Not only was the weapon throw damage nerfed but the passive "no escape" had its damage increase of 100% reduced to 15%.
What I like though (and I'm thinking will be changed) is that the passive still returns 20 fury on a kill with weapon throw, with the change of the ability costing 10 fury now.
Not QQing just saying for those crafting builds on weapon throw should take a look :P.
Also on a side not most de-buff/buff damage increases were nerfed (freeze, slow time, mantra of conviction, big bad voodoo etc.)
id say the changes made a throw barb with no cleave/frenzy/bash more possible now with no escape giving double the fury and it only costing 10. if say you had warcry golden, stomp golden and charge golden with unforgiving passive you could have max fury built up and then get double returns on kills making it so you have plenty of time before you need to do those abilities again since they have CD's.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Obiouvsly it is really temporary, but you get some ways to escape (leap attack, sprint and alabaster ancient spear), 2 CC (seismic slam and alabaster or obsidian weapon throw) and good fury generators (158.4 fury per 30 sec, which means 5.28 rage per second, only active). I added also ruthless, but it could be changed to superstition or unforgiving for extra rage (unforgiving is handy because it removes the issue of fury starvation between encounters if ancient spear is on CD)
animosity's 10% isnt helpful, and 20 extra max fury isnt helpful either because you'll rarely be at 100 let alone 120 without cleave/bash/frenzy. dont need an AOE skill to waste more fury with ricochet axes hitting up to 8 enemies (lvl 7 rune) that also slow. and dont need sprint, waste of fury IMO, as your shout reduces dmg and causes enemies to flee. and battle rage increases throw dmg and allows for extra fury on crits. unforgiving is REALLY important because you NEVER degenerate fury again like you said, much better choice then animosity or superstition^_^. so while your in town or going from area to area you not only don't lose fury but constantly gain it back.
you may not have enough fury to cast sprint/shout, so either build might need to sub in furious charge golden or stomp golden for more fury
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
That's nice too. Since you have all 3 shouts you could even get inspiring presence, which is really nice for boss/champions fights. Indigo Threatening shout is really a good idea.
Your build is definitely more solid from the fury generation standpoint, but i prefer a little more CC. Animosity is a wasted slot, you are right, unforgiving is decisely better.
true, i just want to basically be throwing my axes 90% of the time. so you definitely need it to be AOE because of how many monsters you will encounter. itll be really fun destroying big groups with ricochet axes.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
After a little thought, i've realized your build is (at least on paper) just better than mine. So, i saved it, with the only change of alabaster battle rage instead of golden, since a little more crit fun is always good.
BTW, the templar is a perfect teammate for this kind of build, with the double heal and charge.
exactly he just tanks for you as you throw around your ricochet axes, and reading it "within 20 yards of eachother" so does that mean each axe will jump UP TO 20 yards to reach another target or the total ricochet effect can only be 20 yards total. if the first part i said is true then ricochet would shoot around the whole screen to reach max targets. lmao
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Edit: after re-reading the rune effect, i think it's the second, unfortunately. The rune creates an effect that has a distance limit of 20 yards.
well we wont know for sure until release but it makes sense, the first one being true would make that rune WAYYY too over powered :P. still 20 yards is pretty big area in all directions
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Edit: after re-reading the rune effect, i think it's the second, unfortunately. The rune creates an effect that has a distance limit of 20 yards.
well we wont know for sure until release but it makes sense, the first one being true would make that rune WAYYY too over powered :P. still 20 yards is pretty big area in all directions
Definitely. Wow, if possible i have even more desire to play my barb now :((
the throw barb is really the only reason i want to play the barb, bad you cant really form a good throw barb till mostly through act 2 when you get all the proper runes, and even then its not amazing cuz a lvl 1 rune itll only hit 2 targets. still decent though especially if your one shotting stuff in normal, which if your doing like what 230%ish wpn dmg per throw id say you'll do that often,
but im still torn as of right now, i either want to play the WD first or the monk. not sure which
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Now No Escape procs from crits instead of enemy kills. Probably it is even better.
definitely NOT better, because of how low a crit chance you have and you need melee skills to boost your crit to a good amount, you will kill monsters 10x more times then you will get a critical hit... so its a huge nerf... hopefully this doesnt go through or changes back to kills.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Probably this is true at low level, but in higher tiers, where monsters are much tougher, a crit occurs much more frequently than a monster death, especially when you can easily have a 9% passive + baseline 5%.
@MadViking: yes, but even Attack seems quite vanilla at the present time. We'll see.
remember hell D2? you still killed monsters EXTREMELY quickly, a lot of times big groups at once. its not like WoW where you have to hit 1 target 5-8 times to kill him. most of the time you will kill stuff in 1-3 hits max. even in inferno, otherwise inferno would turn into WoW-esque killing and not be like "hack n slash" more like "hack hack hack hack hack n slash slash slash slash" to kill 1 mob.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
remember hell D2? you still killed monsters EXTREMELY quickly, a lot of times big groups at once. its not like WoW where you have to hit 1 target 5-8 times to kill him. most of the time you will kill stuff in 1-3 hits max. even in inferno, otherwise inferno would turn into WoW-esque killing and not be like "hack n slash" more like "hack hack hack hack hack n slash slash slash slash" to kill 1 mob.
I disagree, maybe if you had super elite gear then hell mobs were easy in D2, (or an OP build like hammerdin) but if you were just playing with found gear then hell mobs could be tough. Heck, normal mobs could be tough: minions of destruction could take 20+ hits to kill.
I'm guessing that inferno will be very difficult for the average player, averaging 10+ hits per mob which means multiple critical hits per mob. Now if you buy elite gear on the RMHA, it might be a different story.
remember hell D2? you still killed monsters EXTREMELY quickly, a lot of times big groups at once. its not like WoW where you have to hit 1 target 5-8 times to kill him. most of the time you will kill stuff in 1-3 hits max. even in inferno, otherwise inferno would turn into WoW-esque killing and not be like "hack n slash" more like "hack hack hack hack hack n slash slash slash slash" to kill 1 mob.
I disagree, maybe if you had super elite gear then hell mobs were easy in D2, (or an OP build like hammerdin) but if you were just playing with found gear then hell mobs could be tough. Heck, normal mobs could be tough: minions of destruction could take 20+ hits to kill.
I'm guessing that inferno will be very difficult for the average player, averaging 10+ hits per mob which means multiple critical hits per mob. Now if you buy elite gear on the RMHA, it might be a different story.
<_<.....minions of destro were THE strongest mobs in the entire game besides bosses... lmfao... the other 99% of mobs died in 15-18 less hits... lol. and you definitely didnt need super elite gear to kill mobs quickly, just to survive longer.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Maybe thats why they changed the skill; It was good vs low monsters, but vs bosses/champions it got almost useless. Tho what i dont like now is that every throwing build will be based around crit. Im feeling forced to get Ruthless and Weapon Master passives cause of it, and maybe overpower/revenge aswell...
Maybe thats why they changed the skill; It was good vs low monsters, but vs bosses/champions it got almost useless. Tho what i dont like now is that every throwing build will be based around crit. Im feeling forced to get Ruthless and Weapon Master passives cause of it, and maybe overpower/revenge aswell...
true but i really hate min/max type stuff like this and having to base my entire build on crit just to be a throw barb is gay...
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I wish they would change it to a 'per hit' basis. Atleast that wouldnt force you into taking other passives/skills. I remember them saying they didnt want to force people into taking other skills just based on one (too much synergies). I expect this 'per crit' to change.
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What I like though (and I'm thinking will be changed) is that the passive still returns 20 fury on a kill with weapon throw, with the change of the ability costing 10 fury now.
Not QQing just saying for those crafting builds on weapon throw should take a look :P.
Also on a side not most de-buff/buff damage increases were nerfed (freeze, slow time, mantra of conviction, big bad voodoo etc.)
thanks MadViking for the correction :D!
id do something alot more like this:
http://us.battle.net/d3/en/calculator/barbarian#WRdgYb!fSZ!YaYbba
animosity's 10% isnt helpful, and 20 extra max fury isnt helpful either because you'll rarely be at 100 let alone 120 without cleave/bash/frenzy. dont need an AOE skill to waste more fury with ricochet axes hitting up to 8 enemies (lvl 7 rune) that also slow. and dont need sprint, waste of fury IMO, as your shout reduces dmg and causes enemies to flee. and battle rage increases throw dmg and allows for extra fury on crits. unforgiving is REALLY important because you NEVER degenerate fury again like you said, much better choice then animosity or superstition^_^. so while your in town or going from area to area you not only don't lose fury but constantly gain it back.
you may not have enough fury to cast sprint/shout, so either build might need to sub in furious charge golden or stomp golden for more fury
true, i just want to basically be throwing my axes 90% of the time. so you definitely need it to be AOE because of how many monsters you will encounter. itll be really fun destroying big groups with ricochet axes.
http://us.battle.net/d3/en/calculator/follower#0100
CC wont be nearly as necessary so you can change you build up based on that,
exactly he just tanks for you as you throw around your ricochet axes, and reading it "within 20 yards of eachother" so does that mean each axe will jump UP TO 20 yards to reach another target or the total ricochet effect can only be 20 yards total. if the first part i said is true then ricochet would shoot around the whole screen to reach max targets. lmao
well we wont know for sure until release but it makes sense, the first one being true would make that rune WAYYY too over powered :P. still 20 yards is pretty big area in all directions
the throw barb is really the only reason i want to play the barb, bad you cant really form a good throw barb till mostly through act 2 when you get all the proper runes, and even then its not amazing cuz a lvl 1 rune itll only hit 2 targets. still decent though especially if your one shotting stuff in normal, which if your doing like what 230%ish wpn dmg per throw id say you'll do that often,
but im still torn as of right now, i either want to play the WD first or the monk. not sure which
definitely NOT better, because of how low a crit chance you have and you need melee skills to boost your crit to a good amount, you will kill monsters 10x more times then you will get a critical hit... so its a huge nerf... hopefully this doesnt go through or changes back to kills.
remember hell D2? you still killed monsters EXTREMELY quickly, a lot of times big groups at once. its not like WoW where you have to hit 1 target 5-8 times to kill him. most of the time you will kill stuff in 1-3 hits max. even in inferno, otherwise inferno would turn into WoW-esque killing and not be like "hack n slash" more like "hack hack hack hack hack n slash slash slash slash" to kill 1 mob.
I disagree, maybe if you had super elite gear then hell mobs were easy in D2, (or an OP build like hammerdin) but if you were just playing with found gear then hell mobs could be tough. Heck, normal mobs could be tough: minions of destruction could take 20+ hits to kill.
I'm guessing that inferno will be very difficult for the average player, averaging 10+ hits per mob which means multiple critical hits per mob. Now if you buy elite gear on the RMHA, it might be a different story.
<_<.....minions of destro were THE strongest mobs in the entire game besides bosses... lmfao... the other 99% of mobs died in 15-18 less hits... lol. and you definitely didnt need super elite gear to kill mobs quickly, just to survive longer.
true but i really hate min/max type stuff like this and having to base my entire build on crit just to be a throw barb is gay...