[Group Play] Class Synergies Compilation

Barbarian
————————————•══[¤] Class Synergies Compilation [¤]══•————————————
It's difficult denying the fact that BoA has pushed players into farming in groups so that they can trade unwanted gear prices and so. Furthermore, party play also reduces the costs from openning new rifts and quite possibly increases the clearing speed, if the party is specced correctly.

With this in mind, I've put together a compilation of what each of the six classes from the game can bring to the table when it comes to creating an efficient farming party.

While I haven't drawn any conclusions yet, hopefully other players can use this as some sort of index for optimizing their efficiency when playing with friends. I strongly believe that, instead of running traditional solo builds, if each player coordinated his kit with other classes, even the toughest difficulties would become a cake-walk.

——————————————[ Table of Contents ]——————————————

1. Offensive Synergies
1.1 Offensive Buffs: increases damage done by the player
1.2 Offensive Debuffs: increases damage taken by the enemy

2. Defensive Synergies
2.1 Damage Reduction
2.2 Defensive Buffs: decreases damage taken by the player
2.3 Defensive Debuffs: decreases damage done by the enemy

3. Healing Synergies
3.1 Active Healing: requires efforts into healing (attacking, using skill...)
3.2 Passive Healing: heals over time (life regeneration)

4. Utility Synergies
4.1 Mobility: movement speed and crowd control-related
4.2 Health Globes Generating: possibilities of generating globes
4.3 Health Globes Usage: benefits from the globes

5. Legendary Synergies (suggestions welcome)

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≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈{ 1. Offensive Synergies }≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

1.1 Offensive Buffs

» Barbarian: none

» Crusader:
○ Laws of Valor: 8% attack speed (15% active)
    Answered Player: 20% chance of dropping Nephalem Orbs (party?)

» Demon Hunter:
○ Companion - Wolf Companion: 30% damage for 10 seconds

» Monk:
○ Mantra of Retribution: 101% holy damage on block/dodge/hit (202% active)
    Retaliation: increases to 202% fire damage
    Transgression: 10% attack speed
    Indignation: 20% of 3s stun when hit by the mantra
    Collateral Damage: 75% of dealing 101% holy area damage when hit by mantra

○ Mantra of Conviction: 10% damage (20% active)
    Overawe: 16% damage
    Submission: 38% holy damage per second

Φ Unity: 5% damage to 'mantrad' allies (Monk receives 5% per ally, max 20%)
Φ Guiding Light: does it work for allies too?

» Witch Doctor:
○ Big Bad Voodoo: 20% attack speed while in area for 20s (+20% speed)
    Jungle Drums: increases duration to 30s
    Slam Dance: 30% damage

» Wizard:
○ Slow Time - Stretch Time: 10% attack speed while inside

——————————————————————————————————————

1.2 Offensive Debuffs

» Barbarian: none

» Crusader:
○ Shield Glare - Divine Verdict: blinded take +20% damage for 4s
○ Judgment - Resolved: affected grant +80% CC

» Demon Hunter:
○ Marked for Death: +20% damage to marked enemies for 30s
    Contagion: effect spreads to 3 enemies on kill
    Valley of Death: marks an area, +12% damage
    Grim Reaper: splashes 15% of the damage dealt to the mark

» Monk:
○ Crippling Wave - Breaking Wave: +10% damage for 3s
○ Inner Sanctuary: +30% damage inside area
○ Exploding Palm - The Flesh is Weak: +20% damage for 9s

» Witch Doctor:
○ Mass Confusion - Paraonia: +20% damage for 12s
○ Piranhas: +15% damage for 8s
○ Hex: +10% damage vs. hexed enemies
    Jinx: +20% damage

» Wizard:
○ Ray of Frost - Snow Blast: +15% damage from Cold for 4s
○ Arcane Torrent - Disruption: +15% damage from Arcane for 6s
○ Disintegrate - Intensify: +15% damage from Arcane for 4s
○ Frost Nova - Bone Chill: +33% damage to affected enemies
○ Slow Time - Stretch Time: +10% damage while inside
○ Wave of Force - Static Pulse: +15% damage from Lightning for 4s
○ Energy Twister - Gale Force: +15% damage from Fire for 4s
Φ Cold Blooded: +10% damage when chilled/frozen
Φ Conflagration: +6% CC when damaged by Fire
Φ Elemental Exposure: +5% damage/element for 5s (max 20%)

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈{ 2. Defensive Synergies }≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

2.1 Damage Reduction

» Barbarian:
○ Ignore Pain - Mob Rule: 50% damage reduction

» Crusader:
○ Laws of Justice - Protect the Innocent: redirects 20% damage to you

» Demon Hunter:
○ Sentry - Guardian Turret: 15% damage reduction

» Monk:
○ Mantra of Evasion - Divine Protection: 80% DR for 3s when below 25% life
○ Inner Sanctuary: 55% damage reduction for 6 seconds
    Sanctified Ground: increases duration to 8 seconds

——————————————————————————————————————

2.2 Defensive Buffs

» Barbarian:
○ War Cry: 20% armor
    Hardened Wrath: 40% armor
    Impunity: 20% all resistance
    Veteran's Warning: 15% dodge
    Invigorate: 10% life (+ 8.253 life regeneration)

» Crusader:
○ Laws of Justice: 140 all resistance (490 active)
    Immovable Object: 7.000 armor
    Faith's Armor: 20.632 shield

○ Laws of Hope: 95.483 shield (active)
    Eternal Hope: 10% life
    Stop Time: stops health gain and loss for 3 seconds

» Monk:
○ Mantra of Healing - Heavenly Body: 10% vitality
○ Mantra of Healing - Time of Need: 20% all resistance
○ Serenity: damage and crowd control immunity for 3 seconds
    Ascension: increases duration to 4 seconds

○ Mantra of Evasion: 17% dodge (34% active)
    Hard Target: 20% armor

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2.3 Defensive Debuffs

○ Threatening Shout: 20% damage debuff
    Falter: adds 20% attack speed debuff

» Crusader:
○ Laws of Justice - Decaying Strength: 15% damage debuff/attack (max 60%)

» Demon Hunter:
○ Numbing Traps: 25% damage debuff (FoK/Spike Trap/Caltrops/Grenades/Sentry)

» Monk:
○ Tempest Rush - Slipstream: 20% damage debuff for 1s
○ Mantra of Conviction - Intimidation: 15% damage debuff
Φ Resolve: 20% damage debuff for 2.5 seconds
○ Crippling Wave: 20% attack speed debuff on third hit
    Concussion: adds 20% damage debuff for 3s

» Witch Doctor:
○ Soul Harvest - Languish: 50% attack speed debuff for 5s
Φ Bad Medicine: 20% damage debuff for 3s (poison damage)

» Wizard:
○ Arcane Torrent - Arcane Mines: 60% attack speed debuff for 3s
○ Slow Time: 20% attack speed debuff while inside (-90% projectile speed)
○ Wave of Force - Debilitating Force: 10% damage debuff for 3s
○ Black Hole - Spellsteal: 10% damage debuff for 5s (buffs Wizard)

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈{ 3. Healing Synergies }≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

3.1 Active Healing

» Barbarian: none

» Crusader:
○ Justice - Holy Bolt: heals for 1.651 - 2.476
○ Laws of Hope: heals for 825 per point of wrath spent

» Demon Hunter:
○ Marked for Death - Death Toll: attacks heal 1% life against marks

» Monk:
○ Serenity - Peaceful Repose: heals for 56.943 - 62.101
○ Cyclone Strike - Soothing Breeze: heals for 23.874
○ Mantra of Healing - Boon of Inspiration: heals 2.751 when hitting enemy
○ Breath of Heaven: heals for 53.642 - 70.147 (+30% of Monk's HGs)
    Circle of Life: heals for 107.284 - 140.295

» Witch Doctor:
○ Hex - Hedge Magic: shaman heals for 24.758

——————————————————————————————————————

3.2 Passive Healing

» Barbarian:
○ War Cry - Invigorate: 8.253 life regeneration (+ 10% life)
Φ Inspiring Presence + any shout: 1% life as regeneration

» Crusader:
○ Laws of Hope: 3.714 life regeneration
○ Consecration: 8.253 life regeneration
    Bathed in Light: 12.379 life regeneration

» Demon Hunter:
○ Sentry - Aid Station: 1% life regeneration

» Monk:
○ Blinding Flash - Soothing Light: 11.966 life regen (+90% of Monk's regen)
○ Inner Sanctuary - Safe Haven: 11.398 life regen
○ Mantra of Healing: 4.126 life regen (+30% of Monk's regen)
○ Mantra of Healing: 47.742 shield (+15% of Monk's HGs) active
    Sustenance: 8.253 life regen

» Witch Doctor:
○ Big Bad Voodoo - Ghost Trance: heals 5% life each second while in area

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈{ 4. Utility Synergies }≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

4.1 Mobility and Crowd Control Reduction/Immunity

» Barbarian:
○ Sprint - Forced March: 20% speed for 3 seconds

» Crusader:
○ Laws of Hope - Wings of Angels: 50% speed for 3s + move unhindered
○ Laws of Justice - Bravery: crowd control immunity

» Monk:
○ Inner Sanctuary - Temple of Protection: crowd control immunity
○ Breath of Heaven - Zephyr: 30% speed for 3s
○ Serenity - Instant Karma: move unhindered for 3s
○ Mantra of Evasion - Wind through the Reeds: 10% speed
○ Mantra of Evasion - Perseverance: 20% crowd control reduction
○ Mantra of Conviction - Annihilation: 30% speed for 3s on kill

——————————————————————————————————————

4.2 Health Globes Generating

» Barbarian:
○ Hammer of the Ancients - Birthright: 10% on crit
○ Threatening Shout - Grim Harvest: 15% on cast
○ Battle Rage - Swords to Ploughshares: Up to 8% on crit

» Crusader:
○ Laws of Hope - Hopeful Cry: 5% to 'cause' enemies to drop HGs (???)

» Witch Doctor:
○ Grasp of the Dead - Death is Life: 5% on kill while in the area (+5% dogs)
○ Summon Zombie Dog - Final Gift: dogs have 15% when killed

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4.3 Health Globes Usage

» Barbarian:
Φ Pound of Flesh: +50% life from health globes
Φ Animosity: +10% Fury generation (Reaper's Wraps synergy)

» Crusader: none

» Demon Hunter:
Φ Blood Vengeance: +30 Hatred and +3 Discipline

» Monk:
Φ The Guardian's Path: +35% Spirit generation (Reaper's Wraps synergy)

» Witch Doctor:
Φ Gruesome Feast: 10% Max Mana and 10% Intelligence for 15s (max 50%)

» Wizard:
Φ Power Hungry: free AP spender (stacks up to 10 times)

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈{ 5. Legendary Synergies }≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

» General:
○ Reaper's Wraps: Health globes restore 20-30% primary resource
○ Strongarm Bracers: enemies take 20-30% more damage after knockbacks
○ Ancient Parthan Defenders: wearer receives 9-12% DR/enemy stunned around

○ Razor Strop: health globes deal 300-400% fire damage within 20 yards

○ Hexing Pants from Mr. Yan: +25% resource generation when moving (Reaper's)

○ Rakoff's Glass of Life: 3-4% additional chance of globes on kill
○ Overwhelming Desire: chance on hit to charm, enemies take 35% more damage

○ Unity: all damage taken is split between wearers

○ Solanium: 3-4% chance of HGs on Crit
○ Thunderfury: chance on hit of 30% attack speed debuff for 3s (+ damage)
○ Rimeheart: 10% chance of killing frozen enemies (no elite/bosses)

» Barbarian:
○ War Cry + Chilanik's: 30-40% speed for 10 seconds
○ Ignore Pain + Pride of Cassius: increases duration by 4-6 seconds

» Crusader:
○ Salvation: heals for 20-30% of amount blocked

» Demon Hunter:
○ Calamity: Marked for Death on hit

» Monk:
○ The Mind's Eye: Inner Sanctuary grants 10-15 Spirit Regen (party???)

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That's all I could come up with. Feel free to comment, suggest and discuss. =D

» Barbarian: none

» Barbarian: none

» Barbarian:
○ Ignore Pain - Mob Rule: 50% damage reduction

» Barbarian:
○ War Cry: 20% armor
    Hardened Wrath: 40% armor
    Impunity: 20% all resistance
    Veteran's Warning: 15% dodge
    Invigorate: 10% life (+ 8.253 life regeneration)


○ Threatening Shout: 20% damage debuff
    Falter: adds 20% attack speed debuff


» Barbarian: none

» Barbarian:
○ War Cry - Invigorate: 8.253 life regeneration (+ 10% life)
Φ Inspiring Presence + any shout: 1% life as regeneration

» Barbarian:
○ Sprint - Forced March: 20% speed for 3 seconds

» Barbarian:
○ Hammer of the Ancients - Birthright: 10% on crit
○ Threatening Shout - Grim Harvest: 15% on cast
○ Battle Rage - Swords to Ploughshares: Up to 8% on crit

» Barbarian:
Φ Pound of Flesh: +50% life from health globes
Φ Animosity: +10% Fury generation (Reaper's Wraps synergy)

So we bring...
50% dmg reduction on cooldown.
1 defensive buff of our choosing
1 damage debuff
and some extra healthglobes

And we're the only one's with "none"
Man are we selfish :3
We Smash!

Hahah. But yea, I've drawn pretty much the same conclusion.

However, barbarians really do excel at the whole health globes deal, which any class can benefit from through the Reaper's Wraps bracers.

Furthermore, two of our class legendaries can be game-changers for a whole party:
- Pride of Cassius: granting 50% DR for 9-11 seconds (30s cooldown)
- Chilanik's: granting 30-40% speed for 10 seconds (20s cooldown)

We fill the 'utility' side of the spectrum while other classes have the more straight-forward ways of boosting damage or mitigation.

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