I recently started playing again and decided to try the whole CM thing. I assembled a set of gear and at the moment a can farm MP6 rather decently. I'm having a hard time finding any upgrades for my gear though. The whole attack speed break point thing keeps confusing me, and well I just don't know which item to improve. Budget is about 50 mil. Here's the profile.
Also, is there any way to incorperate a socketed helm into this build without losing the Arcane on crit?
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Sep 12, 2012Posted in: Barbarian: Bastion's KeepQuote from Nivius
hitting 3 monsters for 130% each (390% total) seems allot better then hitting 1 target for 169%
really dont see why, the damage aint that mutch of a diffrance anyway and most of the time it will benefit you more then not.
also your only way of getting fury from 0 fury is war cry... silly if its on cd and you for some reason get 0 fury...
this build got some cracks...
Well I go with mighty throw because it always generates fury on critical hit, while ricochet has a chance to. So fury generation is much better with mighty throw, since often you only have one or two targets, or your targets are too far apart for ricochet to work.
That's why I go with mighty throw as fury generation/one target skill,genarating tons of fury to use rend on packs. I rend down an entire pack, then use mighty throw to take down the troublemakers (and replenish my fury in no time).
Also, this build has its benefits if you want to take down some bosses in your runs.
You're right though about the war cry problem. But since 1.04 that's not such an issue anymore. When I run out of fury (which happens rarely), I just run up to a monster and hit it a couple of times (and get his as well) and my fury is replenished already. It's a downside, but it happens rarely and I still find it way less annoying than ancient spear.
Sep 7, 2012Posted in: Barbarian: Bastion's Keep
Haven't tried that, but I don't see how it would be better. In my experience, Myghty Throw generates far more fury than Ricochet, so fury generation is fine. It would just be a loss of dps.Quote from Turtel
did you try using a mighty weapon in MH once you got decent crit chance?
Sep 7, 2012I came up with this build to be somewhat of a ranged/melee hybrid really. You can be in the thick of battle and mow down 50 fallen with a single rend (while having them heal you), or take out archers, wasps and treasure goblins from a distance.Posted in: Barbarian: Bastion's Keep
I just got rid of ancient spear because I found it rather unreliable, even with more than 50% crit chance it often doesn't crit (which, I guess, is normal). I find it way more fun to Mighty Throw and then take out groups/ heal with rend.
In the end it comes down to playstyle and what your gear allows though. This build allowed me to keep using the ranged barb I enjoy, while at the same time kind of tank in co-op games.
Sep 4, 2012Woops didn't see this thread, that's what I get for always ignoring stickies. Anyway, I posted my somewhat more melee-oriented throwing build here: http://www.diablofans.com/topic/68057-my-take-on-the-throwing-barb/Posted in: Barbarian: Bastion's Keep
Sep 4, 2012Hello!Posted in: Barbarian: Bastion's Keep
I've been playing a throwing barb since 1.03. I could easily farm act 1, but was dying regularly in act 2. After 1.04 I changed up some skills and just a few pieces of gear, and now I finished the game and farm act 2 with ease (probably act 3 as well if I had any decent gear).
This is the build I use:
Before, I was using ricochet and ancient spear (tried various runes on that one). This combination has several problems:
- It feels stupid attacking a single target with a multi target spell (ricochet)
- Often there are not enough targets to get decent fury generation out of ricochet. Even with a good crit chance, this caused occasional fury problems with bosses.
- Ancient spear is actually rather useless and in my opinion overrated. If you use the life leech rune, it requires a lot of dps for it to be worth something. The rune that pulls several targets is nice, but you end up pulling several enemies to you AND even with high crit chance, there's a chance you won't crit and won't be able to spam.
All in all, I found this build annoying. Another problem I had was that since I'm a barb, people seemed to expect me to tank at least a bit, which was hard with this build. So I changed things up a bit:
Mighty throw: Extra damage and perfect for single targets. Moreover, it will generate tons of fury on crit (with no escape). I found that with this rune, my fury was almost always full! Hence, I replaced ancient spear with:
Rend (Blood Lust): This skill is the perfect solution for all problems. It allows you to tank a bit if necessary (in fact, I prefer to be surrounded now). If you prefer kiting (or need to) that's also fine, you just run in, turn the mobs into a bunch of life regenerators, run out again and mow them down with axes. It also solves the one target problem of Mighty Throw. Trash monsters drop dead in a matter of seconds with this skill. If you keep battle rage up, you should gain more than enough fury using mighty throw to apply Rend whenever you need to. Don't spam it on the same monster! The timer will only refresh, it does not stack! The only time you should spam it is when there are 500 monsters all around you and you want to tag them all.
The rest is fairly standard:
Ignore Pain (Ignorance is Bliss): Panic button, turns you invincible. Don't hesitate to use, fairly low cooldown.
War Cry (Impunity): Would be stupid to go without it. Also, it's your only initial fury generator. Still it's no disaster if it's still on cooldown and you need fury. Since 1.04 you will auto-attack, which gains fury, and in the process you'll get hit a couple of times, for more fury.
Battle rage (Into the Fray): I've experimented with different runes, but I think you really need it to play comfortably with a throwing barb, especially in this build. Make sure it's always on. A trick I use is to cast it together with War Cry whenever War Cry comes off cooldown. Like that you'll always have fury to keep your Battle Rage up. Without it you're crippled. If you try this build and you run into resource problems, chances are you're not keeping battle rage up.
Wrath of the Berserker (Insanity): Not essential, but I love it against crowd control and with bosses. Solves all problems that Rend doesn't.
Passives are of course Weapons Master, Ruthless and No Escape.
Equipment wise I recommend going as DPS-oriented as possible. Of course you'll need a decent amount of crit chance. I'm at 51% now (with my mediocre gear) and that's fine. The key pieces are:
- Off-hand I'd recommend the three-hundredth spear. Preferably one with a socket, so you can get 70% crit damage easily.
- Main hand a mace or axe with life leech. I prefer this over LoH since our attacks will be relatively slow. A mace is a little better than a same-dps-axe, since the attack speed is lower, which improves your rend and fury management.
- Belt: a decent belt can be hard to find, since you'll both need life leech and reduced weapon throw cost. I have one with 4 reduced cost now, which works fine.
For this build, it's not necessary to bother with skull grasp or whatever, since you'll gain enough fury to keep up both.
On a final note, this build works better in some areas than in others. It's a charm in act2 farming routes, where there are lots of little meelee chars surrounding you and you can get the most out of rend. In act 3 it seems to be less effective in certain areas with lots of ranged monsters, but still viable.
What do you think?
Jun 15, 2012Like many posters here, I ran into quite a dissapointment when entering act II. My damage output is fine for now, but I die almost instantly. I already changed up my build a bit (picked both armor passives and changed earthquake for leap):Posted in: Barbarian: Bastion's Keep
These are my current items:
And these are my current stats without War Cry.
What I gather from similar topics is that my life is incredibly low. Are there any other changes I should make? Any item I should definitely replace?
Jun 14, 2012Thanks, interesting replyPosted in: Theorycrafting and Analysis
Is there a way to know for sure whether attack speed matters for a skill? My intuitive guess would be that "click to attack" skills all depend on speed, while "one shot" skills depend on damage. But then how am I supposed to know hydra uses speed as well?
Jun 14, 2012I'm sure this question has been asked before, but I've been away from the forums for a while and I can't find it right now.Posted in: Theorycrafting and Analysis
Which number is actually used for the "weapon damage" skills use? Can I see this number somewhere? Is it dps or damage (i.e. will wielding a 2h axe with the same dps as a dagger result in more damage on Earthquake?)
May 14, 2012It could be either really. The dragon is a standard fantasy figure so no surprise there. And the lion rampant is one of the most common elements of heraldic imagery. The wolf might be a throwback to the druid from D2, as well as the stag actually.Posted in: Diablo III General Discussion
If there was also a kraken in there I'd be more convinced
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Mar 31, 2012Frostbite5 posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard Facebook"If a friend has joined your game, how do you kick them out?"Posted in: News
Somehow this question made me laugh. Trying to picture situations where a friend joins your game and the first thing that crosses your mind is "how can I kick him out?".
Mar 22, 2012What I still don't get though, with these clarifications in mind, is the following: how does this cause the traditional D2 boss runs to stop being the path of least resistance? Take Diablo or Baal, on your way there you'd HAVE to pass through more than enough champion packs to charge up your buff.Posted in: News
Does the buff also increase your MF for subsequent champion kills? In that case it might indeed be the most efficient to clear an entire game, but if it's only for bosses, people will just look for the best spot and start doing runs...
Mar 21, 2012I agree with Jake, a couple of stacks would be nice. Otherwise you'd get the buff automatically when doing normal boss runs anyways (you always run across champion pack or two).Posted in: News
My favorite solution would be to have like 15 stacks, each granting a minor % of extra MF. Killing one boss pack on your way by accident shouldn't give you any advantage, but getting all 15 should net you a considerable bonus. Like that you'd also stay in the game and run other bosses.
Mar 1, 2012Frostbite5 posted a message on EU Beta Wave, Diablo 3 Weekly Maintenance, Blue Posts, Sword of Justice Cover Art, Fan ArtI'm awed by the sepia artwork, before I even knew it was umpa's. Very interesting style, it gives the feel of an old woodcut.Posted in: News
Feb 20, 2012I feel mostly positive about these changes. Come to think of it, actually the runes as items kind of removed the Diablo feel.Posted in: News
Let me explain. If you want an item based rune system to feel any different than the system that's currently implemented, runes have to be hard to come by, right? The rewarding feeling of finally finding the right rune. If runes were dropping all around you, there is nothing to it, it would just be a nuisance. So runes should have been rather rare. If runes were regular drops, the rune system would just be an annoying version of the regular system.
The thing with skills in Diablo though, is that you build your character the way you want it. Imagine that for your ideal build you'd need 4 crimson runes, but you have only one. That's just frustrating. Meanwhile a bunch of runes you don't want are cluttering your inventory. You keep them because you might need them at some point, but they are in the way. So what will you do? Run inferno untill they drop? Could take a long time. Just trade for them? That's not rewarding, basically you're just trading some stuff in order to unlock skills. That's just weird and inconvenient.
So blizz realized this and they got rid of the entire item runes thing. That takes some huge balls, to just throw all that overboard and admit your own idea sucked.
Ok, now it may not be ideal yet, but it is more Diablo. And you have a major incentive for leveling possibly up to lvl 60! Pretty sweet.
Nov 9, 2011Frostbite5 posted a message on Third Conference Call, Beta Notes You Didn't See, and Battle.net's "Cheat Box""Each different Spirit Generator ability you use increases your damage by 10% for 3 seconds."Posted in: News
I like everything I'm hearing, but I'm a bit worried about these new passives that encourage you to use different skills. Normally you should want to use different skills because you want to, or because you need them in different situations. It's a bit cheap that they try to encourage you just by giving a damage bonus for it. Or am I getting this wrong?
Oct 20, 2010Yay!Posted in: News
Oh my gawd, I hadn't realized it's wednesday already! Blizzcon is mere hours away!
Although, come to think of it, I live in Europe (GMT+1).. Has anyone calculated yet around what time the important D3 events will be for us Europe people?
Probably like in the middle of the night :confused:
Oct 19, 2010Posted in: News
Why do you think it's the same tier? It looks higher to me. Remember there will be way more armor designs than in D2, so the differences between two tiers can be subtle sometimes.Quote from Jackzor
My only complaint, after looking at it for a bit, is that even though the female barb and male barb are on the same tier with these sets, the male barb's set basically looks like the same armor as the female's, except upgraded. Its probably just that the female's set doesn't have a helmet, but thats just kinda my impression of it.
This is my favorite one so far. Even though the helm is shown from a weird angle, it's totally awesome.
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