Since everybody is focusing on dmg dealing builds, i'd like to suggest something different. Build
For active skills:
- Threatening shout with crimson runestone can be considered signature barbarians skill - wide aoe taunt that lasts more then enough to wipe a group of monsters and at the same time decreases their dmg done.
- Cleave with crimson runestone provides pretty strong single target/aoe rage builder.
- Crimson runestone leap attack allows barbarian to pull in mobs for initial threatening shout taunt along with displacement capability that lets you draw monsters away from your partners.
- Alabaster runestone warcry boosts both your armor and raw healthpool. Alternative choices of 27% dodge and 260% armor increase looks weaker in my opinion. Dodge don't synergize with revenge skill (that requires you to constantly take hits to triger)and extra armor bonus won't help you much against caster type enemies. Besides armor might have a deminishing returns on it or some kind of a cap.
- Indigo runestone rend allows you to fire and forget solid aoe dot in wider radius compared to crimsone runestone rend. Besides we've already used 3 crimson runes and that fact itself makes this build pretty costly (assuming runes won't be droping left and right).
- Last but not least - golden runestone revenge. According to skill description you're gaining 12% of your HP pool for each enemy hit within 8 yard range. Under certain circumstances you'll be easilly toping yourself from critical condition with 1 revenge.
For passives:
- Tought as nails for obvious 100% armor and thorns dmg increase. Depending on amount of thorn items you'll be able to stack it might contribute significant amount to your dmg output.
- Inspiring presence - for even more passive regen synergizing with alabaster warcry. In combination you can achieve sick regeneration numbers.
- 3d passive is honestly up to personal preferences. I took brawler since you'll most likely have 5 monsters in 8 yards range after every leap into threatening shout combo.
Overall this build allows you to survive serious onslaught, to hold huge number or monsters in one spot (giving your teammates a great opportunity for maxing their aoe nukes dmg (like poison cloud/meteor/blizzard) and allowing em to focus on more dmg/utility). Besides if you're grouped with monk using crimson runestone mantra of retribution dmg comming from you will be through the roof at higher difficulties.
And as nice icing on the cake you're getting to feel yourself real manly taking whatever ugly creatures are throwing at you.
I feel, though, that Cleave isn't necessarily the go-to base attack though. You're going to be getting a ton of Fury taking all those hits, so likely you will be using your spender more than your generator skill. As such I came up with this:
Similar, but I took Bash over Cleave. Indigo runed allows you to use bash to buff Rend and Revenge (and I suppose Leap too). +80% damage is nothing to scoff at...that's almost as much as a crit, it'll be perma (if you don't mess up) and it can crit still for further damage.
Rend, this could go indigo, or crimson, but I think with taunt you will be fine with the 9yrd range that Crimson allows, with the ~30% damage boost. Alternatively, in really hard situations you can just go with Golden for the added heals.
Revenge I was thinking about Indigo for more uses, but less + free Fury would be better so you can spam the crap outa Rend while using a Bash every 3 or 4 seconds to maintain buff.
The rest I pretty much agree with! You need Crimson Threatening Shout for obvious reasons. Tough as Nails, and Inspiring Presence again...pretty no-brainer (Inspiring slightly less so still). As for the 3rd one, I think Bloodthirst would be preferable to 30% damage most of the time. I don't know that Revenge will be able to keep you alive by itself, but I suppose it depends on how hard you're getting hit and if you have emergency heals (monk or w/e) just in case.
Frenzy might even be nice if it allows you to get Rend off faster too, depending on just how high incoming damage generates Fury...and that would be 120% damage and 75% faster Rend swings.
Go dat! Knockback from bash is meh (in fact, I think bash is rather crap unless you have a damage build that uses 2hander and wants 13 rage per basic hit) as a tank. All attacks are based off weapons damage, so I'm assuming weapon speed is how fast all attacks go off. So with massive fury coming from damage, take attack speed buff to help spend that fury and be sure you can hammer out Revenge (might wana go Indigo revenge at this point depending on incoming Fury).
Why do people always take Revenge and Overpower? Sure they're nice free damage but like... are you really going to rely on a SOMETIMES working spell to deal damage or what I assume most are trying to heal with? Think of it this way you are facing a single mob who hits extremely hard but slow, and monsters like this DO exist. Think back to Diablo 2, you stacked 100% vitality and just the bare minimum strength / dexterity to wear items because when you got to the hard stuff, aka hell, you were going down if you weren't defensive. Now in Diablo 3 are you all building trash killers? Of course you're going to be surrounded by skeletons upon skeletons in any given difficultly, but those are the peons the real tough guys will come anywhere from 3 - 4 at a time, a lot less than the hoards of weak ass skeletons you're all making builds around killing. I don't think anyone is seeing the BIG picture which is you shouldn't be building to kill trash, that's what these revenge / overpower weird fuck builds are for. You need SOLID defense / damage, not chance. Always think of the worst case scenario, with overpower and revenge being a single enemy. Would you ever walk into Hell in diablo 2 with regular old health pots instead of full rejuvs? Why not? Don't like the idea of MAYBE not being hit long enough for the potion to fully heal you? Legit rethink your 'god' builds before proclaiming you have the crux of whatever class build. I realize the skill calculator is fun but people aren't realizing the variables involved, number of enemies, enchanted enemies, frost enchant, followers, party make-up, so many unconsidered factors and yet I still see everyday of my life "HEY CHECK OUT MY GLASS CANNON WIZARD INFERNO DESTROYER BUILD LOL TIME TO MAKE A LIVING OFF SELLING SHIT TO NOOBS"
I'm done raging btw, sorry I just got frustrated about shortsightedness
Why do people always take Revenge and Overpower? Sure they're nice free damage but like... are you really going to rely on a SOMETIMES working spell to deal damage or what I assume most are trying to heal with? Think of it this way you are facing a single mob who hits extremely hard but slow, and monsters like this DO exist. Think back to Diablo 2, you stacked 100% vitality and just the bare minimum strength / dexterity to wear items because when you got to the hard stuff, aka hell, you were going down if you weren't defensive. Now in Diablo 3 are you all building trash killers? Of course you're going to be surrounded by skeletons upon skeletons in any given difficultly, but those are the peons the real tough guys will come anywhere from 3 - 4 at a time, a lot less than the hoards of weak ass skeletons you're all making builds around killing. I don't think anyone is seeing the BIG picture which is you shouldn't be building to kill trash, that's what these revenge / overpower weird fuck builds are for. You need SOLID defense / damage, not chance. Always think of the worst case scenario, with overpower and revenge being a single enemy. Would you ever walk into Hell in diablo 2 with regular old health pots instead of full rejuvs? Why not? Don't like the idea of MAYBE not being hit long enough for the potion to fully heal you? Legit rethink your 'god' builds before proclaiming you have the crux of whatever class build. I realize the skill calculator is fun but people aren't realizing the variables involved, number of enemies, enchanted enemies, frost enchant, followers, party make-up, so many unconsidered factors and yet I still see everyday of my life "HEY CHECK OUT MY GLASS CANNON WIZARD INFERNO DESTROYER BUILD LOL TIME TO MAKE A LIVING OFF SELLING SHIT TO NOOBS"
I'm done raging btw, sorry I just got frustrated about shortsightedness
You need some basic posting skills dude... like no sentence structure, no paragraphs not even going to attempt to read that blob if you're going to post like that, please include a tl;dr
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
A. What Mac said...rage with hard breaks in your post so we can read it.
B. None of the builds listed on this thread have Overpower.
C. None of these builds are relying on either of these skills for damage
D. As a tank, being hit a lot is going to proc Revenge a lot, so using it for healing is perfectly viable...if the 10% proc rate is not enough you can go for 30-something with the change of a rune.
E. My favorite build so far is based on Overpower/Revenge, and it will have a near 100% uptime on Overpower, and in most occasions same with Revenge. It's called synergy, more crit allows Overpower to proc enough to keep it up indefinitely barring mathematical freak accidents. And a 10% proc rate on Revenge is probably better than you think...especially in a horde focused game.
F. You should rage in the proper thread, plenty of Overpower/Revenge (the actual thing you are talking about) builds in threads, but NOT this one.
not bad, but why no obsidian rune in WC or superstition? One mage enemy (or arcane enchanted mob) and you're folding like tissue paper!
Well raw healthpool works against everything, rest options are either phys or elemental. But in the end it's a hard choice you won't be able to calculate before expiriencing endgame content. So i placed my bet on healthpool, but could be wrong here.
WOW that's the exact same setup I was going to use! Great minds think alike I wanted to build a Tank DPSer for 4 player inferno, and that was the build I created...the same as yours. GJ!
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Build
For active skills:
- Threatening shout with crimson runestone can be considered signature barbarians skill - wide aoe taunt that lasts more then enough to wipe a group of monsters and at the same time decreases their dmg done.
- Cleave with crimson runestone provides pretty strong single target/aoe rage builder.
- Crimson runestone leap attack allows barbarian to pull in mobs for initial threatening shout taunt along with displacement capability that lets you draw monsters away from your partners.
- Alabaster runestone warcry boosts both your armor and raw healthpool. Alternative choices of 27% dodge and 260% armor increase looks weaker in my opinion. Dodge don't synergize with revenge skill (that requires you to constantly take hits to triger)and extra armor bonus won't help you much against caster type enemies. Besides armor might have a deminishing returns on it or some kind of a cap.
- Indigo runestone rend allows you to fire and forget solid aoe dot in wider radius compared to crimsone runestone rend. Besides we've already used 3 crimson runes and that fact itself makes this build pretty costly (assuming runes won't be droping left and right).
- Last but not least - golden runestone revenge. According to skill description you're gaining 12% of your HP pool for each enemy hit within 8 yard range. Under certain circumstances you'll be easilly toping yourself from critical condition with 1 revenge.
For passives:
- Tought as nails for obvious 100% armor and thorns dmg increase. Depending on amount of thorn items you'll be able to stack it might contribute significant amount to your dmg output.
- Inspiring presence - for even more passive regen synergizing with alabaster warcry. In combination you can achieve sick regeneration numbers.
- 3d passive is honestly up to personal preferences. I took brawler since you'll most likely have 5 monsters in 8 yards range after every leap into threatening shout combo.
Overall this build allows you to survive serious onslaught, to hold huge number or monsters in one spot (giving your teammates a great opportunity for maxing their aoe nukes dmg (like poison cloud/meteor/blizzard) and allowing em to focus on more dmg/utility). Besides if you're grouped with monk using crimson runestone mantra of retribution dmg comming from you will be through the roof at higher difficulties.
And as nice icing on the cake you're getting to feel yourself real manly taking whatever ugly creatures are throwing at you.
I feel, though, that Cleave isn't necessarily the go-to base attack though. You're going to be getting a ton of Fury taking all those hits, so likely you will be using your spender more than your generator skill. As such I came up with this:
http://us.battle.net/d3/en/calculator/barbarian#adZUVg!eca!YZZbZa
Similar, but I took Bash over Cleave. Indigo runed allows you to use bash to buff Rend and Revenge (and I suppose Leap too). +80% damage is nothing to scoff at...that's almost as much as a crit, it'll be perma (if you don't mess up) and it can crit still for further damage.
Rend, this could go indigo, or crimson, but I think with taunt you will be fine with the 9yrd range that Crimson allows, with the ~30% damage boost. Alternatively, in really hard situations you can just go with Golden for the added heals.
Revenge I was thinking about Indigo for more uses, but less + free Fury would be better so you can spam the crap outa Rend while using a Bash every 3 or 4 seconds to maintain buff.
The rest I pretty much agree with! You need Crimson Threatening Shout for obvious reasons. Tough as Nails, and Inspiring Presence again...pretty no-brainer (Inspiring slightly less so still). As for the 3rd one, I think Bloodthirst would be preferable to 30% damage most of the time. I don't know that Revenge will be able to keep you alive by itself, but I suppose it depends on how hard you're getting hit and if you have emergency heals (monk or w/e) just in case.
Frenzy might even be nice if it allows you to get Rend off faster too, depending on just how high incoming damage generates Fury...and that would be 120% damage and 75% faster Rend swings.
Whoa, in fact:
http://us.battle.net/d3/en/calculator/barbarian#fdZUVg!eca!ZZZbZa
Go dat! Knockback from bash is meh (in fact, I think bash is rather crap unless you have a damage build that uses 2hander and wants 13 rage per basic hit) as a tank. All attacks are based off weapons damage, so I'm assuming weapon speed is how fast all attacks go off. So with massive fury coming from damage, take attack speed buff to help spend that fury and be sure you can hammer out Revenge (might wana go Indigo revenge at this point depending on incoming Fury).
Weeee! Fun theorycrafting, wtb game noa
I'm done raging btw, sorry I just got frustrated about shortsightedness
You need some basic posting skills dude... like no sentence structure, no paragraphs not even going to attempt to read that blob if you're going to post like that, please include a tl;dr
for he to-day that sheds his blood with me
shall be my brother..."
B. None of the builds listed on this thread have Overpower.
C. None of these builds are relying on either of these skills for damage
D. As a tank, being hit a lot is going to proc Revenge a lot, so using it for healing is perfectly viable...if the 10% proc rate is not enough you can go for 30-something with the change of a rune.
E. My favorite build so far is based on Overpower/Revenge, and it will have a near 100% uptime on Overpower, and in most occasions same with Revenge. It's called synergy, more crit allows Overpower to proc enough to keep it up indefinitely barring mathematical freak accidents. And a 10% proc rate on Revenge is probably better than you think...especially in a horde focused game.
F. You should rage in the proper thread, plenty of Overpower/Revenge (the actual thing you are talking about) builds in threads, but NOT this one.
Well raw healthpool works against everything, rest options are either phys or elemental. But in the end it's a hard choice you won't be able to calculate before expiriencing endgame content. So i placed my bet on healthpool, but could be wrong here.