This is an aggressive build requiring large uptime from Wrath of the Berserker while sticking to a target and doing fast crit damage.
Items Weapon: Dual wielding axes or maces. (Mighty Weapons?) Armor: Crit, cc resist (if possible), movement speed, Lifesteal, and fury generation (if possible)
Actives Frenzy(Crimson): Your basic attack. Generates fury, gives attack speed which means more possible crits. Crits = fury with Battle Rage(Golden). Also, Obsidian may be a good rune choice as well for more movement speed. You have to be close to your enemies to hit them.
Hammer of the Ancients(Crimson): Your big damage skill and fury dump.
Battle Rage(Golden): Your self buff to increase damage and crit. I would have runed Indigo but there is no cooldown on this skill so it is better to just pop it every 30sec and instead use a Golden Rune for more fury generation! With high crit chance, this buff should earn you a LOT of fury.
Overpower(Crimson): Keep this up when you can. With Crimson it gives you a LOT of bonus crit which, when paired with Battle Rage(Golden) helps generate more fury. Plus, the bonus crit chance will keep the proc constant.
Wrath of the Berserker(Indigo): 15 Seconds of increased Crit Chance, Attack Speed, Dodge Chance, and Movement Speed. Runed with Indigo that 15 seconds can go up. Every 9 fury generated = +1 second to WotB.
Leap Attack(Alabaster): Escape tool, Initiation, Fury Generator, Stun. This should be all around useful as more of a utility skill to make sure you can stick on your enemy or get out if you have to. This is the only skill I really see as optional because I didn't think to hard about alternatives.
Passives Ruthless: Increase Crit chance and Crit damage. Good you need more crits and you need your crits to do a lot of damage.
Weapons Master: Axes or Maces = Crit chance. Not sure what mighty weapons are exactly so that may be a far better choice to generate fury. Especially if 1 fury per hit applies to whirlwind. If this is the case my whole build may be thrown out the window.
Animosity: Fury Generation increase is the main part of this spell but I'm sure the bonus 20% to max fury is nice too.
Pros: Huge attack speed. Decent Damage. Decent movement. Lots of Crits. Possibly enjoying the benefits of your lvl 29 cooldown endlessly.
Cons: Low Armor and Resistance. No lifesteal except from items (maybe).
I figure this is probably more a pvp build, however it may work wonders on boss fights as well. And who knows, it may even tear through large mobs for all I know. Let me know what you think.
i like the build, but i'm not sure what would be better between ''into the fray'' runestone or ''marauder's rage'' runestone on the battlerage skill, also i'd switch thrive on chaos for insanity rune on wrath of the berserker skill =)... but i guess we're gonna see it when game comes out =) what u think?
i like the build, but i'm not sure what would be better between ''into the fray'' runestone or ''marauder's rage'' runestone on the battlerage skill, also i'd switch thrive on chaos for insanity rune on wrath of the berserker skill =)... but i guess we're gonna see it when game comes out =) what u think?
Those changes could blow my build out of the water honestly, but changing them means you only get Wrath of the Berserker for 15sec. My build focuses on trying to make WotB nearly endless and those 2 rune choices are crucial to that.
I think this one is probably a little better for dungeon crawling/regular monsters whereas yours is probably better for bosses and PvP, like you said. I think I'd also be using a 2H instead of DW. Basic idea is the same as yours; Crimson Revenge and Battle Rage to increase crit chance, War Cry (almost 2Fury/sec generation!), Cleave, and Battle rage runed to increase the duration on WotB, and Hammer for extra crit DPS and Fury dump (not sure on my rune choice for Hammer though...Crimson is good, but I'd rather hit more monsters for more chances to crit than hit fewer for more damage).
The thing about that build is, you really want to be using Frenzy as much as possible. 3 Fury per regular hit, 10 per crit, is huge. You need to generate a sustained 9 Fury/sec to keep WotB up, which is a lot.
Therefore, it is better to have a Fury spender that can expend all 120 Fury at once, instead of 20 at a time, so that you can go back to generating Fury with Frenzy. Runed Weapon Throw fits this bill precisely.
Both Furious Charge and Ground Stomp have the ability to generate much more Fury than Leap Attack. However, only Furious Charge is a movement ability. Therefore, I'd take it.
The thing about that build is, you really want to be using Frenzy as much as possible. 3 Fury per regular hit, 10 per crit, is huge. You need to generate a sustained 9 Fury/sec to keep WotB up, which is a lot.
Therefore, it is better to have a Fury spender that can expend all 120 Fury at once, instead of 20 at a time, so that you can go back to generating Fury with Frenzy. Runed Weapon Throw fits this bill precisely.
Both Furious Charge and Ground Stomp have the ability to generate much more Fury than Leap Attack. However, only Furious Charge is a movement ability. Therefore, I'd take it.
Very smart. Runed weapon throw would also give this build some really nice AOE damage. The only problem is that i'm not sure how well it will mesh with pvp, seeing as there won't be hundred's of corpses lying around. But, this could be a sick boss killer build in the works
To the OP
-Barbarians are often a first target for PvP because they require melee range (they have to stick their necks out to kill things). Thus, having a damage build would only be beneficial if you >don't get crowd controlled >don't get focused down. However I guarantee that you will experience at least one of these two things every single pvp arena match for the reason I mentioned. Also because barbarians are resistant to stuns (from passive skills) and resistant to melee they will often be focused down by ranged classes, specifically elementally attuned classes. When picking pvp skills you have to keep that in mind.
-PvP on a barbarian almost requires multiple mobility/utility skills, both passives and actives
^Summing this up, you're going to get kited like crazy and die fast. Builds like this will specifically get you screwed over by wizards specifically. Once a team identifies you are squishy you will always be a primary target. This is just how it goes in PvP. They're not going to focus down someone with double your HP with a ton of survivability skills and cooldowns while they can focus down the "PvP Berserker" three times faster.
>You have no way of regenerating hp
>You have no additional hp
>You didn't get juggernaut which is basically a requirement for barbarian pvp
>You have no damage reduction outside of gear and a 120 second major cooldown
>Build is based off a 120 second cooldown- which if this had been for a LMS type scenario you would probably be fine, but when people die and when you die they'll come back in a matter of seconds. I personally am of the opinion that *lengthy* cooldowns are hardly viable for barb at least in pvp. The longest cooldown worth picking up is probably ignore pain, which will still be in effect 13 seconds per minute with proper rune-ing. I'm not saying that it won't work, maybe you pop the cooldowns and your team gets ahead and stays ahead with a constant power play. I'm just saying logically they don't always make so much sense in a TDM scenario.
So in other words sure you can dish out the hurt with a crit build in pvp, but you're *probably* going to be so squishy and easily kited that you're a liability to your team. Here are some of my ideas for pvp builds.
I agree with Kodachii here. I think this build would be fine for PvE. But for PvP, I'm 100% anti-Frenzy. In my experience, you need to have massive spike damage as a melee class to be PvP viable. In reality, against kiting classes, good players will only give you 1-2 swings before they kite away, CC you, or pop defensive cooldowns.. so even if you manage to stack up frenzy, you won't have enough time to apply the damage benefits.
Overpower, imo, is mainly a PvE skill because the big sell is AoE, and the big detractor is micro-managing procs. Wrath of the Berserker costs 75 fury and has a 120 sec cooldown, and only lasts 15 sec, which IMHO is just too situational to provide reliable kills in PvP.
My philosophy is focus on reducing distance and stunning (which natively builds Fury), then have 1 or 2 straightforward fury dumpers that do massive spike damage. Otherwise, you'll be in for long, slogging kite-fests, which have a tendency to send me into youtube-worthy nerdrages.
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This is an aggressive build requiring large uptime from Wrath of the Berserker while sticking to a target and doing fast crit damage.
Items
Weapon: Dual wielding axes or maces. (Mighty Weapons?)
Armor: Crit, cc resist (if possible), movement speed, Lifesteal, and fury generation (if possible)
Actives
Frenzy(Crimson): Your basic attack. Generates fury, gives attack speed which means more possible crits. Crits = fury with Battle Rage(Golden). Also, Obsidian may be a good rune choice as well for more movement speed. You have to be close to your enemies to hit them.
Hammer of the Ancients(Crimson): Your big damage skill and fury dump.
Battle Rage(Golden): Your self buff to increase damage and crit. I would have runed Indigo but there is no cooldown on this skill so it is better to just pop it every 30sec and instead use a Golden Rune for more fury generation! With high crit chance, this buff should earn you a LOT of fury.
Overpower(Crimson): Keep this up when you can. With Crimson it gives you a LOT of bonus crit which, when paired with Battle Rage(Golden) helps generate more fury. Plus, the bonus crit chance will keep the proc constant.
Wrath of the Berserker(Indigo): 15 Seconds of increased Crit Chance, Attack Speed, Dodge Chance, and Movement Speed. Runed with Indigo that 15 seconds can go up. Every 9 fury generated = +1 second to WotB.
Leap Attack(Alabaster): Escape tool, Initiation, Fury Generator, Stun. This should be all around useful as more of a utility skill to make sure you can stick on your enemy or get out if you have to. This is the only skill I really see as optional because I didn't think to hard about alternatives.
Passives
Ruthless: Increase Crit chance and Crit damage. Good you need more crits and you need your crits to do a lot of damage.
Weapons Master: Axes or Maces = Crit chance. Not sure what mighty weapons are exactly so that may be a far better choice to generate fury. Especially if 1 fury per hit applies to whirlwind. If this is the case my whole build may be thrown out the window.
Animosity: Fury Generation increase is the main part of this spell but I'm sure the bonus 20% to max fury is nice too.
Pros: Huge attack speed. Decent Damage. Decent movement. Lots of Crits. Possibly enjoying the benefits of your lvl 29 cooldown endlessly.
Cons: Low Armor and Resistance. No lifesteal except from items (maybe).
I figure this is probably more a pvp build, however it may work wonders on boss fights as well. And who knows, it may even tear through large mobs for all I know. Let me know what you think.
Those changes could blow my build out of the water honestly, but changing them means you only get Wrath of the Berserker for 15sec. My build focuses on trying to make WotB nearly endless and those 2 rune choices are crucial to that.
I think this one is probably a little better for dungeon crawling/regular monsters whereas yours is probably better for bosses and PvP, like you said. I think I'd also be using a 2H instead of DW. Basic idea is the same as yours; Crimson Revenge and Battle Rage to increase crit chance, War Cry (almost 2Fury/sec generation!), Cleave, and Battle rage runed to increase the duration on WotB, and Hammer for extra crit DPS and Fury dump (not sure on my rune choice for Hammer though...Crimson is good, but I'd rather hit more monsters for more chances to crit than hit fewer for more damage).
Therefore, it is better to have a Fury spender that can expend all 120 Fury at once, instead of 20 at a time, so that you can go back to generating Fury with Frenzy. Runed Weapon Throw fits this bill precisely.
Both Furious Charge and Ground Stomp have the ability to generate much more Fury than Leap Attack. However, only Furious Charge is a movement ability. Therefore, I'd take it.
Therefore, I'd do something like this:
http://us.battle.net/d3/en/calculator/barbarian#fWYhPT!bYd!ZbbZbb
-Barbarians are often a first target for PvP because they require melee range (they have to stick their necks out to kill things). Thus, having a damage build would only be beneficial if you >don't get crowd controlled >don't get focused down. However I guarantee that you will experience at least one of these two things every single pvp arena match for the reason I mentioned. Also because barbarians are resistant to stuns (from passive skills) and resistant to melee they will often be focused down by ranged classes, specifically elementally attuned classes. When picking pvp skills you have to keep that in mind.
-PvP on a barbarian almost requires multiple mobility/utility skills, both passives and actives
^Summing this up, you're going to get kited like crazy and die fast. Builds like this will specifically get you screwed over by wizards specifically. Once a team identifies you are squishy you will always be a primary target. This is just how it goes in PvP. They're not going to focus down someone with double your HP with a ton of survivability skills and cooldowns while they can focus down the "PvP Berserker" three times faster.
>You have no way of regenerating hp
>You have no additional hp
>You didn't get juggernaut which is basically a requirement for barbarian pvp
>You have no damage reduction outside of gear and a 120 second major cooldown
>Build is based off a 120 second cooldown- which if this had been for a LMS type scenario you would probably be fine, but when people die and when you die they'll come back in a matter of seconds. I personally am of the opinion that *lengthy* cooldowns are hardly viable for barb at least in pvp. The longest cooldown worth picking up is probably ignore pain, which will still be in effect 13 seconds per minute with proper rune-ing. I'm not saying that it won't work, maybe you pop the cooldowns and your team gets ahead and stays ahead with a constant power play. I'm just saying logically they don't always make so much sense in a TDM scenario.
So in other words sure you can dish out the hurt with a crit build in pvp, but you're *probably* going to be so squishy and easily kited that you're a liability to your team. Here are some of my ideas for pvp builds.
http://us.battle.net...fYgS!Wfg!acZZac
http://us.battle.net...gXdj!gfc!ZYaYaZ
http://us.battle.net...RgYb!gWa!aacaZZ
Scorpion
http://us.battle.net...gYfW!Vgb!acaZZZ
SubZero
http://us.battle.net...gXfW!VgW!acaYZZ
Bulldozer
http://us.battle.net...gYfb!bYg!acaZZZ
Hulk Smash
http://us.battle.net...Rdbh!gYb!aZcaZc
Overpower, imo, is mainly a PvE skill because the big sell is AoE, and the big detractor is micro-managing procs. Wrath of the Berserker costs 75 fury and has a 120 sec cooldown, and only lasts 15 sec, which IMHO is just too situational to provide reliable kills in PvP.
My philosophy is focus on reducing distance and stunning (which natively builds Fury), then have 1 or 2 straightforward fury dumpers that do massive spike damage. Otherwise, you'll be in for long, slogging kite-fests, which have a tendency to send me into youtube-worthy nerdrages.
-Thomas Jefferson