pain. 4. Ignore Pain (IP) with Ignorance is Bliss rune This skill mitigates 50% incomming 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 6-second-PoC). If you're a little short on CDR or having trouble managing cooldowns via ORotZ, 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. 5. Furious Charge (FC) with Stamina rune We charge to gain BoM bonus, to move very fast, even too proc SA. Use it at least once per 8 seconds and use it when you want to skip floor. It generate 10 additional Fury for each enemy hit while charging. You can use Merciless Assault rune so your Recharge time can be reduced by 2 seconds for every enemy hit. This effect can reduce the recharge time by up to 10 seconds. Remember about fury without Stamina rune. 6. Ancient Spear with rune Rage Flip Add a chain to the spear to throw all enemies hit behind you and Slow them by 60% for 1 second. Barbarians know that density is the key so we has to create big, even huge density because of Bloodshed, AD, IP and WotB. So density, density and density so Pain Enhancer. Passive Skills: They are very important to make build viable. 1. Rampage: Large damage and toughness boost because it increases Strength by 1% for 8 seconds after killing or assisting in killing an enemy. This effect stacks up to 25 times. 2. Ruthless: Big damage boost because you deal 40% additional damage to enemies below 30% health. 3. Boon of Bul-Kathos: Helps keeping almost perma-WotB or perma-WotB because it reduces the cooldowns of WotB by 30 seconds. 4.1. Brawler: damage boost (20% dibs) as long as there are 3 enemies within 12 yards and you do not have to have still active when you dump Fury. or 4.2. Berserker Rage: Big damage boost (25% dibs) if you have 95+% Fury so sometimes and always if you hit 3 or less enemies. Of course, you can even choose Relentless or Nerves of Steel or Superstition instead of Brawler or Berserker Rage. Gear: You'll need 6 ancient items with fire damage and 7 other ancient items listed above. Good ancient items are the goal, ideal rolls are important. Good secondary rolls are absolutely crucial for pushing top tiers. 1. Helm (Leoric's Crown) 100% effect (at least 95%) 15% HotA dmg 6% CHC 1000 Strength socket + diamond Secondaries: +210 Physical/Poison/Lightning resist Augment: 600-750 Strength 2. Chest (Cindercoat) 20% fire dmg Strength All Res 3 sockets + 3 diamonds Secondaries: 6+% reduced ranged or melee damage, reduces the resource cost of Fire skills by 23–30%. The higher % the better. Try having 30%. Augment: 600-750 Strength 3. Pauldrons (Pauldrons of the Skeleton King) 20% AD 8% CDR Strength All Res or Vitallity Secondaries: +210 Physical/Poison/Lightning resist Augment: 600-750 Strength 4. Gloves (Magefist) 20% fire dmg 50% CHD 6% CHC 20% AD 8% CDR Secondaries: Physical/Poison/Lightning resist Augment: 600-750 Strength 5.1. Bracers (BotFM) 20% fire damage 6% CHC Strength Life per Hit or Vitality Secondaries: Physical/Poison/Lightning resist 500% HotA damage Augment: 600-750 Strength or 5.2. Bracers (Strongarm Bracers) 20% fire damage 6% CHC Strength Life per Hit or Vitality Secondaries: Physical/Lightning/Poison resist or 7% reduced ranged damage or 7% reduced melee damage Enemies hit by knockbacks suffer 30% increased damage for 6 seconds. Augment: 600-750 Strength 6. Belt (Pride of Cassius) Strength Vitality All Res 15% Life or LpFs (if you need it to heal) +6 seconds to Ignore Pain Secondaries: + 10-12 Max Fury. You need only 10 Max Fury to have 160 Max Fury. Do not roll from 10 to 12! Augment: 600-750 Strength 7. Pants (Swamp Land Waders) 20% fire damage Strength Vitality All Res 2 sockets + 2 diamonds Secondaries: Life After Kill Augment: 600-750 Strength 8. Boots (Illusory Boots) 15% HotA dmg Strength Vitality All Res Secondaries: Pick up Augment: 600-750 Strength 9. Ring 1 (ORotZ) 8% CDR 7% ASI 6% CHC socket + LGem Secondaries: Physical/Lightning/Poison resist, Life After Kill Augment: 600-750 Strength 10. 1. Ring 2 (BoM) 50% CHD 6% CHC 7% ASI socket + LGem 75+% damage reduction Secondaries: Physical/Lightning/Poison resist Augment: 600-750 Strength or 10.2. Ring 2 (CoE) 50% CHD 6% CHC 7% ASI socket + LGem 195+% elemental damage bonus Secondaries: Physical/Lightning/Poison resist Augment: 600-750 Strength 11. Amulet (EoE) 20% fire damage 100% CHD 10% CHC socket + LGem Secondaries: 35% reduced ranged damage, 7% reduced melee damage Augment: 600-750 Strength 12. Weapon 1 (axe) (The Burning Axe of Sankis) dmg 20% fire damage 10% dmg 24% AD (see below) socket + emerald Secondaries: Life After Kill Augment: 600-750 Strength 13. Weapon 2 (mace) (Sun Keeper) dmg 30% elite dmg 10% CDR 7% IAS socket + emerald Secondaries: Life After Kill Augment: 600-750 Strength Legendary Gems: Bane of the Trapped - dps Bane of the Stricken - dps Pain Enhancer because we need more ASI and this build is created to play in big-huge density (see Ancient Spear). Gems: helm - diamond. Always! chest - 3 diamonds because we will not use War Cry but Ancient Spear pants - 2 diamonds because we will not use War Cry but Ancient Spear But if you want to have some rubies in chest armor and/or pants put into them 1-5 rubies Distribution of Paragon points Core: Maximum Fury, 50 Fury is like 10% CHC because Hammer of the Ancients has a 1% increased Critical Hit Chance for every 5 Fury that you have --> Movement speed --> Strength/Vitality to have 600,000-900.000 Life Offense: CHD --> CHC --> CDR --> ASI Defense: All Res --> Life --> Armor --> LpS Utility: Area Damage --> LpH --> ^$$^ -->RCR (I do recommend it despite the fact it affect our healing via LpFS) ======================================= Fire IK HotA vs Fire LoN HotA ======================================= Those builds have BoM (80% DR). IK HotA has CotA + TaO (50% DR) and LoN HotA has 52% DR (LoN bonus). IK HotA has War Cry (Impunity or Veteran's Warning) or Treathening Shout + Demoralize (20% DR) and Istvan's Paired Blades (30% increased Armor for 5 seconds @ 5 stacks). LoN HotA needs more DR too so it is IP (50% DR) but it require a lot of cdr and/or ORotZ and IAS and ASI, a lot of ASI. The problem is that LoN HotA build does not have Perma-WotB too for free like IK HotA has without any problems. What is more The Burning Axe of Sankis (1.3 APS without IAS) and Sun Keeper (1.284 with 7% IAS) are slower than non-IAS Istvan's Paired Blades (1.4/1.4 APS) and I'sPB gives 30% ASI and 30% Damage for 5 seconds @ 5 stacks. So IK HotA easily reaches 15 FPA, 4 TPS. Therefore LoN HotA needs IAS on slower weapon so weapons can have almost the same APS (1.3/1.284). In this moment our build have only 0.5 ASI (0.15 - dual wielding, 0.1 - paragon, 0.25 - WotB) and we reaches only 20 FPA, 3 TPS on both weapons. It is huge disaster. We are very very slow! I wrote earlier about a lot of ASI which we need so it is only one possibility. So we need 7% ASI on both rings but we reaches only 18 FPA, 3.33 TPS on both weapons. It is big disaster. We are still very very slow! We can't have more ASI on items because we need AD and cdr too so we need new source/sources of ASI. Enchantress? It is only next 0.03 ASI (Focuses Mind) and we still are at only 18 FPA, 3.33 TPS on both weapons. It is disaster. We are still very very slow! We need Pain Enhancer to have a lot of ASI. Every bleeding enemy gives 0.03 ASI. ======================================= ASI ======================================= ASI: 0.15 - dual wielding 0.1 - paragon 0.25 - WotB. It is the reason too that we have Ancient Spear, approx. 50% cdr, ORotZ and Pain Enhancer to have 0.25 ASI via WotB and to have Perma-WotB via Ancient Spear, approx. 50% cdr, ORotZ and Pain Enhancer and 0.25 ASI. It is consistent. 0.14 - 2 rings or 1 ring and gloves 0.03 - Focuses Mind (Enchantress' skill) 0.03 - 1 bleeding enemy (Pain Enhancer) This is 0.7 ASI. We are still at only 18 FPA, 3.33 TPS on both weapons. It is disaster. We are still very very slow! So guardian without adds means only 18 FPA, 3.33 TPS on both weapons. We need Saxtris, Hammelin, Binder, etc. but we can kill single-target guardian too. GR consists of 2 parts. First part it is reaching 100%. It is a reason that we have Pain Enhancer and Ancient Spear with rune Rage Flip. Add a chain to the spear to throw all enemies hit behind you and Slow them by 60% for 1 second. Barbarians know that density is the key to win so we have to create big, even huge density. Why? Area Damage! Bloodshed! But there are other reasons too. It is ASI to reach FPA 17, 16, 15, 14, 13, 12, 11, 10, etc. It is Perma-IP and Perma-WotB via ORotZ. We need those 0.25 ASI from WotB too. Now we can understand that creating big density, very big density, huge density via Rage Flip and Pain Enhancer causes that our build is consistent. Forget about WC or TS instead of Rage Flip. Your build will not be consistent. You can play IK HotA in this scenario but 95-99% players make big mistake when they do not use Ancient Spear playing IK HotA too. ======================================= FPA ======================================= So LoN HotA reaches: 1 bleeding enemy - 18/18 FPA 2 bleeding enemy - 17/18 FPA 3 bleeding enemy - 17/17 FPA 5 bleeding enemy - 16/17 FPA 6 bleeding enemy - 16/16 FPA 9 bleeding enemy - 15/16 FPA 10 bleeding enemy - 15/15 FPA 14 bleeding enemy - 14/15 FPA 15 bleeding enemy - 14/14 FPA 19 bleeding enemy - 13/14 FPA 20 bleeding enemy - 13/13 FPA 26 bleeding enemy - 12/13 FPA 27 bleeding enemy - 12/12 FPA 33 bleeding enemy - 11/12 FPA 34 bleeding enemy - 11/11 FPA 42 bleeding enemy - 10/11 FPA 43 bleeding enemy - 10/10 FPA 53 bleeding enemy - 9/10 FPA 54 bleeding enemy - 9/9 FPA ======================================= Important numbers ======================================= CDR CDR - 52,69% to have Perma-IP and perma-WotB but we don't have Perma-IP and Perma-WotB without ORotZ and IAS and ASI. Perma-IP @ 52,69% with ORotZ is easy to maintain. But Perma-WotB is not so easy. So do not spam IP because it will consume ORotZ. In this scenario IP has 3.19 seconds downtime so we will have always Perma-IP because ORotZ reduces the cooldown for sure easily even @ 18/18 FPA . In this scenario WotB has 22.57 seconds downtime so we need this 52,69% cdr because less cdr (e.g 47.44% cdr) means 27.31 seconds downtime for WotB. So we have ORotZ mainly to maintain Perma-WotB bacause Perma-IP is possible without ORotZ because barb can have even 63.96% cdr without Gogok. Perma-IP is above 63.16% cdr without ORotZ and without Gogok. We do have to have Pain Enhancer to have consistent build. We do need IAS, ASI, AD, CHC, CHD, fire damage, str, vit, All Res too. So approximately 50% cdr is needed and 48-52% cdr is our golden mean to have other important stats. CHC CHC - 99%: Native - 5% Paragon - 5% BR - 3% WotB - 10%. It is the reason too that we have Ancient Spear, approx. 50% cdr, ORotZ and Pain Enhancer to have 10% CHC via Perma-WotB. Amulet - 10%. Always you have to have 9+% CHC on this amulet. Gloves - 10%. Always you have to have 9+% CHC on those gloves. Helmet - 6%. Try having 5.5+% CHC on this helmet and 13.5+% HotA dmg too. You can sacrifice CHC for Vit because Vit rolls up to 1000 on this helmet. Bracers - 6% Ring 1 - 6% Ring 2 - 6% Fury - 32% (100+12+50):5=162:5=32% (rounded down) (read above about Distribution of Paragon points and about Pride of Cassius) Do not sacrifice more than one 6% roll of CHC and if you do it you will do it on helmet to have up to 1000 Vit. CHD CHD - 560%: Native - 50% Paragon - 50% Weapon 1 - 130%. Always put Emerald into this socket. It is not Frenzy Thorns LoN build or zbarb :) Weapon 2 - 130%. Always put Emerald into this socket. Amulet - 100%. Always you have to have 90+% CHD on this amulet. Gloves - 50%. Always you have to have 45+% CHD on those gloves. Ring 1 - 50% Always you have to have 45+% CHD on this ring. AD AD - 114%: Paragon - 50% Weapon 1 - 24% Pauldrons - 20% AD Gloves or ring - 20% Fire Damage Fire dmg - 120%: Amulet - 20%. Always you have to have 18+% on this amulet. Bracers - 20%. Always you have to have 18+% on those bracers. Gloves (Magefist) - 20%. Always you have to have 18+% on those gloves. Chest (Cindercoat) - 20%. Always you have to have 18+% on this chest. Pants (Swamp Land Waders) - 20%. Remember about WD. Always you have to have 18+% on those pants. Weapon 1 (axe) (The Burning Axe of Sankis) - 20%. This category is 2.2 multiplicator which always works with Smash. HotA Damage HotA dmg - 30% Boots - 15%. Always you have to have 13.5+% on those boots. Helmet - 15%. Always you have to have 13.5+% on this helmet. Do not sacrifice HotA dmg to have CHC. You can only sacrifice CHC to have Vit on this helmet. Dibs Dibs - 93%/98%: HotA dmg - 30% Battle Rage - 10% Brawler - 20% or Berserker Rage - 25% (read above about passive skills) Strongarm Bracers - 30% Erosion - 3% (Enchantress' skill) This dibs category is 1.93/1.98 muliplicator but it can be even only 1.4 very very seldom, 1.43 very very seldom, sometimes 1.6/1.65 or 1.63/1.68, sometimes 1.73, sometimes 1.9/1.95 and sometimes 1.93/1.98 because ... (read above about passive skills and Strongarm Bracers). Life Life - 600,000-900,000. Be alive to pull them and smash them to kill them all. You are a worrior. You need trifecta items even rolling a lot of Vitality to other good stats. Do not be afraid of having less than 400,000 Life from items. You need 13+% Life on PoC. See Distribution of Paragon points. See above those gloves stats :) Amazing quadfecta, even quinfecta :) Defense There are different ways of reducing incoming damage. Damage reduction - 90/95%: BoM - 80% IP - 50% Sankis - 50% (Ignore Pain with a separate cooldown which reduces all damage taken by 50% for 5 seconds and can occur once every 15-30 seconds. Armor - 90+% The more armor the better. Barb do not have issue with armor but with resistance. Resistance - 1,100+. Lightning, Poison and Cold Resistance - 1300+. Physical Resistance - 1500+. Paragon - 250 Diamonds - 390 Intelligence - 7 Belt (PoC) - 120+. Always! Pants (SLW) -120+. Always! It can be very very hard because fire dmg is our goal on SLW. Boots (Illusory Boots) - 120+. Always! Chest (Cindercoat) - 120+ Always! Do not sacrifice All Res to have Vitality. Always roll Vit to All Res. Try having at least 360+ Physical, 180+ Lightning, 180+ Cold and 180+ Poison Resistance in Secendary stats. The more resistance the better. Do not sacrifice All Res to have Vitality. Do not sacrifice All Res to have Physical/L/P/C/F/A/H Resistance. Put 5 diamonds into chest and pants because we will not use War Cry but Ancient Spear. Even though you have War Cry with Impunity you should use 5 diamonds because IK HotA players know that our resistance is not good and it is a big problem. Ranged (Missile) Damage Reduction: 34+% Amulet (Eye of Etlich) - 30+% Missile Ward (Enchantress' skill) - 6% Melee Damage Reduction: 16+% Amulet - 6+% Chest - 6+% Bracers - 6+% Dodge Chance: 20% WotB - 20% ====================================== Recovery ====================================== Recovery is very important to be alive. You will be losing life to your death without any healing even if it will last some time (e.g 5 or 10 or 15 or 20 or even 29.99 seconds). A potion grants instant 60% health refill and adds a special legendary bonus but has 30 second cooldown. Your potion can heal you but you still has to be alive to be healed. Bottomless potion of the diamond or Bottomless Potion of the Leech or Bottomless Potion of Mutilation are good choice for our potion. Only potions are not solution. You need effective healing. You can recover via LpS, LpH, LpFs and LpK. Do not underestimate LpH (on one item like e.g on a bracers), LpS, LpFs (on PoC if you need it) and LpK (in secondary stats).You have to evaluate your healing abilities to know what you need to recover in GR 100, 105, 110, 115, 120, 125, ... taking into consideration your build like one organism consisting of many parts. LpS: 10,728 (Paragon) LpH: 8,046 (Paragon) or 18,500+ with one LpH on a bracers LpFs: only via IP (Ignorance is Bliss) or via LpFs on our belt too so Fury Cost Reduction can be our enemy too. Read about Distribution of Paragon points. LpK: 20,000+ or 26,600+ Weapon 1 - 10,000+ Weapon 2 - 10,000+ Pants (SLW) - 6,600+ ======================================= Fury managment ======================================= You have to have 160-162 Maximum Fury with 10-12 Fury on PoC. It is not negotiable. You have to/can/should reduce Fury cost in at least 2 ways. You have to have Cindercoat. You have to have 30% on it. This 30% reduces the Fury cost of only Fire skills and this reduction is very good for us. It means that our cost is only 20*0.7=14 Fury for Smash. Battle Rage (if you use it for healing via LpFs) is not affected by this 30% because BR is not fire skill. You can (if you want) reduce Fury cost via 10% RCR in Utility. It affects your healing abilities but only via LpFs and only by 10%. This 30% and 10% cause that your Fury cost for Smash is only 20*0.7*0.9=12.6. I have changed my point of view and now I do recommend 30% on Cindercoat and 10% RCR in Utility too. Why? Firstly, the most important is our damage via HotA (Smash) and we want to smash enemies so we need the lowest Fury cost (12.6). Secondly, this 10% RCR affects our healing abilities a bit and only via LpFs. Thirdly, you can't only recover via LpFs. You have to recover via LpS, LpH and LpK. Do not underestimate LpH on your items (on at least 1 item), e.g on your bracers. Do not underestimate LpK in secondary stats. Read above about recovery, please. Fourthly, you can have FC with Stamina rune which generates 10 Fury for each enemy hit while charging plus 15 Fury for using this skill. It means that when you hit 15 enemies you get 15*10+15=165 so you get 160-162 Fury (100%). What is more, you have to use FC every 7.99 seconds to activate 80% Damage Reduction via BoM. Additionaly, you want to use FC to be in Oculus circle or avoid some dangerous situations. Furthermore, do not spam Battle Rage to heal. Use it when it is needed or when there are less than 3 enemies. ======================================= Follower ======================================== Enchantress Forceful Push should not be used. Choose 3-4 skills so: Missile Ward, Erosion and Focused Mind. Smoking Thurible, Oculus Ring 85%, Wyrdward, Dovu Energy Trap or The Ess of Johan or Overwhelming Desire, Thunderfury or Fulminator or Eun-jang-do or Azurewrath Stack IAS and cdr on this weapon. Stack ASI, cdr, CHC on other items. Templar Choose Heal, Loyalty, Onslaught and Inspire or Guardian. Enchanting Favor, Oculus Ring 85%, Bul-Kathos's Wedding Band, Dovu Energy Trap or The Ess of Johan or Overwhelming Desire, Thunderfury or Fulminator or Eun-jang-do or Azurewrath, Freeze of Deflection Stack IAS and cdr on this weapon. Stack ASI, cdr, CHC on other items. Stack Chance to Block on relic and shield if you need it (freeze). Bul-Kathos's Wedding Band drains life from enemies so those enemies are bleeding enemies so templar helps us increasing number of bleeding enemies if we use PE. Wyrdward on Enchantress if you want to have a way for stun. Dovu Energy Trap increases duration of stun effects by 20-25%. You have to evaluate how many ways of stunning/freezing mobs you have and need. Do not be greedy. Do you need stun/freeze? Do you need knockback? Stunned/frozen mobs can not be knocked back. Stunned/frozen mobs can not be pulled too via Rage Flip. Remember about it. The Ess of Johan can help us grouping mobs or hinder us. Overwhelming Desire (?;) is used to have 35% increased damage (dibs category) because it charms enemy on hit for 2-3 seconds. The chance is 15% but it is affected by Proc Rate which seems to be low. Charmed enemy takes 35% increased damage. In this scenario we can use first skill called Charm. ======================================== Terminology ======================================== LoN - Legacy of Nightmares (a set consisted of 2 rings) HotA - Hammer of the Ancients IAS - Increased Attack Speed (can be on weapons) ASI - Attack Speed Increase FPA - Frames Per Animation TPS - Ticks Per Seconds APS - Attacks Per Seconds CHD - Critical Hit Damage (up to 50% on an item, up to 100% on an amulet) CHC - Critical Hit Chance (up to 6% on an item, up to 100% on an amulet) AD - Area Damage (up to 20% on an item, up to 24% on weapons) CDR - Cooldown Reduction (up to 8% on a item, up to 10% on weapons) RCR – Resource Cost Reduction LpFs – Life per Fury spend LaK - Life after each Kill LpH - Life per Hit LpS - Life per Second str - Strength int - Intelligence vit - Vitality AR or All Res - Resistance to All Elements DR - Damage Reduction dibs - damage increased by skills PoC - Pride of Cassius SLW - Swamp Land Waders BotFM - Bracers of the First Man SA - Strongarm Bracers TBAoS or Sankis - The Burning Axe of Sankis GoJ - Gavel of Judgment EoE - Eye of Etlich HFA - Hellfire amulet CoE - Convention of Elements BoM - Band of Might ORotZ - Obsidian Ring of the Zodiac BotT - Bane of the Trapped BotS - Bane of the Stricken PE - Pain Enhancer WotB - Wrath of the Berserker BR - Battle Rage IP - Ignore Pain FC - Furious Charge CotA - Call of the Ancients TaO - Together as One WC - War Cry TS - Treathening Shout IK - Immortal King's Call set I'sPB or IB - Istvan's Paired Blades Fire R6 HotA - build based on The Legacy of Raekor set utilizing HotA as main damage dealer Fire IK HotA - build based on Immortal King's Call set utilizing HotA as main damage dealer Fire EQ MotE - build based on Might of the Earth set utilizing Earthquake with Molten Fury rune as main damage dealer Physical SS/EQ MotE - build based on Might of the Earth set utilizing Seismic Slam with Rumble rune and Earthquake as main damage dealers Cold SS MotE - build based on Might of the Earth set utilizing Seismic Slam with Permafrost rune as main damage dealer Cold SS MotE6/IK2 - build based on Might of the Earth set and Immortal King's Call set utilizing Seismic Slam with Permafrost rune as main damage dealer Cold SS MotE6/IK4 - build based on Might of the Earth set and Immortal King's Call set utilizing Seismic Slam with Permafrost rune as main damage dealer Physical BK WW WotW - build based on Wrath of the Wastes set and Bul-Kathos's Oath set utilizing Whirlwind with Blood Funnel runes as main damage dealer Lighting IB WW WotW - build based on Wrath of the Wastes set and Istvan's Paired Blades set utilizing Whirlwind with Wind Shear rune as main damage dealer Physical IB WW WotW - build based on Wrath of the Wastes set and Istvan's Paired Blades set utilizing Whirlwind with Blood Funnel rune as main damage dealer FC IK6/R4 - build based on Immortal King's Call set and The Legacy of Raekor set utilizing Furious charge as main damage dealer ======================================= Fire LoN HotA (variant 2) ======================================= This build is almost the same like above. Active skills - the same Passive skills - the same LGems - the same Gems - the same Items - some changes: I have chosen 2 daggers because they are the fastest one-handed weapons. Base APS of daggers is 1.5 and 1.6 with 7% IAS on them. We do not have any ASI in variant 2. Pig Sticker 1365-1700 Damage 10% Damage 10% CDR 7% IAS 1000 Strength Socket + Emerald 30% Damage to Beasts 30% Damage to Humans Augment: 600-750 Strength Envious Blade 1365-1700 Damage 10% Damage 1000 Strength 7% IAS Socket + Emerald Life After Kill Augment: 600-750 Strength CoE - on our barb 50% CHD 6% CHC 24% AD Socket + LGem 195+% Elemental Damage Bonus Physical/Lightning/Cold/Poison resist Augment: 600-750 Strength Obsidian Ring of the Zodiac (ORotZ) - in cube New numbers CHD - 610% (better than variant 1) AD - 130% ((better than variant 1) Fire Damage - 100% (a bit worse than variant 1) CDR - 48.58% cdr (a bit worse than variant 1) Damage reduction - 90% (sometimes a bit worse than variant 1) Damage to Beasts on Pig Sticker - 30% (better in some scenario) Damage to Humans on Pig Sticker - 30% (better in some scenario) APS on both weapons with 7% IAS - 1.6 (much better than variant 1) Elite Damage - 0% - (much worse than variant 1) FPA So this fire LoN HotA build reaches with 7% IAS on both weapons, Focused Mind, Pain Enhancer and bleeding enemy: 1 bleeding enemy - 16 FPA 2 bleeding enemy - 15 FPA 6 bleeding enemy - 14 FPA 10 bleeding enemy - 13 FPA 15 bleeding enemy - 12 FPA 21 bleeding enemy - 11 FPA 28 bleeding enemy - 10 FPA 37 bleeding enemy - 9 FPA 48 bleeding enemy - 8 FPA ======================================== Fire LoN HotA on PTR ======================================== GR 122 13:38 @ 4926 plvl (HC) GR 119 14:56 @ 6071 plvl (CotA) GR 117 13:49 @ 3758 plvl GR 115 13:58 @ 2296 plvl (CotA + Gogok) GR 115 14:38 @ 4400 plvl (CotA) GR 113 11:58 @ 4245 plvl (CotA + Gogok) GR 111 13:51 @ 2219 plvl GR 111 14:20 @ 2529 plvl ======================================== Change Log ======================================== 4/11/2019: Guide created. 4/11/2019: Added Fire LoN HotA (variant 2) 4/13/2019: Added Fury managment 4/14/2019: Added Fire LoN HotA on PTR 4/15/2019: Updated Fire LoN HotA on PTRPrometeusz25 Jun 24
Jun 23 Three Hundredth Spear Build I got a Primal Hundredth Spear and I am looking to see if anyone knows of a strong build for it that pushes far in GR, thank you for any feedback.Shemmy2 Jun 23
Jun 23 Sash Knives Vs Razor Strop + Moonlight ward? I have a Wastes build 5 piece ( Helmet - Shoulders - Chest - Hands - Legs ) + 2 piece Immortal kings ( Belt and Feet ) and Bul-Kathos weapon set build and cant figure what belt is better in Kanai's Cube. Either " 2nd preference Sash of Knives " or " 1st preference Razor Strop " Unfortunately I cant use both belts, I wish because that would be capital. I'm using Soul-smasher in weapon slot in cube + Royal Ring of Grandeur in Cube. Its more of a personal preference plus it seems very powerful with a satisfyingly good visual effect. Also what amulet would be best in Character slot. My personal preference is Moonlight Ward at the moment but apart from that I have no real particular preference. Just whatever boosts my Strength stat up Vaxo clone amulet or Moonlight Ward at the moment. My Skills are 1 Sprint-Run like the wind 2 Earthquake Giant's Stride Fire 3 Wrath of the Beserker Fire 4 Call of the Ancients Together as One Lightning My Passives are Inspiring presence Animosity Unforgiving Weapons MasterBryjndrrwulf1 Jun 23
Jun 23 Buff Req - Ancient Spear and Primary Skills For build diversity, I suggest following buff of legendaries. 1. Ancient Spear 1.1. Skular's Salvation: increases damage of Boulder Toss rune by 300%, and by further 400-550% if it hits 5 enemies or less. 1.2. The Three Hundredth Spear: Increases Ancient Spear and Weapon Throw damage by 350–450%. 2. Primary Skills 2.1. Oathkeeper: Primary skills attack 50% faster and deal 350-500% increased damage. 2.2. Arreat's Law: Weapon Throw generates up to 15-20 additional Fury based on distance to the enemy hit and deals 250-350% increased damage. 2.3. Bastion's Revered: Frenzy now stacks up to 10 times and deals 200-250% increased damage. 2.4. Dishonored Legacy: Cleave deals 750-900% increased damage, proportionally to the percentage of missing Fury. 2.5. Blade of the Warlord: Bash consumes up to 20 Fury to deal up to 500–600% increased damage.Fangskin1 Jun 23
Jun 21 Barb Focused Feedback Hi folks. As we all know, Barbs aren't in the queue this patch. But there is reason to believe they will be addressed down the road. To that end, I'd like to generate some discussion using the criteria Nev set out in the PTR Feedback Forum: ... Obviously, everyone is welcome to offer feedback, but I do want to ask that we keep some basic, logical rules in mind: 1. Please don't ask set or skill overhauls. Not gonna happen. 2. Please don't ask for LON builds that are competitive with set-based builds. That was never the point of LON as stated by Wyatt Cheng himself. 3. Please don't ask for things that are obviously antagonistic to current design philosophy. 3. Please don't be afraid to offer constructive criticism. And don't be afraid to take it when it comes your way. This is an opportunity for y'all to get creative and to generate some discussion in the hopes that some of this info will be considered for future updates. Even if you feel cynical and that this won't make a difference to Blizzard, think of it as an exercise in creative problem solving. If this goes well, I'll archive the material and organize it accordingly. I look forward to reading and participating with you.Free272 Jun 21
Jun 20 Forum Barbarian Build Guides on Dfans Request Good Afternoon Barbarian Community, I am humbly asking if it would be ok to bring the amazing pinned guides that have been created here to Dfans if they haven't been already. I know I've seen people comment saying that Dfans has horrible barb builds and that many of the "top ones" are created by those who play all classes so its hard for them to drill down and provide the level of detail that the pinned builds here provide. I would provide full disclosure that these are not my builds personally and credit would be given to the build creator(s). I would also try to keep them updated as the seasons change. Just wanted to throw this out there and ask permission before just bringing them over without some form of approval. Thank you for all that you guys have done for the barbarian community and am hopefully looking forward to sharing these with the Dfans masses. BassBasshead15 Jun 20
Jun 20 Which build to invest in? Hi there, only recently found this forum and the amazing guides for barbs. Really cool community here. I'm newer to barb, and probably compared to most of the posters on here am relatively weak (106 highest clear). This may be a questionable post, not trying to waste anyone's time, but I'm running into an interesting thing with my barb where my EQ gear and my R6 gear have improved at roughly the same rate. I know that Free in their guide (amazing btw), mentions that R6 has the most potential, and we've definitely seen that in non-season and in ladders of previous seasons. However, this season Leapquake seems to be contending for top spots on the ladder. Additionally, I don't know what I'm doing wrong with R6 but I find it lackluster for speedfarming and a bit slower to leapquake for speed solo GRs. I know it's touted as the all-around fastest choice- so this could be user error? I've experienced always that only killing elites in speedrifts (and waiting for CoE cycles/charge stacks in GRs) really slows things down. Which leads me to an uncomfortable spot. Leapquake feels all-around better for farming, improving gear, collecting keys, etc. But I've heard that R6 is better for straight-up pushing, and frankly I would like to figure out why it feels so ineffective for me comparatively. It would be ideal to invest in only one of the two (augments, gambles, etc.) and cover both the general GR grind and pushing ladder. Sorry, this was longer than I intended. Just looking for some guidance. Any thoughts?Jack4 Jun 20
Jun 17 Need Advice on Enchant Hello my fellow Khal's! Looking for advice on which enchant I should do for my swords. Should I do 24% area damage or 10% to damage? Many thanks!Shatan6 Jun 17
Jun 17 Thoughts on MOTE/IK SS? I geared up 6P MOTE + 4P IK (using IK weapon) Cold Seismic Slam build last night (zei+stricken). It was very fun to play and I cleared GR100 in no time. Any thoughts on the build potential (either with IK weapon or Istvans)? I see some people pretty high up on the seasonal LB running it..Andrey7 Jun 17
Jun 12 [Guide] - Frenzy Thorns OVERVIEW Frenzy Thorns! I feel as if this build were handed down to me by the Blizzard Gods at a personal request. Here's what it offers: the best single target Barbarian build possible, extreme tankiness, outstanding group support, high cooldown, high attack speed, and NO CRITICAL HIT CHANCE OR DAMAGE! Absolutely ideal for my personal interpretation of the Barbarian and how the play style should be for our beloved class. Things have changed a little bit so I've done a revision. Although this is my ideal build, it has one major drawback that should be disclosed: FRENZY THORNS HAS THE MOST DEMANDING GEAR IN THE GAME!!!. Just remember that this is a progression build! It gets better as you go, but it takes some time. It's going to eat up your mats like nobody's business, however, the end result is quite rewarding + makes for a very fun/enjoyable build. VARIATIONS SOLO - With ideal rolls: 60% CDR, 446k Thorns, 91k LoH, 38k Armor, 1500+ All Res, 2k+ Phys res, 2.57 APS. http://www.d3planner.com/487120891 This one's a little more realistic/attainable, and more along the lines of what Archael is running: http://www.d3planner.com/174527617 GROUP - Same as above, replacing one 7 IAS roll for 8 CDR. This gives you perm Mob Rule, but requires one attack speed buff from your party to hit your Breakpoint. http://www.d3planner.com/360874533 SPEEDS - Swap out St. Archews for GoW. WC for Sprint, Iron Hide for Bravado, Maniac for Vanguard. 150% movement speed with WotB active + the ability to FC all over the place. http://www.d3planner.com/171093432 PRIORITIES 1. Ancient - your items must be ancient to get the full LoN bonuses. In most cases you'll have to start with some placeholder items until you get the desired item ancient. There's a full gear and stat list below which is going to be your end goal, but you won't necessarily have all of these ancient items, so you'll have to make due with what you have until you acquire them. GOAL- every slot. 2. Thorns - the next major source of damage. Once all of your items are ancient, you want to make sure that they also have thorns secondary rolls. Shoulders, Chest, Amulet, and Belt slots all have higher thorns rolls (max 9500) compared to other slots (max 3500). You may also have placeholder items that have thorns and a not-so-desirable main stat. Be patient and go with the priorities until you can get ideal gear. You can't roll thorns on the weapons we use. GOAL - every slot. 3. CDR - this could almost be #1 priority, and should probably be viewed that way. Perm IP and low WotB downtime make/break this build. 58% CDR is minimum required for this build. This is to keep Iron Hide up permanently in solo runs. 63.33% is needed to keep perm Mob Rule. You want CDR on both weapons, both rings, shoulders, amulet, and gloves. Do NOT have less than 58% CDR and expect to be successful. GOAL - 58% solo, 64% group. 4. Life on Hit - extremely important to your survivability. This will be a major factor in your Passives selection, bracer slot, and grift progression. If you don't have enough LoH, you simply won't be able to stay alive or go as far solo. Once you acquire enough LoH, you can ditch Nerves of Steel passive for Rampage, and you can ditch Secheron bracers for Nems or Andy's. Both helps immensely for solo progression and damage output. As far as choosing Nems or Andy's, it really comes down to personal preference or group composition. Weapon and Amulet slots are the highest LoH rolls. You can get 80k with max rolls on those 3 + your paragon. Bracers, Gloves, and Rings are the other slots you can acquire LoH. GOAL - 75-120k. 5. Attack Speed - too much emphasis on attack speed can actually hinder you at first, even though it's a very crucial aspect to this build. We have a very good breakdown later in the guide that will help you with breakpoints, FPS, APS, and all that. To start, you want IAS at least on both rings and one gear slot. GOAL - 19% Here is a detailed explanation on why it is crucial to have on your weapons: http://us.battle.net/d3/en/forum/topic/5812481755 AREA DAMAGE Area Damage does nothing for us. There was a bug on the PTR where Hack was proc'ing AD, but it has been fixed. Do not waste any rolls on Area Damage. GEAR Helm: Andariel's Visage- Phys/Str/7ias/Socket Thorns or Leoric's Crown - Str/Vit/LoH/Socket Thorns - Always socketed with Diamond Chest: Aquila Cuirass - Str/Vit/All Res/Elite dmg reduction Thorns Belt: Pride of Casius - Str/Vit/Life%/All Res Thorns Pants: Swamp Land Waders - 20% phys Str/Vit/All Res - Thorns Boots: Illusory Boots - Str/Vit/Res/Armor - Thorns Gloves: St. Archews/Gloves of Worship* Str/Vit/Ias/Cdr/LoH Thorns Bracers: Sanguinary/Secheron*/Nemesis*/Lacunis* Phys%/Str/Vit/Loh Thorns Shoulders: Skele Shoulders/Homing Pads/Zakara or best you have with Str/Vit/All Res/Cdr Thorns Amulet: Eye of Etlich/Cameo* Etlich is best for progression. A good Cameo or Hellfire goes a long way. Ess of Johan, Overwhelming Desire, or anything with a usable affix will work. This is a tough slot to acquire an ideal roll. You'll have to placeholder for a while unless you're very lucky. Phys%/LoH/Cdr/Str Thorns Rings: LoN Str/Ias/Cdr/Loh Thorns Weapons: Hack and Oathkeeper. Ideally you want to roll the damage off of both. Str/Ias/Loh/Cdr/Vit - Socketed with topaz. CUBE: Bastion's, Secheron/Leoric's*/Nems*, COE SWAMP LAND WADERS They won't let me select Swamp Land Waders for the Barbarian in D3 Planner, but these are the pants you want to wear in every scenario because of the 20% Physical boost. My current ones have Intelligence and no all resists, but they're better than any other option because of the 20% Phys. You'll have to gamble on a WD and hope for the best. Ideal roll is Ancient - 20 Phys/Int/Vit/All Res with Thorns secondary. This way you can roll the Int to Strength. Good luck with that, folks, but use whatever you can in the meantime. If you cube them on a Barb, they still roll with Int. HEART OF IRON: This kind of raises a bit of a dilemma. If you want to use HoI, you''re forced to replace the armor slot in your cube. Or you can wear it and cube Aquila. I personally prefer wearing a physical Andy's and cubing Leoric's. Another source of phys damage and ias is pretty sweet, especially if you need a little boost to hit the next bp. You should try both and see which you like best, or use what you have available to you. Always augment strength, even if using HoI, because the Thorns you get from each point of strength is more valuable than what you get from vitality even while wearing HoI. My personal opinion: HoI is not an option in its current state. SKILLS Frenzy - Maniac or Vanguard only. Maniac for grifting, Vanguard for speeds/bounties. FC - Merciless Assault - Best mobility skill in the game. Threatening Shout - Falter or Demoralize Warcry - Impunity or whichever your party needs from you. For speeds/bounties, I replace this with Sprint- Marathon Ignore Pain - Bravado for speeds, Iron Hide for solo, Mob Rule for group Wrath of the Berserker - Insanity Leap - Iron Impact - This is an optional skill if you're struggling early on or if you want to switch things up a bit. This skill alone will jump you up a few GR levels in survivability, but has a long animation time. This forces you to stop swinging and becomes quite detrimental to our build, especially in solo grifts. For groups, you can also use Ground Stomp - Wrenching Smash in this skill slot. For solo, this should be WC if you don't need the extra mitigation to survive. The 150% armor bonus from Iron Impact translates to damage reduction as follows: Armor <> TaN <> TaN+paragon <> TaN+paragon+War Cry 15,000 <> 50.28% <> 46.39% <> 43.69% 20,000 <> 51.28% <> 47.24% <> 44.44% 25,000 <> 51.90% <> 47.77% <> 44.91% 30,000 <> 52.33% <> 48.13% <> 45.23% 35,000 <> 52.63% <> 48.39% <> 45.45% 40,000 <> 52.86% <> 48.58% <> 45.63% 45,000 <> 53.05% <> 48.74% <> 45.76% 50,000 <> 53.19% <> 48.86% <> 45.87% Iron Impact is like another Ignore Pain. PASSIVES Boon of BK - mandatory Tough As Nails - mandatory Nerves of Steel - crucial Berserker Rage - crucial Rampage - crucial once you acquire enough LoH to replace Nerves. HUGE damage + toughness boost. Relentless - can swap for either "crucial" passive. Secheron + Relentless provides outstanding survivability when you have proper LoH and APS. Relentless + NoS makes it really hard to die. Ruthless - optional. I personally love using Ruthless, but some say that it's pointless for this build. If you use it, you'll see that once the elites/RG's hit 30% health, they're obliterated. I love the synergy with Stricken, but the naysayers say Stricken is what makes it pointless. Preference. GEMS Boyarsky Stricken Trapped/Gogok - you shouldn't wear Gogok unless you're lacking CDR/IAS early on or in groups (to hit that Mob Rule 64%). Trapped is just too stronk once you've acquired all the priorities. It's interaction with Sanguinary Bracers is unmatched for our build. All Diamonds in gear. GAMEPLAY Fairly simple: rush to elites and mow them down. Lure big groups of whites to your elites and let Sang Bracers obliterate everything around you. Sang is a major part of your damage (even to elites), and our only source of AOE. You can move around the map flawlessly with FC if the density allows, just make sure to hit at least 3-5 monsters or objects when charging. Keep IP up constantly, you MUST have 58% CDR or you're eventually going to die. Your main source of surviving is attacking, so it's win-win. Keep swinging with Frenzy and you'll stay alive while killing everything. Try to time your WotB with COE's physical cycle on elites. When COE hits the Physical cycle, the fight is typically over. You can get two phys cycles out of it if you time it correctly. I love using Arcane sentries for extra healing on Arcane packs, which will be your biggest enemy if not wearing a Cameo. If wearing a Cameo, lightning affixes seem to be your worst enemy. Frozen Pulse, Thunderstorm, Frozen, Orbiter, Electrified, and homing affixes that attack you while standing still are what you really want to avoid. The best way to avoid damage is to FC away from those stand still affixes and DO NOT STOP SWINGING. Relentless + Secheron makes it almost impossible to die while attacking, but eventually you'll have enough LoH to tank anything in the game while attacking. Remember that FC isn't dealing damage when you're spec'd for Thorns, so it's just for mobility and re-positioning. Once you lock onto an elite, just hold that left click down and watch the life drain. Illusory boots make it so you can lock on and not have to worry about anything. Hit your TS and IP every time they're available, and WotB on elites with COE phys cycle. There isn't a single RG in the game that can actually kill you, and most take less than 3 minutes to kill. Lock on and rip em up. RG's with adds are even better because the adds proc Sang's and rip chunks out of their life bar. IAS BREAKPOINTS re_aps | chr_aps | tps___ | fpa -------------------------------- 5.19497 | 1.38532 | 5.4545 | 11 | 1.06563487179 ias needed for 1.3 wspd (~6.57%) 5.71446 | 1.52385 | 6.0000 | 10 | 1.17219692308 " (~17.22%) 6.34940 | 1.69317 | 6.6666 | 9 | 1.30244102564 " (~30.45%) 7.14308 | 1.90482 | 7.5000 | 8 | 1.46524717949 " (~46.53%) 8.16352 | 2.17693 | 8.5714 | 7 | 1.67456820513 " (~67.46%) <----AT LEAST here 9.52410 | 2.53976 | 10.000 | 6 | 1.95366153846 " (~95.37%) <--- optimal 11.4289 | 3.04771 | 12.000 | 5 | 2.34438974359 " (~134.44%) <--- requires party buffs re_aps | chr_aps | tps___ | fpa -------------------------------- fre_aps = real frenzy attacks per second chr_aps = character screen attacks per second tps = ticks per second fpa = frames per animation ias = increased attack speed aps = attacks per second Muah! Courtesy of Nubtro from Reddit. I still say you guys should be attempting for 10 aps breakpoint for group runs & try to hit 12 aps with group buffs. As said by many others before, there is a direct correlation between your damage output & attacks per second & stricken makes it exponentially sweeter. With 12 aps in group runs (vs 8.5 or 10 when buffed) you may be able to scale down your LoH or go farther with the LoH you have now. Example of stricken's effectiveness with 5 seconds on an elite: 7.5 aps- 37.5 stacks 8.5 aps- 42.5 10 aps- 50 12 aps- 60 On a 35 second GRG: 7.5- 262.5 8.5- 297.5 10- 350 12- 420 What are breakpoints? http://us.battle.net/d3/en/forum/topic/16860656374#2 Maths ... ... Let me know if I missed any important topics or areas of concern. I typically don't write guides, but Frenzy is my favorite! Thanks to everybody for all of your research and testing. Nubtro obviously provided much of the information and maths that are included in gear, skill, rune, gem, and passive selection. Archael, who has also provided me with a lot of info, has been our front runner and most successful Frenzy Thorns Barb so far. The best thing about this build is that it's easily customizable, and has endless possibilities. We've only just begun to tap into it and see how well it performs. We'd all like to see successful variations of this build, and any additional or new information is always greatly appreciated. This guide will always be updated as the season and build progress, just bear with me at times when it takes me a bit! Please feel Free, then add anything and I'll edit accordingly. Cheers!!Conan2306 Jun 12
Jun 12 Serro? LON Generator? Hey Serro, you ever get the chance to test out a LON generator build? I gave it a try myself, in non-season. Got slaughtered in GR 100. GR 90 seemed very tough, but probably doable in a sustained push. I had 16-17k STR (no augments).Rage5 Jun 12
Jun 11 best barb build for 1k para? I notice multiple guides for people pushing really hi GRs. But, the assumption of these builds is you play a lot and end the season with thousands of para. For my play time I can get around 1,000 para in a season. What are some good builds that get the highest GRs with only 1k para?Windfoot12 Jun 11
Jun 11 Gear check for GR100+ Gear check.. Am I season 17 GR100+ ready yet??those long range mages and fire balls gets me every single time.. maybe I am doing something wrong... or I am just bad... https://us.diablo3.com/en/profile/Aeromarine-1482/hero/111493572Aeromarine13 Jun 11
Jun 10 MAKE WHIRLWIND GREAT AGAIN can we please get the wrath of the wastes set updated in some way so that the 2-set isnt useless and half of the 4-set is not wasted? is this something that has a forum if so someone please link me to such i love whirlwind but i feel like it needs to be stronger in some waydennis9992 Jun 10
Jun 9 New Element % pants? Swamp Land Waders Can now roll with a bonus to any elemental damage type available to Witch Doctors. Should work for any class with fire, cold, and physical as well? Only issue will be if it rolls into the legendary power and not a primary, need to see how they roll. Re-roll the mainstat, good to go. This is in the updated patch notes today.Blackarrows18 Jun 9
Jun 9 IK set questions A few questions about the IK 6 piece bonus. -Does the IK set bonus apply to weapon effects like Fulminator? -Does the IK set bonus apply to all skills that deal with damage, including the runes attached to them? -Does the IK set bonus apply to runes, such as pain enchancer?Oakshla3 Jun 9
Jun 7 Fully Geared IK HOTA got 2 shotted... Ive been a barb player since the game 1st hit. Now, i came back for S17 to have some more barb fun. I play mainly HC. My first IK HOTA build, which wasnt even complete, i was still using IK weapon. Was able to farm GR70, and I felt like I could go up to GR75 with it easily. Unfortunatly when I went into a GR71, i got DCd and lost my toon... Got a new barb, and after about 18 hours of play, finally got mt first The Slanderer. Excited that I finally finished the build and have all the pieces, went and mid maxed my gear. Was playing on T13 and doing some bounties with friends on my WW build, quickly got to Urzael, and went to swap in my new and beefy IK HOTA build. I was super excited that i FINALLY got it finished, went in to kill Urzael, to get 2 shotted by him. On T13. My WW build wouldve had an easier time with it... so what gives?? I wasnt using Aquila Cuiras in the cube... and I dont even think I should be at T13. But i got 2 shotted. It was brutal. I cried. And then rolled a necroAzmael3 Jun 7
Jun 5 [Guide] Advanced Rathma zDPS RatBarb S15 This is a guide for the zDPS Barb for experience and paragon farming to be used in Rathma Necro runs, aka "Ratruns". Please note that this will be a very advanced guide aimed at extremely endgame players but can be used as a source of knowledge for more casual play as well. This iteration of the RatBarb comes as the result of the combined expertise, knowledge and preferences of the current top players in the NA community, who have arrived at the current build through tens of thousands of cumulative hours of playing and testing. My name is Raine, and I'm a veteran competitive player with over 10,000 play hours since Vanilla D3. I'm fairly new to the forums as most of my time is usually spent in-game. Today, I'd like to share some of my knowledge with the community. As many of you know, D3 is an infinite time sink, and most of the top builds used by top end players evolves on an almost-daily basis. Many of these changes never make it to these forums, and all the players with the latest know-how are usually competitive players under enormous pressure from their friends and teams to be grinding extra paragon. The time taken to make a guide, could easily have been time spent farming another 10 paragon, not just for the individual themself, but for their whole 4 man team. Today, I'd like to highlight the zDPS Rathma support Barb build used by the top groups on the NA servers, as there seems to be many variants of this build around, and the vast majority of them are always horrendously incorrect. Please reference the pinned 'Pacman' build in the sticky at https://us.battle.net/forums/en/d3/topic/20762106419 Its a good start, but extremely outdated and full of inaccuracies. I'd like to correct those, right now. Luckily, many of the builds used to run with the Star Pact Wizard Meta are easily visible thanks to the leaderboards, which allows everyone to inspect the builds used for each clear. However, players spend 95%+ of their time not doing Star Pact meta, but instead farming Paragon with the most efficient Exp per Hour method possible; Aka Rathma DPS runs, coined as Ratruns or Rats by the community. These Ratruns use a completely different team setup, and different builds compared to whats shown in the GR140+ clears on the 4 man leaderboards. The evolving builds, techniques, and strategies for Ratruns never make it onto the leaderboards, and everyone with the knowledge of these runs is busy actually farming, and unwilling to take the time off to make a post like this one. I'd like to bring the RatBarb build used by the current top groups out onto these forums where more people can reference it. It is blatantly obvious that the majority of the community is unaware of the current best builds in this Rat Meta, and most top groups, if they had to Pickup a Random player from a community, will prefer to take a random zBarb as this class has the least impact on efficiency of runs. However, the value of a good zBarb shouldn't be understated. This has caused a huge disconnect from the top playerbase, where a small number of players with the know-how end up thousands of paragons ahead of others, who will never be accepted into good groups as they don't have the right setups or knowledge to run with a top group. I'd like that change that. This post will give you both the CORRECT setup to find a top group, and give you all the information you need to know to DO WELL in a top group, which will have them inviting you back time and time again. So lets start with the mega basics. What is a "Ratrun" and why isn't it on the leaderboards? The leaderboards are full of the highest clear players can do in under 15 minutes. These types of clears are called pushes, and use different builds than what is used for farming experience. The highest Experience per Hour in the game right now is farmed in a 4man team, comprising of 2 Rathma DPS Necros, 1 zDPS Necro, and 1 zDPS RatBarb. These runs focus on doing around GR 100~GR110 in around 1:45~2:30 minutes per run, and can achieve over 3 trillion XP/HR not including time spent in town between runs. Experienced players will be recorded on the Leaderboards using their highest clear, (e.g GR 140+), but in actual fact spend 95% of their time online doing RatSpeed meta GR 107~108s, to farm experience and paragon. These runs are not recorded on the leaderboard, and makes it very hard for the community to stay current with the best builds being used by the top groups. This guide will be covering the best zDPS Rat Barb build PREFERRED by most top groups on NA. Be aware that there are more advanced setups (which I'll cover briefly) preferred by certain teams, but those setups are a bit more risky, and less mainstream and may result in less people inviting you than the builds outlined in the main portions of this guide. And yes, the build on your profile will matter alot, when a high paragon player asks LF1M in a community, they will get ALOT of replies and trust me, they're going to be as judgmental as your step parents when choosing one of the random barbs to take along. Fortunately(for YOU, anyway), 99% of barbs have the wrong setups on, so following this post will get you into almost any good party if they see that you have the correct build on. If you don't already know how to find a group for Ratruns, simply open your social tab, click on the Community button and in the <Filter> section simply type in "rat", hit the Search button and join the top results and you'll be able to find yourself a bunch of groups in next to no time. In just a few hours you can hit 1000 paragon, and in under a week you can easily hit 2000 paragon. With enough time and dedication, hitting 4000 paragon in a season is quite common with 12 hours a day of efficient keyfarming and efficient rats. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lets start with a d3planner of the build for your reference: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ https://www.d3planner.com/643976331 -4th passive, refer to below for which one to use. There's 3 versions (click the different sets down the bottom left), they're more or less the same just using different toughness options. You have a choice between using 4 Piece Waste set, Aquila Cuirass with Mantle of Channeling, or adding Cain's 2 piece for some extra Attack speed. In the end, all 3 build are still the same, just with varying toughness. Gear whichever variant you like. The D3 Planner only lists the MANDATORY STATS. If your item doesn't have all the mandatory stats, get one that does. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stat Priority. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Please Remember that Good Stats on non ancient gear will always be better than using ancient or primal items with the wrong stats. 1) Pick Up Radius - Mandatory on all items. This is a mandatory stat on every item that can roll it, excluding your helmet, which we'll roll Fear chance on. You want 20 Pickup Radius, 6 from Rondal's Locket, and 2 on each of your Glove/ Shoulder/ Chest/ Belt/ Legs/ Boots/ Bracers. Once you have 7~8% or higher fear chance from Rechels ring and 2x BK Weapons, you can choose to roll an extra 2 PuR on Leoric's helmet for 22 PuR total. 2) Cooldown Reduction - Mandatory on all items. You want as much Cooldown as possible. Diamond in your helmet, then as close to max CDR on your Weapons/ Rings/Neck/ Gloves/ Shoulders as possible. It's okay to miss a few percent cooldown here and there, but if possible try to get maximum CDR everywhere. 3) Fear chance on Rechels Ring, Leorics Helmet, and 2x BK Weapons. This procs your movement speed. 4) Attack Speed, optional but the more the better. 5) Resource Cost reduction, optional, but at least a couple rolls makes things easier for you. 6) General Toughness stats, Life%, All Resist, Armor, Vitality, Int/Dex/Str -All other stats are undesireable on your gear, so stick to looking for these stats only. Life per Hit and Life Regen are 99.99% useless, and everything else is 100% useless. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skills: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1)Ignore Pain - Mob Rule This is your highest priority buff to make sure both Rat DPS have it AT ALL TIMES. If the DPS consistantly don't have this buff, they'll get angry when they get feared/knockbacked/vortexed and you'll find yourself looking for a new party with a big red boot shaped welt on your backside. 2) Sprint - Forced March Move speed for the whole party. Obviously a great choice for speedfarming. 3) War Cry - Hardened Wrath. Only use the Hardened Wrath rune, please. Hardened wrath gives CONSIDERABLY higher toughness than any other rune, but has the limitation of only lasting 5 seconds. Luckily, this skill is castable every 1 to 3 seconds during a Ratrun. Armor is also the best toughness stat on a Intelligence-based class such as necro. People often use the wrong rune, note that the Raekor Push Build used in Star Pact Wizard Meta never stays near the DPS for long, and the 5 second duration for that push build is insufficient, hence why leaderboards show another rune for the SP Meta. However, a RatBarb is ALWAYS near his DPS so there's no excuse not to use Hardened Wrath and keep it active close to 100% of the time. The toughness difference is EXTREMELY noticeable on higher tiers. 4) Threatening Shout - Falter Damage increase for the team. Enough said. 5)Whirlwind - Hurricane Hurricane pulls in enemies which counts as a knockback effect and is therefore the only rune that triggers Strongarm's 30% damage increase effect. This skill also counts as a spender so procs Obsidian Ring, and makes you run faster. Don't use Wind shear, don't use Dust Devils, dont use Blood Funnel, those runes do not activate strongarms and are not considered helpful. Don't use windshear, If you're low on fury simply use the Weapons Master passive in your 4th passive slot. I'll explain passives in more detail below. Don't use dust devils, they don't proc extra obsidian rings despite what some players believe. 1 Whirlwind attack, procs 1 obsidian ring, regardless of dustdevils or not. Don't use Blood Funnel, if you're doing your job as zBarb and picking up health globes, you'll have practically infinite healing from globes already. Blood funnel will do little to nothing in comparison. 6) Wrath of the Berserker - Striding Giant 20% More Movespeed, 25% More Attack Speed, 20% Dodge chance and 50% less damage taken. This skill is insanely good, but people often try to run other skills instead. The other skills don't bring as much value to the team as WotB. Lets talk about some of those other skill options that i see other players use, and why WotB is better. Skills NOT TO USE with this build a).Rend- 10% more damage is additive to multiple sources so isn't actually 10% more damage, but is in fact much much lower. Instead of approaching the elite to rend it, the zbarb should instead of picking up globes. Extra globes for the DPS means far more DPS than what rend gives, as well as the added safety of healing. Rend may be considered if you're doing 10~15 minute Rath Meta Gemups, but you'd be much better off using the SP Wizard meta to do 119s in 5~8 minutes instead. 2~3 minute Exp/Hr runs don't benefit much from rend, and having this skill equipped is one of the biggest earmarks of an inexperienced barb. b).Leap- Used by some barbs to follow the necros as they Bloodrush over holes and gaps in the terrrain that the barb can't. As a mobility only skill, the movement speed from WoTB is far superior for mobility, but also has multiple other benefits. Leap is meme-tier skill and is only useful on like 4 or 5 map tiles in the whole game. c).Call of the Ancients- This is by far the most laughable skill that i've seen barbs bringing to ratruns. 10% more crit is not needed as the team has iceblink and a zNec, and the fury rune is also useless, as fury issues are fixed using the 4th passive slot. -All the rest of the skills are literally useless and dont need explanation. An Exception is Furious Charge. As Whirlwind's Hurricane rune does not apply strongarm on elites (it only pulls in "lesser" enemies, aka not elites) Furious Charge is used instead, as it can proc Strongarms on the elites. Once you are high enough paragon to survive without WotB, you can consider swapping to Furious Charge - Merciless Assault rune. If you do this, I recommend changing your 4th passive to Superstition for the extra toughness as well. Be aware that there exists a completely alternative ratbarb build which revolves entirely around the use of Furious Charge; I won't be covering this build in depth but for the sake of those curious, here is the d3planner link. This build relies on FC as a primary means of travel, and has no obsidian ring so cooldown maangement of Ignore Pain needs to be much more precise. Do not try this build with high ping. https://www.d3planner.com/242697649 Note that this build is considered very rare on the NA servers, but is more common on other server regions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Passives ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1)Pound of Flesh - More movespeed, means you can do your job better. 2) Nerves of Steel - This lets you drop toughness from your gear, and also pickup globes inside the middle of Molten Explosions without flinching 3)Inspiring Presence - Doubles your Falter/Warcry duration and heals your team for 3% health per second which is extremely nice given all the Health drains that necros suffer from Blood Rush/Simulacrums/Blood novas. 4) YOUR CHOICE HERE (3 options, depending on your Resource Cost Reduction stat, aka RCR) -Low RCR: Use Weapons Master, this passive generates such an insane amount of fury you can literally have 0 RCR rolls on your gear and be perfectly fine. -Mid RCR: Can use Superstition for a nice amount of Fury generation and also a decent amount of Toughness -High RCR: Use Boon of Bul Kathos: Ensures 100% uptime on WotB but is mainly used because it saves 30 Obsidian Procs per cooldown, meaning that the Cooldown on your other skills such as Ignore Pain will be reset much faster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Build Explanations, Tips and Tricks and Advanced Strats: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A ratbarb (the term coined by the community to refer to zDPS Barbs used in Ratruns, to dfferentiate from Raekor Push zDPS Barb)'s job is to pickup health globes for the team, whilst maintaining Buffs such as Ignore Pain, Warcry, and Sprint as close to 100% uptime as possible. The more globes he picks up, the safer the team will be, but also the more DPS the team will deal due to how the DPS build works. Globes give the DPS resource to deal damage, and the DPS are infinitely Resource hungry, and require an insanely high amount of health globes at all times in order to do high damage. This means that RUNSPEED and PICKUP RADIUS are the main priorities for barb, the higher these are, the easier it will be to pick up more globes for the team, which means both a safe team, and a high DPS team. There are 2 main states in which a RatGroup team is in during runs: 1) Fighting an Elite, aka "Set-Up on an elite" 2) "In-transition", aka travelling forward between elites. Even when there is a large amount of Trash mobs, experienced zNecros(who lead the group) will slow down, rather than stopping on the trash. But with some less experienced znecros, you might see some wierd things, so just keep in mind there may be a few oddball situations. Lets cover your job in both scenarios: Once you load into the GR, start by giving the whole party IP, Warcry, and Sprint. You want to maintain all these buffs, ESPECIALLY Ignore Pain, throughout 100% of the GR. 1)While "Set up" or fighting an elite, a common mistake barbs make is thinking they need to whirlwind the elite constantly, doing tiny 1yard back and forth zigzags hitting the elite a million times. DON'T DO THAT, that picks up absolutely 0 globes for your team. As soon as your party engages an elite, immediately Whirlwind into the elite JUST ONCE to apply your toxin and debuffs, then start moving in a circular or oval shape around your Necros. BIG CIRCLES please, you want to keep all your necros on your screen at the same time, and then move in as big of a circular pattern as possible. This is because the more square-area of ground you cover, the more health globes you will pick up. This gives your DPS the fuel they need to deal damage, but also the HEALING they need to survive nasty affixes and attacks they will inevitably receive. 2)Whilst "In Transition", or moving forward between Elite Packs, a common mistake is that I see barbs consistently a screen behind the necros. This is because necros spawn half their globes in front of themself, and the other half behind. The oversimplification of "Pick up as many globes as possible" has caused 95% of barbs to think that staying a few screens behind, where the most health globes are lying around, is the best place to be whilst in transition. THIS IS UNTRUE. If the barb is too far behind, almost all of the globes won't benefit the team because the necro's are too far forward, out of range to receive the globes. It is better to stay directly on top of the DPS necros (or at least within 40 yards); they'll receive more globes, more healing, and deal more damage. It's also far easier for the barb to maintain their buffs on the necros this way. A good zNec is generally half a screen ahead of the rest of the team; Ideally, both the DPS and the Barb should be right behind the zNec. It is widely known that a health globe heals the whole team, no matter who picks it up. It's a lesser known fact that the range of this healing effect, is based on the position of the PERSON who picks it up, NOT the position of where the globe was on the ground. More specifically, when a player picks up a health globe, only party members within 40 YARDS of that player gains the healing and effects of the health globe. Refer to this picture to see how far 40 yards is: https://imgur.com/a/Cxm70aF As a ratbarb, you must attempt to remain within that range of your DPS at all times. TL;DR: IT IS EXTREMELY IMPORTANT FOR THE BARB TO STAY DIRECTLY ONTOP OF HIS NECROS, NOT A SCREEN BEHIND. -Firstly, this provides the buffs (Sprint, IP and Warcry) the team needs to travel quickly. -Secondly, this also provides the Rathma DPSers with the Health Globes needed to summon their Damage-Dealing Pets along the way, allowing them to deal damage and kill all the White Monsters along the way, and ensures they arrive at each new Elite pack at Maximum Damage Output, instead of having to re-ramp their damage up slowly each time they face a new elite. -Thirdly, this allows the barb's damage buffs, Strongarms, Falter and Toxin to be applied to monsters that are still near the DPS, instead of the ones already left behind. There's a big difference between a party that had to kill 20 elites and ended up spawning the boss on Floor 6, and a party that killed all the trash mobs between elites and spawns the boss on Floor 3 only needing to find and kill 10 elites. Not only do you spend less time fighting elites, but also save half the travel distance. And the biggest rule to barbs yet; NEVER LEAVE PROGRESSION ORBS BEHIND. As is the case with most globes, it is the barb's job to pick these globes up. They're purple, you can't miss them. Your team had to work hard to kill elites to make these spawn, don't let that effort go to waste. These orbs are worth A LOT, so it's worth making sure that each and every last one got picked up before you leave. -Note that Grotesque and Horror elites (aka "fatties") delay the time before their progression orbs spawn, make sure you wait a little for them to spawn before moving forward. If one of your necros falls behind, make sure to GO BACK and give the tardy necro the speed buffs he needs to catchup to the rest of the team. It is important to try to keep Ignore Pain on all 3 Necro's despite them being split up, which is definitely harder than normal. However, prioritise giving Warcry and Sprint to the tardy Necro who got left behind, as the extra movement speed will help him catch up to the party. TL;DR: Don't fall behind the Necros in transition, keep your buffs active on the DPS at all times, move in big circular shapes AROUND THE NECROS not the elites. Don't sit on elites doing 1 yard back and forth zigzags, but instead cover as much square-area of ground as possible. Don't fall behind your Necros in transition, they don't get as many globes this way, stay directly on top of them, for reasons explained above. Give the DPS'ers the globes they need to fuel their damage skills, and everything will work out. ~~~~~~~~~~~~~~ Legendary Gems: ~~~~~~~~~~~~~~ 1)Gogok of Swiftness Gogok gives you 15% Cooldown Reductuon, 15% Attack Speed Increase, and a large amount of Dodge Chance. 2)Gem of Efficacious Toxin Toxin makes the enemies you hit take 10% increased damage from all your teams' attacks, and also makes all enemies you hit deal 10% less damage to your team. Both a DPS increase and a source of Damage reduction for your team. 3) Wreath of Lightning 25% more Movement Speed. Remember; Movespeed and Pickup Radius are your main priorities, wreath of lightning's 25% movespeed is EXTREMELY good, but if you had to give up one of these 3 gems for something else, Wreath is definitely the least important. -The only time you shouldn't use a Wreath of Lightning is if your zNec is not running an Iceblink. In that particular case, you would have to wear the Iceblink instead. Iceblink provides 10% Crit chance to the whole team, but each party should only use 1 iceblink as the effect does not stack. In 99% of groups, the znec will bring iceblink. If the znec is unable to bring iceblink, it usually indicates that the znec is running the wrong build, or extremely low paragon and unable to survive without an extra defensive gem, in which case your group will likely be struggling. -DO NOT USE ESOTERIC. The zBarb should almost never be dying, no matter what. You don't need esoteric. ~~~~~~~~~~~~~~~~~~~~ Rechels Ring of Larceny ~~~~~~~~~~~~~~~~~~~~ This item grants you up to 60% more movespeed every time you ROLL A SUCCESSFUL CHANCE TO FEAR AN ENEMY. Note the wording, it's important. Even if the enemy ends up being immune to the fear, you'll still get your movespeed. What commonly happens is that your zNec will freeze everything on the screen, you'll hit one of those frozen enemies, roll a chance to fear on it, but the monster will be immune to the fear, but you'll still get your movespeed proc. Note that Fear Chance should be rolled on as many items for gear as possible; Your Rechels ring, Both Bul Kathos Weapons, and Also on your Leorics Helmet! 20 Pick up radius with high Movespeed is better than 22 Pick up Radius with less consistant Movespeed. -A Little tip on getting Fear chance on Leorics helmet; Find a Leorics Helmet that rolls All Resistance, then use the mystic to enchant the secondary to Fear chance. Having All Resist eliminates the possibility of the item rolling singular secondary resistances which makes rolling Fear on Hit drastically easier. Once you have a decent amount of Fear chance, roughly 7~8% from ring and weapons, you can revert back to running with 22 PuR by rolling 2 PuR back on the helmet. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHY NOT 22 Pick up Radius? THAT'S BLASPHEMY! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As Leorics Helmet only has 1 secondary stat, you either have to pick 5.1% Fear chance, or 2 Pick Up Radius. You can't have both. Fear Chance directly equates to more Rechels Ring uptime, so essentially equates to having higher movement speed. In the end, both stats increase the amount of globes you pick up; On narrow maps such as caves, the difference between 20 and 22 Pickup Radius is basically negligible as 20 yards already covers the entire width of the map. On more open maps the extra movement speed helps you cover the extra ground more quickly which means you pick up equally as many globes, if not possibly even more. The Fear Chance makes the barb feel much smoother to play, and makes the build feel less like "uncontrollable random bursts of speed". Remember that Movement Speed not only equates to more globes picked up, but is also a huge Quality of Life that allows you to catchup to the necros faster, let's you open doors ahead of the team, or even scout adjacent tiles for your znecro if you're on voice comms with the team. You can indeed choose to use this build with 22 Pick Up Radius, and doing so is preferred once you optimise your fear chance on both weapons, and on your Rechel's ring. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Illusory boots and electrified/waller affix ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alot of barbs think that Whirlwind means you don't get any use from illusory boots. This is untrue, illusory boots lets you pass through wallers and hold force move against electrified packs. -Waller is an elite affix that makes the elite spawn walls randomly around a player. Getting blocked by a wall can possibly mean a few seconds where your DPS won't be receiving the optimal amount of Resource and Healing that they need to deal damage and stay alive. Waller is generally just a big inconvenience and pain for the barb, as it tends to block narrow walkways and prevents you from keeping up with the team. Illusory boots will allow you to walk straight through these walls, which is a very nice Quality of Life bonus. -Electrified is an affix that spawns dangerous, blue electric bolts on the ground EACH TIME THE ELITE IS HIT BY ANY ATTACK. This means that upon engaging an Electrified pack, a good zbarb will generally stop whirlwinding, and simply hold down his force move button to run through monsters without triggering extra danger for the team. Fortunately electrified has a internal cooldown, albeit it an extremely short one, so can't spawn an infinite amount of bolts. But it's still a good practice to avoid Whirlwinding electrified elites without a good cause. Generally speaking, it is especially important to avoid attacking electrified elites on narrow maps where the bolts are tightly funneled, and on the first Elite pack of each GR, when the DPS may not have had time to fully activate all their defenses. The DPS are extremely vulnerable at the start of each GR and takes some time for them to gain all their damage reduction buffs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shock Towers on Pandemonium Fortress ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pandemonium Fortress maps (Aka the Malthael Map) have little structures called Shock Towers that spawn on certain walkways. THESE THINGS ARE DEADLY! The highest cause of death to a good Rathma DPS is shock towers triggered by unknowing supports. The reason why these shock towers are feared is because they possess an extremely lethal "shock" attack that 1 shot-KO's any necro struck by it. What's worse is this attack has INFINITE range, and is an AoE effect. However, these shock towers only begin their attack when a player comes within 30 yards of the shock tower, and this attack takes a few seconds to "charge up" before activating. What this means is that anyone who ventures too close to a shock tower, either needs to kill the shock tower within roughly 1.5 seconds, or die somewhere away from their party members, alone as to not get others killed. Once you get within the activation range of a shock tower, you won't be able to escape this attack unless the shock tower is killed before the attack finishes charging up, or if you have a shield pylon. Example Scenario: The 3 Necros identify a shock tower, and pause just outside of it's Activation Range (30 yards) and try to kill it from afar before moving forward. A clueless zBarb comes rocketting along with all his movespeed buffs and ends up too close to the shock tower, activating it's attack with himself as the target. Shortly after this occurs, the barb sees the 3 necros have paused behind him, and returns to stand on top of them completely oblivious that the shock tower is imminently about to shock him, and the 3 necros that he's now standing next to. All 3 necros will watch the shock tower charge up, shock the barb, and either proc their Cheat-Death passive, or end up completely dead thanks to the barb. Sadly, this "example scenario" is EXACTLY what happens with 99% of inexperienced barbs who run with a rat group. If you see your necros stopping suddenly in a Pandemonium Map walkway, STAY BEHIND THEM. Trust me, messing this up will get you kicked in record time. The only exception to this is when your team has a shield pylon active, in which case teams can freely run past shock towers without fear of death. This is what a shock tower looks, like, and what 30 yards around it looks like: https://imgur.com/a/v079kCk ~~~~~~~~~~~~~~~~~~~~~ How Obsidian Ring works ~~~~~~~~~~~~~~~~~~~~~ (Also why stacking RCR is nice so you can use Boon of Bul Kathos Passive) Whenever you hit an enemy with a resource spending attack, you will proc Obsidian Ring's Effect once. Obsidian ring will look at all the skills on your hotbar that are currently on cooldown. It will randomly select one of those skills, and reduce it's remaining CD by 1 second. So, if you have Ignore Pain and another 3 skills on cooldown, your Ignore pain only has a 1 in 4 chance of receiving Obsidian Ring's Proc. If you Run Boon of Bul Kathos, and only activate your WotB as it Expires, you'll save yourself 30 Obsidian Procs (AKA 30 seconds of another cooldown) onto a more useful skill. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Written Items Explanation for those who can't access D3planner: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Leorics Helmet -want as close to 100% Legendary affix as possible, preferably with All resist then you can enchant fear chance Rondal's Locket only amulet with 6 pickup Strongarms Bracers As close to 30% as possible please. Dont use an ancient 20%, a non ancient 30% is better. Illusory Boots For QoL and Waller/Electrified affix Bul Kathos Weapons x2 Solemn Vow and Oath. Must have CDR, try to get Fear chance as well. Added Attack speed is a bonus. Obsidian Ring and Rechels Ring. Occulus Ring should be put into the Kanai's Cube for it's 85% effect. Obsidian should have ASI/CDR/RCR as close to 7/8/8 as possible. 3 Guaranteed useful stats. Rechels ring should be outright-equipped on your barb for the fear chance. Must have CDR and a Socket, try to aim for high movespeed and high fearchance too. Chilanik's Chain and Pride of Cassius. Both a 6 Second Casius and a 40% Movespeed Chilaniks are more or less essential. Put one in the cube, and equip the other. It's easiest to get a 6 Second Casius, but it depends on what you find. If you don't have these, try to at least have a 38+% movespeed chilaniks or a 5+ Second casius for the first few runs and use all your bloodshards to get a better belt asap, even if it's non ancient. The only mandatory stat is pickup radius, so no matter how badly it rolls, just bring it to the mystic and roll 2 pickup radius on it. Gloves/Chest/Pants/Shoulders are variable, hence 3 alternatives. These items are mostly used for toughness, so go for whichever setup you prefer that gives you as much toughness as possible. Setup 1: St Archews, Aquilla Cuirass, Mantle of Chanelling and Hexing Pants. The Aquilla and mantle give 50% and 25% Damage reduction, the St Archews gives you a bubble first time you get hit by an elite, and the hexing pants increase your resource generation. This is the preferred setup by most players Set 2: 4 Piece wastes set, Shoulder, Gloves, Chest, Pants. The 4 piece bonus gives 50% Damage reduction during and for 3 seconds after whirlwinding. This is used mostly because toughness isnt a big deal and most barbs transitioning over this this build from outdated variants likely have alot of waste pieces already, and its just convient to use them. set 3: Mantle, Aquila Cuirass, Cains Glove and Cain's Pants Same as Setup 1 but gives up the hexing pants and St Archews in Favor of Cain's 2 Piece Bonus, for 8% more Attack speed. As Cain's is also craftable, this is quite accessible for many players, and is the best "Support" variant possible in my opinion. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kanai's Cube Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapon Slot: In-geom In-geom reduces all your cooldowns by 10 seconds whenever the team kills an elite, and any skill activated for the next 15 seconds after an elite dies also starts it's cooldown with 10 seconds shorter cooldown. This makes keeping all your buffs active DRAMATICALLY easier. A common mistake I see is barbs choosing to run Solanium. Solanium was nerfed after Season 5, and now has a hidden Internal Cooldown of 8 seconds. That means a maximum of a SINGLE globe, max each 8 seconds. Not only that, but each critical hit only has a 4% chance to spawn this globe. The necros probably produce hundreds of globes in the time Solanium would make even a singular globe. Stick to In-geom in this slot, there are no other good choices. Armor Slot: Pride of Casius OR Chilanik's Chain (Whichever one isn't Equipped) It's very important pay attention to the legendary affix of these items. You strictly want a 40% Chilaniks equipped, or a 6 second Casius. Having both is MANDATORY. So simply equip the first one of these belts that you find with a 40% or 6 second affix, then put the other belt in the cube. For example, if you find a 6 second Casius first, equip the Casius, then put a Chilaniks in the cube. Jewelerry Slot: Oculus Ring It's recommended to cube the Oculus ring due to the fact Obsidian Ring always rolls with 3 usefull stats, and Rechel's ring in unique in it's ability to have Chance to Fear on Hit that the other 2 rings cannot roll. Putting your Oculus ring in the cube also guarantees that you bring an 85% ring proc to the party; This effect is multiplicative and anything lower than an 85% ring is a big damage loss for your team. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A quick note on Experience gear, not covered by this build guide. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some barbs also work in some Experience gear, such as cains and borns 3 piece set bonus, possibly even dropping support rings in favor of Leorics Signet or Hellfire Ring. The general consensus on NA is that it's safest NOT to use these items unless the team SPECIFICALLY asks for it. Or if you must use these items, it is polite to inform and ask the DPS if they mind you using some Experience gear. Remember; The DPS are the ones who risk losing their Pools of Reflections and have put the most dedication into the game to get the best gear and paragon levels possible; It is common courtesy for a support to listen to their DPS's preferences. The amount of experience increase that these items provides is EXTREMELY marginal, so if using these setups costs even the tiniest amount of lost efficiency, it's not worth running. Lets look at the actual experience provided by these items. 3 Piece Cains set provides 2% more experience from monsters killed. 3 Piece Borns set provides 5% more experience from monsters killed. Hellfire Ring provides 4.5% more experience from monsters killed. Total : 11.5% more experience from monsters killed. -However, this number is extremely misleading, as this stat gets divided out evenly amongst all members of your party. In a 4man team, this number is divided by 4. So each member of the team receives 11.5 divided by 4 = 2.875% more experience from monsters killed. As many people know, Blizzard addressed a popular practice in Patch 2.4.2 where players would do "No RG" runs, where they would do a high Level GR without any means of killing the boss, with the aim of simply slaughtering White Trash mobs for experience, before leaving the Rift without killing the boss. This was because the majority of the Experience gained in a GR back then was from the monster kills, and the Boss Kill was a precious waste of EXP/HR having to use stricken and other forms of +Elite Damage. The Fix implemented in 2.4.2 was a big shift in experience away from the Monster Kills, and instead this experience was made to be granted by speaking to Orek at the end of rifts. In the current patch, I would GENEROUSLY estimate that only about 40~50% of Experience comes from monster kills, and about 50~60% comes from the turn-in reward from Orek. This means that the use of an Experience Barb with 3piece Borns, 3 Piece Cains, and HellfireRing results in a TOTAL experience gain of roughly 1.2% increase for the team, per run. Take into account that runs may go slower, more deaths will occur, and deaths cost a large amount of time per run, and also makes people lose Pools of Reflection, this bonus is generally not considered worthwhile.Raine23 Jun 5
Jun 4 Hexing Pants Update? I and others have been saying for years that Hexing Pants are additive. But Fight's recent test indicates otherwise: https://www.youtube.com/watch?v=TWaeCDFfYMc Did this item get a silent update? Don't recall anything in recent patch notes about this. Hmmm....Free3 Jun 4
Jun 4 About LoN Barbarian Anyone tried this yet? LoN HoTa, Charge build perhaps for speeds 80'ish? Or a LoN Thorns.. Anyone knows how they are looking?TuneOut3 Jun 4
Jun 3 Frenzy attack speed? I have a question about the attack speed on frenzy. I understand that attack speed stat caps at 5.00. But with the Oathkeeper and the way frenzy stacks it doesn't increase the attack speed stat. so my question is can you actually attack faster than 5.00? Right now i have a 2.00 attack speed. Oathkeeper makes it actually 3.00. Frenzy stacks up to 10 at 15% per stack with Bastion's Revered going up 7.50. But the attack speed stat stays at 2.0. not sure if thats the right math for it or not. Thanks if someone can clear up my confusion lolhardeboy3 Jun 3