Ok guys, I royally screwed up my first build post a few weeks back, so im looking for a bit of redemption :P.
The base of this build has come mainly from what others have been doing and posting. I would have to say, however, the majority comes from the woodsman build that's been a steady topic of late. It is built for MOBILITY, LEACH, MODERATE DPS, NUKING, ADAPTIVITY, and SMARTS. Think "hit and run"
First, i will start with the core of this build, as many of the skills/runes can be swapped out for other's depending on the holes it may have in the actual game and playstyle/personal preferance.
1. Furious charge + alabaster. As stated, this build is centered around mobility, and with an alabaster rune, a perfect charge can get a 2 second cooldown. This will keep the barb jumping across the battlefield quite effectively with proper placement. The proper placement is key, as if you waste it on 1 target, your mobility will be severely nerfed for the next 9 seconds. This is where a level of awareness is required from the player in order to get the most out of this build. Positioning will become a key point for another skill in this build based around furious charge, so keep emphasis on LOCATION LOCATION LOCATION!
The rest of the skills can be easily swapped out for one other skill or rune combo yet sticking to the main points of this build. They follow as such.
2. consistent fury generator/dps:
a - Frenzy + crimson if lacking single target dps and overall damage from other skills with 120% damage boost(mainly for bosses/elites)
b - cleave + crimson if lacking in mob dps/nuking potential. Keep in mind, however, 260% main target damage with crimson rune is still amazing. As seen in the build, I went with cleave as it "fits" the "stock" build best
c - bash. im not a fan but if you enjoy it, all the power to ya'
3 - aoe nuke CORE SKILL TO SPAM
a: rend + indigo = best aoe mob "hit and forget" skill
b: rend + golden = if you are having problems living
c: rend + obsidian = if your a dot hippy
4 - damage reduction
a: warcry - crimson = 260% armor is just epic
b: warcry - alabaster = 50% + life is pretty epic also, however, if using rend+golden, you heal based off damage done, not total life. as such, avoid this!
c: warcry - obsidian = if you feel your taking a ton of elemental damage, the 80% boost should help a lot.
d: threatening shout + golden = greatest amount of damage reduction (roughly 75%) however, its in an aoe around you, and not a buff. As such, you must hit mobs with this, taking 2-3 casts to get every monster. with 2 second charge, that shouldn't be too hard. Threatening shout is also a fury dump, and this build generally lacks fury skills.
5 - another nuke/utility slot
a: earthquake + golden + bulkatho = this is only viable if you go warcry, as there wouldn't be enough fury in the build to spam rend + use earthquake. Or, if you fail with your charges, don't spam rend, and use you furry generator a lot ( you shouldn't use this build then), earthquake would also be viable.
b: Leap attack - alabaster = more mobility, more furry for threatening shout/rend spam, and a stun. This can be seen as a "safty net" if you don't hit a big mob with a charge, you can still maintain some mobility. Also, with threatening shout, you can get two clusters of mobs almost immediately right out of the gate. Things to keep in mind
c: War stomp - crimson = another aoe nuke that can be used in conjunction with rend for damage
d: War stopm - indigo = pull em in for a nice cleave/rend
6 - utility/whatever you desire
a: Overpower - crimson = more crit/nuke
b: Overpower - obsidian = survivability/heal/nuke
c: Revenge - alabaster = survivability/more crit/heal
d: Revenge - Indigo = survivability/big heals
e: Warcry - ^^^^ read previous part on WC
f: Earthquake - ^^^^ read previous part on EQ
g: HotA - crimson = Big nuke, big damage
h: HotA - Indigo = another nuke, aoe damage, not quite sure how this one works
i: Seismic Slam - alabaster = huge damage, linear skill, would require perfect positioning
j: Seismic Slam - crimson = CC, big nuke
k: Seismic Slam - Indigo = nuke, DoT-esque damage
the premise of this build is to charge in, drop cleave>threateningshout>cleave/leap>rend>charge>rend>cleave>charge>rend>cleave>charge and use whatever skills you can in that time. The key is to use charge whenever it is up, and use rend on any "untouched" cluster to keep the dot "active" the whole time.
first, rend only costs 20 fury
second, the point of the build is "hit and run". So dealing 300~% damage over 3 seconds vs 300% upfront makes little difference when you are jumping from one place to another.
third, I just threw 3 passives that i use for most of my builds, and didnt intend for them to be taken into consideration yet. As such, i fully agree with what you have to say about that. Ill add in the passives when i finish this post either tonight or tomorrow.
fourth, while rend is the only offensive fury skill in my build, my post makes many mentions as to adding other fury dumps as they please. its a very malleable build that centers around dorpping affects/damage then moving onto another group of monsters.
thx for the post, ill take it into consideration over the next few days
My only issue here is that this isn't really a build at all, it's closer to a template. You've taken Furious Charge and Rend, and then basically laid out some guidelines for what the other 4 skills could be, with a lot of leeway.
It's like saying, "Hey check out my WW build. You take Whirlwind, obviously. Something to generate fury would be good I guess. Maybe some sort of movement skill and something for defense. Whatever you want in the last two spots. Pick some passives."
That's not a Whirlwind build.
I mean, sometimes it makes sense to have one or two options within a build. But yours is really wide open, so it's kinda difficult to see what you're going for.
I'd be more interested to hear you explain WHY you chose what skills and runes you did, and why you think they work together.
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The base of this build has come mainly from what others have been doing and posting. I would have to say, however, the majority comes from the woodsman build that's been a steady topic of late. It is built for MOBILITY, LEACH, MODERATE DPS, NUKING, ADAPTIVITY, and SMARTS. Think "hit and run"
First, i will start with the core of this build, as many of the skills/runes can be swapped out for other's depending on the holes it may have in the actual game and playstyle/personal preferance.
1. Furious charge + alabaster. As stated, this build is centered around mobility, and with an alabaster rune, a perfect charge can get a 2 second cooldown. This will keep the barb jumping across the battlefield quite effectively with proper placement. The proper placement is key, as if you waste it on 1 target, your mobility will be severely nerfed for the next 9 seconds. This is where a level of awareness is required from the player in order to get the most out of this build. Positioning will become a key point for another skill in this build based around furious charge, so keep emphasis on LOCATION LOCATION LOCATION!
The rest of the skills can be easily swapped out for one other skill or rune combo yet sticking to the main points of this build. They follow as such.
2. consistent fury generator/dps:
a - Frenzy + crimson if lacking single target dps and overall damage from other skills with 120% damage boost(mainly for bosses/elites)
b - cleave + crimson if lacking in mob dps/nuking potential. Keep in mind, however, 260% main target damage with crimson rune is still amazing. As seen in the build, I went with cleave as it "fits" the "stock" build best
c - bash. im not a fan but if you enjoy it, all the power to ya'
3 - aoe nuke CORE SKILL TO SPAM
a: rend + indigo = best aoe mob "hit and forget" skill
b: rend + golden = if you are having problems living
c: rend + obsidian = if your a dot hippy
4 - damage reduction
a: warcry - crimson = 260% armor is just epic
b: warcry - alabaster = 50% + life is pretty epic also, however, if using rend+golden, you heal based off damage done, not total life. as such, avoid this!
c: warcry - obsidian = if you feel your taking a ton of elemental damage, the 80% boost should help a lot.
d: threatening shout + golden = greatest amount of damage reduction (roughly 75%) however, its in an aoe around you, and not a buff. As such, you must hit mobs with this, taking 2-3 casts to get every monster. with 2 second charge, that shouldn't be too hard. Threatening shout is also a fury dump, and this build generally lacks fury skills.
5 - another nuke/utility slot
a: earthquake + golden + bulkatho = this is only viable if you go warcry, as there wouldn't be enough fury in the build to spam rend + use earthquake. Or, if you fail with your charges, don't spam rend, and use you furry generator a lot ( you shouldn't use this build then), earthquake would also be viable.
b: Leap attack - alabaster = more mobility, more furry for threatening shout/rend spam, and a stun. This can be seen as a "safty net" if you don't hit a big mob with a charge, you can still maintain some mobility. Also, with threatening shout, you can get two clusters of mobs almost immediately right out of the gate. Things to keep in mind
c: War stomp - crimson = another aoe nuke that can be used in conjunction with rend for damage
d: War stopm - indigo = pull em in for a nice cleave/rend
6 - utility/whatever you desire
a: Overpower - crimson = more crit/nuke
b: Overpower - obsidian = survivability/heal/nuke
c: Revenge - alabaster = survivability/more crit/heal
d: Revenge - Indigo = survivability/big heals
e: Warcry - ^^^^ read previous part on WC
f: Earthquake - ^^^^ read previous part on EQ
g: HotA - crimson = Big nuke, big damage
h: HotA - Indigo = another nuke, aoe damage, not quite sure how this one works
i: Seismic Slam - alabaster = huge damage, linear skill, would require perfect positioning
j: Seismic Slam - crimson = CC, big nuke
k: Seismic Slam - Indigo = nuke, DoT-esque damage
the premise of this build is to charge in, drop cleave>threateningshout>cleave/leap>rend>charge>rend>cleave>charge>rend>cleave>charge and use whatever skills you can in that time. The key is to use charge whenever it is up, and use rend on any "untouched" cluster to keep the dot "active" the whole time.
here is my "stock" build: http://us.battle.net/d3/en/calculator/barbarian#cTdVbh!abc!ZaaYbZ to give a little reference
ill probably add more to this thread later in the week. im tired and midterms are here so write your thoughts, and ill read them over
thx
first, rend only costs 20 fury
second, the point of the build is "hit and run". So dealing 300~% damage over 3 seconds vs 300% upfront makes little difference when you are jumping from one place to another.
third, I just threw 3 passives that i use for most of my builds, and didnt intend for them to be taken into consideration yet. As such, i fully agree with what you have to say about that. Ill add in the passives when i finish this post either tonight or tomorrow.
fourth, while rend is the only offensive fury skill in my build, my post makes many mentions as to adding other fury dumps as they please. its a very malleable build that centers around dorpping affects/damage then moving onto another group of monsters.
thx for the post, ill take it into consideration over the next few days
It's like saying, "Hey check out my WW build. You take Whirlwind, obviously. Something to generate fury would be good I guess. Maybe some sort of movement skill and something for defense. Whatever you want in the last two spots. Pick some passives."
That's not a Whirlwind build.
I mean, sometimes it makes sense to have one or two options within a build. But yours is really wide open, so it's kinda difficult to see what you're going for.
I'd be more interested to hear you explain WHY you chose what skills and runes you did, and why you think they work together.