- Threatening shout (Indigo): Imo, "threatening shout" is the most underestimated skill. The 50% damage reduction + 56% movement speed reduction is imba.
- Ground stomp (Golden): To close gap and to generate enough fury to apply "threatening shout".
- Battle rage: Boosting the damage, %crit chance and providing healing with passive "inspiring presence"
- Revenge (Alabaster): For the heal it provides but most importantly, the extra critical chance with the runestone gives a better chance to get a chain of critical strikes while using "overpower".
- Overpower (Crimson): The bread and butter skill. If you get some lucky crits, you can litteraly spam it for some devastating effect.
- Rend (Obsidian): I am not a big fan of rend myself for pvp. Reconsidering this skill for "weapon throw" would be advisable in the even where fury generation would exceed 4 fury/sec. On the other hand, this skill as the best dmg/fury ratio and does not affect normal attacks.
Passive skills
- Inspiring presence: Doubles the lenght of "battle rage" and "treatening shout" while giving a 2%life/sec.
- Weapons master: You can equip mighty weapons to compensate for any lack of fury or you can go with a DPS buff. Hopefully we will see macros in D3 which will allow easy weapon swap.
- Ruthless: It increases significantly DPS
With passive skills, "ruthless" and "weapon master", with "battle rage" if both "revenge" and "overpower" runestones effect are active, the critical chance goes up to 51%.
Ennemy's damage reduced by 50% and movement reduced by 56% over 30 sec.
Rotation:
GS/TS/BR, RV/OP/RD
1. Close gap with "groud stomp"
2. Apply "treathening shout" (-50% dmg and -56% ms lasting 30sec)
3. Apply "Battle rage" (+4% crit, +36% dmg lasting 60sec)
4. Attack, "revenge", "overpower" then "rend"
5. Rince and repeat
If macro's are allowed, start with DW mighty weapons (fury regenation) and then switch to 1H sword/axe/mace (DPS buff) when "revenge" is active.
I was going to question how you would maintain the needed fury to fuel your abilities until I read the last part. Funky way to do it. I do think that you should keep mighty weapons even when best cold served is active for maximized fury generation for rend.
Then again, I would prefer another attack for pvp instead of rend. Frenzy with speed buff or bash with stun on hit.
Thing is, for all the attacks you could have done with bash or frenzy that you now will do with "attack" to build up the needed fury for rend would mean overall loss in damage. You will probably be dead before that happens.
I think that with "ground stomp", taking "bash" with stun would probably result in diminishing returns and less efficiency. Taking "frenzy" with speed buff is great but i don't think it is for pvp. It appears great on paper, but on moving targets, it does not shine as great. 1H will probably be prefered over Dw for PVP. I considered going for "bash" with indigo but i would have no damaging fury spenders and i am not quite sure that i would get more DPS than with "rend".
About fury, with this build, i highly doubt i will even need to wield mighty weapons to build fury. Applying both buffs (TS/BR) costs 1fury/sec. If you add rend, you need to apply it every 7sec which means you require a 3fury/sec to keep it up. This means i would need 4fury/sec generation. With "ground stomp", i already generate a 2,6 fury/sec. I believe that the regeneration comming from being damage will probably make up for the 1,4 fury/sec i need to keep rend up. If i swap "rend" for "bash" or "frenzy", i will have a lot of fury generated which i won't be able to benefit from. By taking obsidian runestone for rend, i ensure myself i need little fury and that i can live without "bash", "frenzy" or probably even "mighty weapons". Relying solely on "ground stomp" and fury generated from being damage will probably be enough.
About you saying i will die before it happens, you probably forget that i inflict a -50% damage reduction on ennemies with "threatening shout" (Almost as good as "ignore pain" for a 20 fury but it lasts for 30 sec and can be kept active at all times. I also have a 2% life/sec regeneration and a 5% life/hit regeneration with revenge. If i ever happen to get a few lucky overpower crits, it could be really deadly.
I don't find Overpower is worth it any more. 15s cooldown is too long and the Crimson effect is too short, if it can stack it might be worthwhile but still (you'll have 60% crit for maybe 3s tops), it's too inconsistent. I'd rather get a decent fury spender and/or a good debuff for my team (like shout) as a replacement.
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"Traitors! Even in death, the armies of Khanduras will still obey their king!"
I don't find Overpower is worth it any more. 15s cooldown is too long and the Crimson effect is too short, if it can stack it might be worthwhile but still (you'll have 60% crit for maybe 3s tops), it's too inconsistent. I'd rather get a decent fury spender and/or a good debuff for my team (like shout) as a replacement.
You might be right but we will have to wait and see... This build is based upon pvp when you reach end levels. The barb is based imo on being able to pull off damage out of criticals. If you take a look at the Mystic's exalted recipes, the "major brutality" give's an extra 80% damage on critical's which seem's to be quite suited for a high level pvp barbarian. It come's with no need of being taught the formula. If you take another look and check out the jeweler's gem, when you are exalted, you can also use the radiant star emerald to improve critical chance (precision).
Basically, depending on which level you are at, builds will most likely vary in effectiveness. Depending on how much 'crit' chance you can reach from gear and build will most likely determine the effectiveness and the usefullness of overpower since cooldown is reset if you critical hit with it. If you have a 66% chance of doing a critical hit, the chances are high of being able to spam overpower for 1,2 and maybe 3 times. The damage output would then be really high; 690% weapon damage per hit if you use the passive skill ruthless. If you can chain up a lot of overpower critical strikes, damage will add up in some insane manner.
And about crimson being able to stack, i don't think so. But, it will most likely be reset every time you critical hit. The interesting thing about overpower is not to use it once every 15secs, it is to be able to spam it if you can gather a high crit % chance.
And about crimson being able to stack, i don't think so. But, it will most likely be reset every time you critical hit. The interesting thing about overpower is not to use it once every 15secs, it is to be able to spam it if you can gather a high crit % chance.
Yeah it pretty much depends on the crit that is possible. So we can only speculate. The precision crit is like really low though, unless they change it. Right now it's like 0.013 per point of Precision, which is around 13% with 1000 invested points. No way I'd sacrifice Defense, Attack or Vitality for that.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
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Active Skills
- Threatening shout (Indigo): Imo, "threatening shout" is the most underestimated skill. The 50% damage reduction + 56% movement speed reduction is imba.
- Ground stomp (Golden): To close gap and to generate enough fury to apply "threatening shout".
- Battle rage: Boosting the damage, %crit chance and providing healing with passive "inspiring presence"
- Revenge (Alabaster): For the heal it provides but most importantly, the extra critical chance with the runestone gives a better chance to get a chain of critical strikes while using "overpower".
- Overpower (Crimson): The bread and butter skill. If you get some lucky crits, you can litteraly spam it for some devastating effect.
- Rend (Obsidian): I am not a big fan of rend myself for pvp. Reconsidering this skill for "weapon throw" would be advisable in the even where fury generation would exceed 4 fury/sec. On the other hand, this skill as the best dmg/fury ratio and does not affect normal attacks.
Passive skills
- Inspiring presence: Doubles the lenght of "battle rage" and "treatening shout" while giving a 2%life/sec.
- Weapons master: You can equip mighty weapons to compensate for any lack of fury or you can go with a DPS buff. Hopefully we will see macros in D3 which will allow easy weapon swap.
- Ruthless: It increases significantly DPS
With passive skills, "ruthless" and "weapon master", with "battle rage" if both "revenge" and "overpower" runestones effect are active, the critical chance goes up to 51%.
Ennemy's damage reduced by 50% and movement reduced by 56% over 30 sec.
Rotation:
GS/TS/BR, RV/OP/RD
1. Close gap with "groud stomp"
2. Apply "treathening shout" (-50% dmg and -56% ms lasting 30sec)
3. Apply "Battle rage" (+4% crit, +36% dmg lasting 60sec)
4. Attack, "revenge", "overpower" then "rend"
5. Rince and repeat
If macro's are allowed, start with DW mighty weapons (fury regenation) and then switch to 1H sword/axe/mace (DPS buff) when "revenge" is active.
I think that with "ground stomp", taking "bash" with stun would probably result in diminishing returns and less efficiency. Taking "frenzy" with speed buff is great but i don't think it is for pvp. It appears great on paper, but on moving targets, it does not shine as great. 1H will probably be prefered over Dw for PVP. I considered going for "bash" with indigo but i would have no damaging fury spenders and i am not quite sure that i would get more DPS than with "rend".
About fury, with this build, i highly doubt i will even need to wield mighty weapons to build fury. Applying both buffs (TS/BR) costs 1fury/sec. If you add rend, you need to apply it every 7sec which means you require a 3fury/sec to keep it up. This means i would need 4fury/sec generation. With "ground stomp", i already generate a 2,6 fury/sec. I believe that the regeneration comming from being damage will probably make up for the 1,4 fury/sec i need to keep rend up. If i swap "rend" for "bash" or "frenzy", i will have a lot of fury generated which i won't be able to benefit from. By taking obsidian runestone for rend, i ensure myself i need little fury and that i can live without "bash", "frenzy" or probably even "mighty weapons". Relying solely on "ground stomp" and fury generated from being damage will probably be enough.
About you saying i will die before it happens, you probably forget that i inflict a -50% damage reduction on ennemies with "threatening shout" (Almost as good as "ignore pain" for a 20 fury but it lasts for 30 sec and can be kept active at all times. I also have a 2% life/sec regeneration and a 5% life/hit regeneration with revenge. If i ever happen to get a few lucky overpower crits, it could be really deadly.
You might be right but we will have to wait and see... This build is based upon pvp when you reach end levels. The barb is based imo on being able to pull off damage out of criticals. If you take a look at the Mystic's exalted recipes, the "major brutality" give's an extra 80% damage on critical's which seem's to be quite suited for a high level pvp barbarian. It come's with no need of being taught the formula. If you take another look and check out the jeweler's gem, when you are exalted, you can also use the radiant star emerald to improve critical chance (precision).
Basically, depending on which level you are at, builds will most likely vary in effectiveness. Depending on how much 'crit' chance you can reach from gear and build will most likely determine the effectiveness and the usefullness of overpower since cooldown is reset if you critical hit with it. If you have a 66% chance of doing a critical hit, the chances are high of being able to spam overpower for 1,2 and maybe 3 times. The damage output would then be really high; 690% weapon damage per hit if you use the passive skill ruthless. If you can chain up a lot of overpower critical strikes, damage will add up in some insane manner.
Yeah it pretty much depends on the crit that is possible. So we can only speculate. The precision crit is like really low though, unless they change it. Right now it's like 0.013 per point of Precision, which is around 13% with 1000 invested points. No way I'd sacrifice Defense, Attack or Vitality for that.