So a Friend of mine is going to be a barb, with the skill calculators we came up with a interesting build. I was wondering what you all think of it. I bet theres a barb fan who has some idea we did not to make this build that much better.
The crazy point of this build is to pull enemies into the barb and hopefully turn them into jam. The indigo rune on ancient spear is to pull many enemies in. after that theres cleave, ground stomp or whirlwind to rough them up. If your hit and revenge is up ( its has runes to make it pop up more) so you can heal. Hammer of the ancients is there with obsidian rune to add a DoT.
So what are your thoughts? how bad is it? I am not exactly a barb fan so if theres some skill or rune I may have missed let me know.
Ground Stomp and Cleave should definitely have Indigo runes. They pull enemies closer, further enhancing the "blender" aspect of the build. A taunt could also be a good idea. The Brawler passive is awesome for the build, since you are always gonna be surrounded. This could actually be a good tank / CC build.
I took the liberty of modifing it a bit. You have 4 "blenders" and 2 AoE for when they are already all over you. Here
I know the blending is a bit excessive, but it looks like a really fun build.
Ground Stomp and Cleave should definitely have Indigo runes. They pull enemies closer, further enhancing the "blender" aspect of the build. A taunt could also be a good idea. The Brawler passive is awesome for the build, since you are always gonna be surrounded. This could actually be a good tank / CC build.
I took the liberty of modifing it a bit. You have 4 "blenders" and 2 AoE for when they are already all over you. Here
I know the blending is a bit excessive, but it looks like a really fun build.
The problem I see with cleave indigo rune is that you should only need ancient spear to pull the enemy in. I like the other ideas , Ill see what I can do.
Ground Stomp and Cleave should definitely have Indigo runes. They pull enemies closer, further enhancing the "blender" aspect of the build. A taunt could also be a good idea. The Brawler passive is awesome for the build, since you are always gonna be surrounded. This could actually be a good tank / CC build.
I took the liberty of modifing it a bit. You have 4 "blenders" and 2 AoE for when they are already all over you. Here
I know the blending is a bit excessive, but it looks like a really fun build.
The problem I see with cleave indigo rune is that you should only need ancient spear to pull the enemy in. I like the other ideas , Ill see what I can do.
If a few enemy surrounds you, then I doubt you can pull any adittional units, because the spears will hit them., Of course, it depends on your personal playstyle. Maybe a week ago, I made a similar build, you may find some fresh ideas in it: http://eu.battle.net/d3/en/calculator/barbarian#cdRWkh!Yfg!YcYYcY
this build works better because the spear will only hit a few mobs while cleave indigo will pull in much more, rend is FAR superior to hammer in terms of damage over time in a bigger radius, so 92% dmg per second while your doing your WW dmg 122.5% wpn dmg per second, brawler for 30%. and as you take ranged/ele dmg you will gain fury :). so 244.5% dmg per second base not counting any gear bonus. since WW costs so much fury per second you wont be able to hold it for long even at maximum fury otherwise id put obsidian rend for 7 second duration.
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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
So this is what iv changed it too. The build now has some moves to pull enemies in, as well as push them away. the indigo rune on cleave to help pull them in if ancient spear. ground stomp will now push enemies back.
I am building a HC Barbarian similar to that build minus the WW and Ancient Spear. I am using Leap Attack with the gather enemies nearby and use Cleave with the drawing of enemies close before the attack. I will likely use the enhanced defense or the dodge rune in Warcry to help with the defense of the build. I will likely go with a big 2-handed weapon for the damage.
I have not decided if I will use Ground Stomp or not. I think it might be better to use Battle Rage or some other defensive skill. Since you will be in thick of battle drawing in enemies and you will need to be able to handle the increased attacks on you.
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I think it's a nice build idea, specially for coop (blend will prevent enemies from attacking your allies).
I just think Hammer of the Ancients + Whirlwind in the same build is a waste. Both are fury intensive, both are used in very similar circustances and theres no way you can make a good use of both skills at the same time.
You should replace one of those for a buff skill, a single target centered skill or a debuff/cc. This will add more diversity to your character without hurting his damage output.
My tip is: remove Hammer of the Ancients and put in Earthquake. This skill will rpovide you with uber attack when things gets grim.
I think it's a nice build idea, specially for coop (blend will prevent enemies from attacking your allies).
I just think Hammer of the Ancients + Whirlwind in the same build is a waste. Both are fury intensive, both are used in very similar circustances and theres no way you can make a good use of both skills at the same time.
You should replace one of those for a buff skill, a single target centered skill or a debuff/cc. This will add more diversity to your character without hurting his damage output.
My tip is: remove Hammer of the Ancients and put in Earthquake. This skill will rpovide you with uber attack when things gets grim.
Yeah maybe one of the shouts, they have some really good armor buffs and snares in some of the shout skills.
If you keep hammer, get a defensive buff shout, or one that cuts the enemies damage. If you keep whirlwind, consider a snare.
when I redid the build I replaced hammer of the ancients with rend. hopefully this build works out. I myself will be using a monk and my friend the bard. I will be using a monk with mantra of evasion ( with a rune to increase armer) so that should help with his survivability.
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http://eu.battle.net/d3/en/calculator/barbarian#ReckZU!fZd!YbZZcY
The crazy point of this build is to pull enemies into the barb and hopefully turn them into jam. The indigo rune on ancient spear is to pull many enemies in. after that theres cleave, ground stomp or whirlwind to rough them up. If your hit and revenge is up ( its has runes to make it pop up more) so you can heal. Hammer of the ancients is there with obsidian rune to add a DoT.
So what are your thoughts? how bad is it? I am not exactly a barb fan so if theres some skill or rune I may have missed let me know.
Ground Stomp and Cleave should definitely have Indigo runes. They pull enemies closer, further enhancing the "blender" aspect of the build. A taunt could also be a good idea. The Brawler passive is awesome for the build, since you are always gonna be surrounded. This could actually be a good tank / CC build.
I took the liberty of modifing it a bit. You have 4 "blenders" and 2 AoE for when they are already all over you. Here
I know the blending is a bit excessive, but it looks like a really fun build.
this build works better because the spear will only hit a few mobs while cleave indigo will pull in much more, rend is FAR superior to hammer in terms of damage over time in a bigger radius, so 92% dmg per second while your doing your WW dmg 122.5% wpn dmg per second, brawler for 30%. and as you take ranged/ele dmg you will gain fury :). so 244.5% dmg per second base not counting any gear bonus. since WW costs so much fury per second you wont be able to hold it for long even at maximum fury otherwise id put obsidian rend for 7 second duration.
So this is what iv changed it too. The build now has some moves to pull enemies in, as well as push them away. the indigo rune on cleave to help pull them in if ancient spear. ground stomp will now push enemies back.
I have not decided if I will use Ground Stomp or not. I think it might be better to use Battle Rage or some other defensive skill. Since you will be in thick of battle drawing in enemies and you will need to be able to handle the increased attacks on you.
I just think Hammer of the Ancients + Whirlwind in the same build is a waste. Both are fury intensive, both are used in very similar circustances and theres no way you can make a good use of both skills at the same time.
You should replace one of those for a buff skill, a single target centered skill or a debuff/cc. This will add more diversity to your character without hurting his damage output.
My tip is: remove Hammer of the Ancients and put in Earthquake. This skill will rpovide you with uber attack when things gets grim.
Yeah maybe one of the shouts, they have some really good armor buffs and snares in some of the shout skills.
If you keep hammer, get a defensive buff shout, or one that cuts the enemies damage. If you keep whirlwind, consider a snare.