I plan on using the finalized form of this build in inferno but obviously cannot be certain till I know the degree of crowd control reduction in inferno. Excuse me for the abundance of text clutter too tired to properly bold/italicize the necessary fields, was just excited and looking for input.
Nightmare Lvl 30 Req: Link:http://us.battle.net...XYcT!ZYe!aaZZaZ Primary: Cleave w/ Rupture Secondary: Hammer of the Ancients w/ Rolling Thunder 1: Leap w/ Launch 2: Ground Stomp w/ Wrenching Smash 3: Rend w/ Ravage 4: Earthquake w/ Chilling Earth Passive: Ruthless (+crit chance, +crit dmg) Passive: Weapons Master (+various buff depeneding on main hand weapon) Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
At the end of normal, the build begins to start taking shape, still using all of the skills I'll be using end game, just with inferior runes. As I will be a 1h barb im hoping to take advantage of Weapons Master by using a spear (grants 10% IAS) hopefully closing the dps cap from not using two weapons (dual wielding gives a passive 15% IAS, but shields are more than half your armor).
Hell Lvl 50 Req:
Link: http://us.battle.net...XYcT!egT!YYYZaZ
Primary: Cleave w/ Broad Sweep
Secondary: Hammer of the Ancients w/ Thunderstrike
1: Leap w/ Call of Arreat
2: Ground Stomp w/ Wrenching Smash
3: Rend w/ Ravage
4: Earthquake w/ Chilling Earth
Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)
At the end of Nightmare (or a little after, its said to be around lvl 50) We'll be all but finished with the build. Some of the major additions to my final build:
lvl 39: HotA gets the Thunderstrike rune, whenever an enemy is killed by this skill all enemies within 10 yards are stunned for 3 seconds.
lvl 44: Leap gets the Call of Arreat rune, merely a stepping stone but still very useful - it increases the radius of the slow while pulling enemies towards where you land, making it easier for you (and them) to be in melee range.
lvl 45: Gain my 2nd likely permanent passive skill, Brawler (IMO the best barbarian passive) granting an additional 30% damage for 3 or more enemies simply being with 8 yards (essentially anytime I leap anywhere).
lvl 47: Cleave gets the Broad sweep rune, increasing the damage to 156% from 120 (+85% when a monster is killed), counter productive as we want to be finishing mobs off with HotA.
lvl 50: Gain my final likely permanent passive, Juggernaut which reduces the duration of all control impairing effects by 20%, in addition anytime Stun, Fear, Immobilize or Charm (the CC's that essentially make you lose complete control) you have a chance to be healed for 15% max life.
Inferno Lvl 60 Req:
Link: http://us.battle.net...XYcT!egT!YYcZaZ
Primary: Cleave w/ Broad Sweep
Secondary: Hammer of the Ancients w/ Thunderstrike
1: Leap w/ Death From Above
2: Ground Stomp w/ Wrenching Smash
3: Rend w/ Ravage
4: Earthquake w/ Chilling Earth
Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)
Only make one addition to this build throughout Hell:
lvl 50: Leap gets the Death from Above rune, stunning all immediate enemies for 3 secs - make the change because it ensures a safe initiation.
At lvl 30 onwards I will be using the Enchantress, im hoping that companions will not be complete crap, because if they can survive for more than a minute she can be devesatating:
Enchantress
1: Forceful Push (AoE dmg spell that knocks back enemies around the affected mob)
2: Powered Armor (Increases Armor by 15% and slows attackers by 30%, affects all party members)
3: Disorient (AoE 2 sec stun)
4: Mass Control (AoE Hexes all enemies with 15 yards into chickens for FIVE secs.
Planned order of execution of skills for initiating:
1. Leap into a group, stunning them
2. Rend + Cleave
3. Ground Stomp, restunning them
4. Cleave until a monster is near death (4a) or have enough fury for EQ (4b)
4a. Hammer of the Ancients the near death mob, restunning
4b. Earthquake, its super effective
5. If still alive and not low, repeat 4-4a until leap comes
If your planning on using this in Inferno i don't think it will work to be honest. From what i heard the stun from Ground Stomp will be reduced to 0.5-1sec in Inferno. You have no self heals at all. This is very bad. You have no skills that debuff the enemy, and no skills that buff your group.
There was an interview that Jay Wilson did where he described the need for "Single target skill, aoe skills, self preservation skills and group preservation skills."
If your planning on using this in Inferno i don't think it will work to be honest. From what i heard the stun from Ground Stomp will be reduced to 0.5-1sec in Inferno. You have no self heals at all. This is very bad. You have no skills that debuff the enemy, and no skills that buff your group.
There was an interview that Jay Wilson did where he described the need for "Single target skill, aoe skills, self preservation skills and group preservation skills."
Ya I agree, you pretty much need a bit of everything as to what Jay said. But imo it hards to say exactly because no one played inferno yet and its degree of difficultly is unknown. It'll probably be many trial runs b4 the "perfect builds" start to appear.
Yes that was my main concern inferno viability. That being said the build lacks active survivability but that was intentional with the various combinations of stuns.
Yes that was my main concern inferno viability. That being said the build lacks active survivability but that was intentional with the various combinations of stuns.
Even so. You only have 2 stuns. Low defense outside the stuns and not a single self-heal unless you keep rend up. I do not count juggernaut as one.
For hell/inferno builds, min/max more. Make the builds more efficient/solid. You have 3 damage fury spenders and one buffer (w/ cooldown).
When I started messing around with the calculator I was looking for a build that would scale well to level with, I was hoping there would be some end game viability.
Made a few adjustments to add additional active survivability in the form of health production. Still no self/group buffs or debuffs.
Removed Earthquake, added Overpower with Revel
Removed Juggernaut (was never sold on the usefullness of the passive), added Bloodthirst
Yes that was my main concern inferno viability. That being said the build lacks active survivability but that was intentional with the various combinations of stuns.
Even so. You only have 2 stuns. Low defense outside the stuns and not a single self-heal unless you keep rend up. I do not count juggernaut as one.
For hell/inferno builds, min/max more. Make the builds more efficient/solid. You have 3 damage fury spenders and one buffer (w/ cooldown).
When I started messing around with the calculator I was looking for a build that would scale well to level with, I was hoping there would be some end game viability.
Made a few adjustments to add additional active survivability in the form of health production. Still no self/group buffs or debuffs.
Removed Earthquake, added Overpower with Revel
Removed Juggernaut (was never sold on the usefullness of the passive), added Bloodthirst
Considering reducing the range of rend to add the 9% life leech.
I think your relying on to many stun attributes inferno stuns will b very minimal like 0.5seconds, so really your wasting your skills on such a small effect.
Just my opinion
This is build planning is just pointless... You don't know how all those skills will turn out eventually. And since you can just switch skills on the fly, it doesn't really matter. Static builds are gone in D3 ... You just have a type of character with everything available to experiment with. My guess is that at inferno, people will be switching skills very often, according to the situation.
obviously he doesn't know what the nephalem valor buff is. otherwise he would never have made this statement. So, to inform, the valor buff basically gives you a increase to your magic find and guarantees extra drops from rares/elites/champions/bosses, WHEN you kill one of these packs first. once you kill one you gain this buff, not sure if the buff stacks don't remember them confirming that piece. If you change your build at anytime during the run or leave the run you will lose this buff. I believe your allowed to change gear but that's it. This buff will become available when you hit 60.
So hence the reason for hell/inferno builds. If you plan on farming efficiently your going to want a diverse build that can handle a good amount of situations, single target, aoe, and survivability. IMO mobility maybe the only questionable situational skill. Many people think it's important or necessary but i think it's optional.
I noticed that in your most updated build, you have 4 aoe abilities. (5 if you count leap) If it were up to me, I would probably keep 1-2 aoe abilities at max, and have 1-2 defensive abilities or 1 defensive + 1 utility/buff/debuff.
Due to personal preferences if I had to taek anything out there, I woudl take out rend and HotA I just don't like those abilities.. don't know why I just dont like them. Instead of those two, I would throw in War cry with Impunity or more armor runes, and Ignore pain with runes depending on the situation. I may also take out Leap for something else as well such as WotB or Berserker's rage.
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I plan on using the finalized form of this build in inferno but obviously cannot be certain till I know the degree of crowd control reduction in inferno. Excuse me for the abundance of text clutter too tired to properly bold/italicize the necessary fields, was just excited and looking for input.
Nightmare Lvl 30 Req:
Link: http://us.battle.net...XYcT!ZYe!aaZZaZ
Primary: Cleave w/ Rupture
Secondary: Hammer of the Ancients w/ Rolling Thunder
1: Leap w/ Launch
2: Ground Stomp w/ Wrenching Smash
3: Rend w/ Ravage
4: Earthquake w/ Chilling Earth
Passive: Ruthless (+crit chance, +crit dmg)
Passive: Weapons Master (+various buff depeneding on main hand weapon)
Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
At the end of normal, the build begins to start taking shape, still using all of the skills I'll be using end game, just with inferior runes. As I will be a 1h barb im hoping to take advantage of Weapons Master by using a spear (grants 10% IAS) hopefully closing the dps cap from not using two weapons (dual wielding gives a passive 15% IAS, but shields are more than half your armor).
Hell Lvl 50 Req:
Link: http://us.battle.net...XYcT!egT!YYYZaZ
Primary: Cleave w/ Broad Sweep
Secondary: Hammer of the Ancients w/ Thunderstrike
1: Leap w/ Call of Arreat
2: Ground Stomp w/ Wrenching Smash
3: Rend w/ Ravage
4: Earthquake w/ Chilling Earth
Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)
At the end of Nightmare (or a little after, its said to be around lvl 50) We'll be all but finished with the build. Some of the major additions to my final build:
lvl 39: HotA gets the Thunderstrike rune, whenever an enemy is killed by this skill all enemies within 10 yards are stunned for 3 seconds.
lvl 44: Leap gets the Call of Arreat rune, merely a stepping stone but still very useful - it increases the radius of the slow while pulling enemies towards where you land, making it easier for you (and them) to be in melee range.
lvl 45: Gain my 2nd likely permanent passive skill, Brawler (IMO the best barbarian passive) granting an additional 30% damage for 3 or more enemies simply being with 8 yards (essentially anytime I leap anywhere).
lvl 47: Cleave gets the Broad sweep rune, increasing the damage to 156% from 120 (+85% when a monster is killed), counter productive as we want to be finishing mobs off with HotA.
lvl 50: Gain my final likely permanent passive, Juggernaut which reduces the duration of all control impairing effects by 20%, in addition anytime Stun, Fear, Immobilize or Charm (the CC's that essentially make you lose complete control) you have a chance to be healed for 15% max life.
Inferno Lvl 60 Req:
Link: http://us.battle.net...XYcT!egT!YYcZaZ
Primary: Cleave w/ Broad Sweep
Secondary: Hammer of the Ancients w/ Thunderstrike
1: Leap w/ Death From Above
2: Ground Stomp w/ Wrenching Smash
3: Rend w/ Ravage
4: Earthquake w/ Chilling Earth
Passive: Superstition (+20% resist to all non physical dmg, +% to gain 3 fury when you benefit from this)
Passive: Brawler (+30% Dmg when 3 or more enemies within 8 yards)
Passive: Juggernaut (20% cc reduction, when cc'd %chance to heal 15% max life)
Only make one addition to this build throughout Hell:
lvl 50: Leap gets the Death from Above rune, stunning all immediate enemies for 3 secs - make the change because it ensures a safe initiation.
At lvl 30 onwards I will be using the Enchantress, im hoping that companions will not be complete crap, because if they can survive for more than a minute she can be devesatating:
Enchantress
1: Forceful Push (AoE dmg spell that knocks back enemies around the affected mob)
2: Powered Armor (Increases Armor by 15% and slows attackers by 30%, affects all party members)
3: Disorient (AoE 2 sec stun)
4: Mass Control (AoE Hexes all enemies with 15 yards into chickens for FIVE secs.
Planned order of execution of skills for initiating:
1. Leap into a group, stunning them
2. Rend + Cleave
3. Ground Stomp, restunning them
4. Cleave until a monster is near death (4a) or have enough fury for EQ (4b)
4a. Hammer of the Ancients the near death mob, restunning
4b. Earthquake, its super effective
5. If still alive and not low, repeat 4-4a until leap comes
There was an interview that Jay Wilson did where he described the need for "Single target skill, aoe skills, self preservation skills and group preservation skills."
Ya I agree, you pretty much need a bit of everything as to what Jay said. But imo it hards to say exactly because no one played inferno yet and its degree of difficultly is unknown. It'll probably be many trial runs b4 the "perfect builds" start to appear.
When I started messing around with the calculator I was looking for a build that would scale well to level with, I was hoping there would be some end game viability.
Made a few adjustments to add additional active survivability in the form of health production. Still no self/group buffs or debuffs.
Removed Earthquake, added Overpower with Revel
Removed Juggernaut (was never sold on the usefullness of the passive), added Bloodthirst
http://us.battle.net...XYcQ!egd!YYcZac
Considering reducing the range of rend to add the 9% life leech.
I think your relying on to many stun attributes inferno stuns will b very minimal like 0.5seconds, so really your wasting your skills on such a small effect.
Just my opinion
obviously he doesn't know what the nephalem valor buff is. otherwise he would never have made this statement. So, to inform, the valor buff basically gives you a increase to your magic find and guarantees extra drops from rares/elites/champions/bosses, WHEN you kill one of these packs first. once you kill one you gain this buff, not sure if the buff stacks don't remember them confirming that piece. If you change your build at anytime during the run or leave the run you will lose this buff. I believe your allowed to change gear but that's it. This buff will become available when you hit 60.
So hence the reason for hell/inferno builds. If you plan on farming efficiently your going to want a diverse build that can handle a good amount of situations, single target, aoe, and survivability. IMO mobility maybe the only questionable situational skill. Many people think it's important or necessary but i think it's optional.
Due to personal preferences if I had to taek anything out there, I woudl take out rend and HotA I just don't like those abilities.. don't know why I just dont like them. Instead of those two, I would throw in War cry with Impunity or more armor runes, and Ignore pain with runes depending on the situation. I may also take out Leap for something else as well such as WotB or Berserker's rage.