Barbarian tank is this viable at all ?

General Discussion
Well in world of warcraft my character was a paladin main tank for my guild. I'm use to aggroing the boss, tanking all the damage and aggro to keep the rest of my party/raid safe, while they pound the hell out of the boss and creeps.

Before people start to wail on me, yes i know Diablo 3 isn't the same like wow , in this case in terms of tanking. I played diablo 1 and 2 way before Wow ever came out :p

But is it still a viable role for a barbarian CHAR to use ?


This is the tank build i came up with. Will this work ?

http://us.battle.net/d3/en/calculator/barbarian#cgbZkX!VUb!ZZZbYY


With this build i am not expecting to be the top dps, as there is clearly a lack of high dps skills here, and also lacking an ultimate dps fury spender even. I was hoping to be a supporting role to help tank creeps and bosses.

Basically the demoralizing shout would be my aggro to keep the creeps on me. I'm not quite sure how threat in diablo 3 works, is it the same like wow ? Also will the demoralizing shout work against bosses to kept them focused on me ?

Anyways would appreciate some inputs regarding this build whether it would work, or not. If it's a waste of time, i may just redirect my efforts to being more toward a dps barbarian with life leech :/
12/29/2011 07:03 AMPosted by DinoX
i hope this be a troll thread


how is this trolling .... i'm genuinely asking for opinions and feedback for my build i'm planning to use ....

I think your trolling with your one liner aggitative post :/
Not that great of a tank build, you need revenge for the life gain.. and get rid of one of your passives for the one that gives you 3% lifesteal and consider "pound of flesh" for more health globe drops..

You can't tank if you simply get all those monsters on you and then die.(Inferno will be no walk in the park)
12/29/2011 07:02 AMPosted by Moogle
If it's a waste of time, i may just redirect my efforts to being more toward a dps barbarian with life leech :/


It is never a waste of time to play something you enjoy. If you enjoy playing a durable character that takes a bit longer to kill stuff, by all means go for it. If you're asking from an efficiency standpoint, then yes, it's a waste of time and you should focus on high damage and high life leech to keep yourself alive.
Here is the tank build I came up with.. much more surviability with revenge/life regen from war cry rune + war cry passive and stomp pulls in all enemies to you from 24 yards.. use that to get them off your teammates, then use taunt to get them to hit you.

http://us.battle.net/d3/en/calculator/barbarian#cgebkU!bdc!ZaYZab


Edit: There is no threat or aggro in diablo, monsters attack the nearest target.. which is why I included stomp to pull them to you off your teammates.
Not that great of a tank build, you need revenge for the life gain.. and get rid of one of your passives for the one that gives you 3% lifesteal and consider "pound of flesh" for more health globe drops..

You can't tank if you simply get all those monsters on you and then die.(Inferno will be no walk in the park)


yeah... this build is weak on life steal and dps :{

i thought i would skip out on pound of flesh by risking that globes will have high drops even without this passive.

But even if i go for a dps build, got any suggestions for that ? so i can use as a comparison :X


If it's a waste of time, i may just redirect my efforts to being more toward a dps barbarian with life leech :/


It is never a waste of time to play something you enjoy. If you enjoy playing a durable character that takes a bit longer to kill stuff, by all means go for it. If you're asking from an efficiency standpoint, then yes, it's a waste of time and you should focus on high damage and high life leech to keep yourself alive.


Well i'm not expecting to play d3 solo. I'll be doing co-op all the time with my buddies. which was why i wasn't worried if i do much dps at all, so long as i can hold aggro for the swarms of mobs and tank them :X



*update

@Ninjarawrior

I'm checking your build out, so digesting it right now :X ngam ngam ngam.
You have to remember, in WoW, tanks only tank because they have healers who heal them. In diablo, unless you're running with a monk who is utilizing his healing abilities, you will have no healer.. You can't just purely tank, so you have to compensate by healing yourself with all those abilities I included.

Also, don't be scared that revenge is a proc.. In the beta, it procs every couple seconds, because there is literally 10-20 monsters on the screen at one time.. and with the tank build, they will all be hitting you.. So good chance of getting revenge very often.(It hits everyone around you, good damage too)
12/29/2011 07:14 AMPosted by Ninjarawrior
You have to remember, in WoW, tanks only tank because they have healers who heal them. In diablo, unless you're running with a monk who is utilizing his healing abilities, you will have no healer.. You can't just purely tank, so you have to compensate by healing yourself with all those abilities I included.


i totally agree with you. I really did overlook that :d lol. I guess i was hoping i'd have a weapon with life steal to substitute for the skill.


Well .... diablo 3 has shields even legendary ones at that. So was trying to come up with something i could make full use of that sort of gear build, with an appropriate skill build :}
I just realized revenge gives you 5% max hp(7.5% with rune) PER ENEMY HIT. after using stomp to pull everyone to you, then taunt.. minimum of 5 monsters in almost every scenario will be hit with this.. that's 37.5% hp healed(runed).. more healing the more monsters you hit.

That will be pretty strong.. maybe too strong. lol


You can even probably replace whirlwind with something like sprint with the dodge rune or get your ignore pain skill.. You will probably be using taunt enough to justify it as your only fury spender.
I want to play D3 right meow. :(
i was thinking ignore pain skill would be akin to paladin divine shield thingy or whatever that skill was called that made you immune to damage but still hold aggro.

Anyways i saw your build i like it very much. It's much more balanced and with the much need life regen/steal.

But i do want to keep the whirlwind because i think it's kewl looking hehe =^-^=; makes me look badass.
If you're just stacking defence/vitality, you probably won't have too much crit.. you can probably put the rune in it that makes it cost no fury.
12/29/2011 07:21 AMPosted by Comedian
I want to play D3 right meow. :(


Di...Did you just say 'meow'?
12/29/2011 07:26 AMPosted by Ninjarawrior
If you're just stacking defence/vitality, you probably won't have too much crit.. you can probably put the rune in it that makes it cost no fury.



well cleave generates 5 fury per attack. So i need to do 4 cleaves to generate the 20 fury to taunt.

so lets say i would only be able to taunt every 5-8 seconds roughly :X

Every 12 seconds i can use ground stomp to generate 15 fury. So basically this will be a spurt increase of fury in case i'm not making enough fury from cleaving.

also warcry gens 30 fury every 30 seconds. this will create excess i can then spend on whirlwinds :X


It will take some actual testing ingame to see if this generates enough fury for me to keep up the constant spell castings.

The taunt doesn't seem to have a cooldown on usage, but it consumes 20 fury for a single usage :/ so although i may need to cast it 1-3 times, i need to ration it out or i won't have enough to use whirlwind.

Or like you said, just get the mod for no fury cost, so i need only focus on using fury for taunting only :}

But if i got way too much fury not being used, i could switch back to adding a more meaningful mod for the whirl wind :X


PS: the inspiring presence doubling the effect time seems pointless to me. It doubles effect from 60 seconds to 120 seconds so what. Because the cooldown is only 30 seconds, and you will definitely want to be spaming this spell constantly for the fury gen. So extending the spell time seems pointless to me :X The only thing really good about it is the 2% max life heal per second.

So in 10 seconds you regen 20% of your life :/ is that fast enough than the damage your taking in ? I guess when you take into account the other life leech spells, it sorta adds up to something significantly good :X
http://us.battle.net/d3/en/calculator/barbarian#gbUhcW!bVf!aZacbY

I was thinking about something around this. I know it looks funky at first, but follow me for a second.

The entire build focus on having a high vitality. Basically, vitality is your defense (both in terms of a passive increase to your defense and from life leach). Warcry gives you additional life and life regen. Threatening shout becomes a taunt for when enemies are attacking friends (you wouldn't be able to spam it every 6 seconds, but you could use it very freely...). Revenge AND overpower generate % of total life per enemy hit (5% for revenge and 8% for overpower with rune) and are "free" abilities (I am sure that you will still have to get hit for revenge to work and crit for overpower to work). Revenge provides crit which provides more overpowers.

All of that is simple enough. The first two passives are pretty self-explanatory. The real funky part is weapon throw and no escape. The reasoning is this. With the level 4 indigo rune, weapon throw hits 5 targets. The damage may be reduced, like electrocute or chain lightning in wow/d2. The damage isn't important, though. The main thing is the crit chance. 5 chances to crit gives you ever more opportunity to over power.

If weapon throw is not your thing, you could replace it with Rend, which does very good damage for the cost, and use pretty much any rune (golden gives life return) and replace the passive with Ruthless for the extra crit and damage or Inspiring Presence for more health regen.

Edit: Also, the fact that weapon throw hits 5 targets also gives No Escape 5 chances to proc 20 fury =)
I definitely think that when people get into inferno, there are going to be some... tanky "distractions" needed. Because... if inferno is going to be as hard as its been portrayed to be, then monsters are going to hit really hard.

Therefore (yes, I am basing my argument off of speculation), if monsters hit really hard, and you aren't kiting people across the area, then someone or something is going to have to take the hits.

So while there isn't the traditional "holy trinity" of tank, healer, dps, I think there will be some coordination or... lets call them "defense specialists" or even defensive minded characters, needed to at least keep your team from getting insta-gibbed.

When I'm thinking about me and my 3 friends playing coop together, I'm thinking a monk or a barb (the melee) being the "distraction" while the other 3 are the "nukers"

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