Showing posts with label Barbarian Build. Show all posts
Showing posts with label Barbarian Build. Show all posts

Wednesday, 17 April 2024

GPT Diablo 4 Season 4 Barbarian Builds Guide

As Diablo 4 progresses into Season 4 on its Public Test Realm (PTR), the Barbarian class receives a plethora of build updates to enhance both its leveling and endgame prowess. This guide delves into the most potent and popular Barbarian builds that have been gaining traction among players for their efficiency and destruction capabilities in both solo and group play settings.

Optimal Barbarian Builds for Season 4

1. Death Charge Barb Build 

The Death Charge Barb build is an endgame juggernaut that excels in speed farming and dungeon pushing. The crux of this build lies in its ability to deal massive area-of-effect (AoE) damage through a well-timed Charge, followed by high single-target damage using Kick and Frenzy. This build not only clears groups of enemies swiftly but also packs a punch with its boss-slaying capabilities, making it an excellent choice for tackling some of the toughest content in Diablo 4.

2. Infinite Healing Build

Another standout build for the Barbarian in Season 4 is the Infinite Healing build. This setup emphasizes sustainability, allowing Barbarians to endure longer fights without sacrificing damage output. The build utilizes a combination of defensive and offensive skills to maintain high survivability while steadily depleting enemy health pools. It's particularly useful in scenarios where players face sustained damage, offering a blend of aggression and defense.

3. Bleedzerker Build

The Bleedzerker build, updated for Season 4, enhances the traditional bleeding effects associated with the Barbarian's Rend skill. This build optimizes damage over time, with tweaks to improve the bleeding effects significantly. It's designed to maximize damage output against both single targets and groups, making it a versatile option for various gameplay styles.

Build Mechanics and Strategy

Each build incorporates specific gear choices, skill selections, and gameplay strategies that align with the Barbarian’s strengths. Players are encouraged to adapt their gear and skills based on their play style and the demands of different game modes. For example, while the Death Charge build focuses on burst damage, the Infinite Healing build leans towards sustained engagement, and the Bleedzerker exploits the potential of damage over time.

Conclusion Season 4 brings a fresh perspective to Barbarian builds in Diablo 4, offering diverse options that cater to different play styles and strategic preferences. Whether you prefer the explosive power of the Death Charge build, the resilience of the Infinite Healing setup, or the relentless damage of the Bleedzerker, there's a build that fits your needs. Experimentation and adaptation are key, as the dynamic nature of Diablo 4's gameplay demands flexibility and innovation.

Thursday, 8 June 2023


A Diablo 4 player has recently showcased one of the most unconventional yet effective builds since the game's launch. This new approach, known as the Barbarian Thorns Build, has been turning heads due to its unique gameplay mechanics​.


Despite launching less than a week ago, Diablo 4 players have been fast to experiment with a variety of character builds. Among these, the Barbarian Thorns Build stands out for its unique damage system, which primarily relies on Thorns for inflicting harm on enemies. Notably, this comes in the wake of the recent nerfs to the Barbarian class, which have nonetheless not dampened the spirits of players. In fact, the first Hardcore character in Diablo 4 to reach Level 100 was a Barbarian, demonstrating the potential and resilience of this class despite the lack of ranged abilities outside Upheaval​​.

The Barbarian class in Diablo 4 offers a range of build options to tackle endgame content such as Helltides and Nightmare Dungeons. Among these, the Thorns Build has emerged as a particularly appealing choice for those who prefer a more laid-back play style. Remarkably, this build requires minimal input from the player, yet it yields a high reward in the form of monster corpses and loot​.

The Thorns Barbarian Build, created by a player under the username WillyWanker_69, has a simple directive for players: keep calm. The key to this build is the Razorplate, a Unique chest armor piece, which grants up to 9734 Thorns to the player. In addition to this, the Needleflare legendary aspect is vital, as it adds 40% of Thorns damage as an additional Area of Effect. While other legendary aspects like Death Wish can further enhance this build, it is the combination of Razorplate and Needleflare that truly brings the Thorns Barbarian to life​.

As demonstrated in the video, the Thorns Barbarian Build allows players to casually traverse the wastelands of Sanctuary, with enemies falling to their own attacks. This passive approach to combat might seem contradictory to the typical Barbarian class fantasy, but the effectiveness of the Thorns Build in the early era of Diablo 4 is undeniable​​.

The future of the Thorns Barbarian Build in higher-level content remains uncertain, but when paired with a Whirlwind loadout, it shows potential for being an entertaining and unique way to navigate Diablo 4's challenges. The Thorns mitigation could be described as passive-aggressive, complementing the continuous action of Whirlwind and the buffs from Wrath of the Berserker. This synergy suggests a promising pathway for the further evolution of the build​​.

Diablo 4, the latest entry in the renowned action RPG series from Blizzard Entertainment, is available on PC, PS4, PS5, Xbox One, and Xbox Series X/S​​. With its vibrant player community continuously innovating and pushing the boundaries of gameplay, Diablo 4 promises an exciting and dynamic experience for all action RPG enthusiasts.

Monday, 2 January 2023

Comprehensive guide to the Barbarian class in Diablo 3

Welcome to our comprehensive guide to the Barbarian class in Diablo 3!

The Barbarian is a powerful melee class, known for their brute strength and relentless aggression. With the ability to wield dual-wielded weapons, or a two-handed weapon, the Barbarian excels in close combat and can deal massive amounts of damage to their enemies.

While the Barbarian may not have the mobility or ranged attacks of other classes, they more than make up for it with their durability and versatility. With the right build and gear, a Barbarian can excel in any situation, whether it be soloing, group play, or even Hardcore mode.

So, let's dive into everything you need to know about playing a Barbarian in Diablo 3.

Basics of the Barbarian Class

The Barbarian class has several unique abilities that set them apart from other classes. These abilities include:

  • Fury: The Barbarian's main resource for abilities. Fury is generated through attacking enemies and taking damage. It is also used to activate certain abilities and passives.
  • Bash: A basic attack that deals moderate damage and generates Fury.
  • Seismic Slam: A powerful attack that deals heavy damage in a wide area, generating Fury and stunning enemies.
  • Rend: A powerful attack that deals heavy damage over time and generates Fury.
  • Cleave: A basic attack that deals moderate damage in a wide area and generates Fury.
  • Whirlwind: A powerful attack that allows the Barbarian to spin and deal damage to all enemies in a wide area, generating Fury.
  • Leap: A mobility ability that allows the Barbarian to jump to a targeted location, dealing damage to enemies in the area upon landing.
  • Ignore Pain: A defensive ability that absorbs a large amount of damage, allowing the Barbarian to survive even the toughest of fights.
  • Furious Charge: A mobility ability that allows the Barbarian to charge towards a targeted enemy, dealing damage and stunning them upon impact.
  • Threatening Shout: A crowd control ability that taunts enemies and reduces their damage dealt.

In addition to these abilities, the Barbarian also has access to a variety of passive skills that further enhance their combat capabilities. These passives can improve the effectiveness of their abilities, increase their Fury generation, or provide other benefits such as increased critical hit chance or movement speed.

Possible Builds for the Barbarian

One of the great things about the Barbarian class is the flexibility in builds. With a variety of skills and passives to choose from, it's possible to create a Barbarian that fits your playstyle and preferences.

Here are a few popular builds for the Barbarian:

  • Whirlwind: This build focuses on using the Whirlwind ability to deal massive damage in a wide area. It combines the Whirlwind skill with passive abilities that increase its damage and Fury generation, as well as critical hit chance. This build excels in group play, where it can quickly clear large groups of enemies.
  • Seismic Slam: Similar to the Whirlwind build, this build focuses on using the Seismic Slam ability to deal heavy damage in a wide area. It combines the Seismic Slam skill with passive abilities that increase its damage and Fury generation, as well as critical hit chance. This build excels in solo play, where it can quickly clear enemies and move on to the next pack.
  • Bash: This build focuses on using the Bash ability to deal moderate damage and generate Fury. It combines the Bash skill with passive abilities that increase its damage and Fury generation, as well as critical hit chance. This build excels in both solo and group play, and is a great choice for players who prefer a more straightforward

Wednesday, 25 April 2018

7 Barb Builds For Everything:bounties, t13, rats, meta, ubers, GR and more! + meta zdps



his Guide includes: 4 Charge Barbs, 2 zBarbs, a leech build, a znec and a zmonk, as well as a lot of the stuff I learned from level 70 to Paragon 1500.

I main charge barb for GR pushing, but really that involves a lot of using other builds or charge variants, so I thought I'd share what I learned and how you can gear your barb. Even if you're not a charge barb, the zdps builds are pretty universal and seeing how I adapted the standard GR build for speed clears can be useful.

I will reference these builds, so go check out that link. (One important note is that the element on the gear just has to match your rune on furious charge, so it doesn't matter which element it is, as long as they all match.) It includes the following builds:


  1. Bounty & T13 Avarice CDR Speedfarm Charge: This is your go to build in adventure mode and rifts. (solo or group) (get GR keys, mats, gear, hellfire keys, xp pools, cosmetic items, etc)
  2. GR Pushing: Charge (solo) (get your leaderboard spot)
  3. Solo GR Speeds: Charge (solo) (GR 80ish for leveling gems from 1-70 if you can't group often enough) (can tweak the build to use more MS if you want to drop to GR 50-70 for super fast gems from 1-60 or so)
  4. Hellfire boss fighting: Charge (solo or group) (get your amulet!)
  5. Vault goldfind Leech support:charge/whirlwind (group) (get gold to fund your gem levels in GRs). You can use the same gear on a monk (with leferbve's soliloqy and just use something like the zmonk skills with some movespeed sprinkled in) to get your monk gear.
  6. Pickup Radius WW Rat zBarb for Rat Runs (group) (this is what you should do most of the time; gets you xp and levels gems from 1-100)
  7. Crit, Globes Pull zBarb for meta pushing (firebat wd, zmonk and necro RGK) (level gems from 100-115+)
  8. Shrine LoTD zNecro for Rat Runs (group) (if you find a group that needs a necro instead, most of the gear you can farm with your barb (str is better than int), other than 4 piece pest and 2 cubed items; you can start with 2 piece pest and 2 piece captain crimson, though you may be a bit squishy)
  9. zMonk for meta (gives you more roles you can do in groups; without the serious gear investment of Primal weapons and CoE.) (group) (a bit harder to gear than zNec, but not by much; easier to play)
  10. Starter Build--- after you're done "piecing it together", this is where you want to be, though the SoJ can be a CoE (doesn't really matter)
  11. Piecing it together is a setup of what an early build should prioritize and what your gear might look like as you work toward the starter build.

If I don't mention a context for information it applies to DPS Charge Barbarian, either speedfarm, GR, both, or any damage dealing charge variant.

So, suppose you are 70 and have some janky whirlwind/charge or HotA build and you are working toward the perfect Raekor/IK build. Well, you're in luck, this season's set is immortal King's, and you'll need 5 pieces from that set, so that we can get the 6 piece bonus from IK.

Let's go to the Gearing Essentials:

Refer to the Speed Solo GR build. This is the build you want to aim for while you are working your way to t13, though ancient parthan defenders or strongarm bracers may be better if you are grouping with people who have nemesis bracers.

IK Belt, Raekor Shoulders, IK Boulder Breaker, Standoff for Cube, Royal Ring (possible cube), Band of Might (possible cube)

Now for Boots, Chest, Pants, Helm, and Gloves you need 3 to be IK and 2 to be Raekor. These combined with your royal ring, IK belt & wepaon, and Raekor shoulders will give you 6 piece IK and 4 piece Raekor.

Regardless of your armor cube option, other ring, amulet, and bracers, you are ready to charge barb. For those slots, just find the gear with the best stats (except maybe nemesis bracers, those are handy, but if youre in a group, then someone else may have them), until you find the best in slot items. You can craft yellow items for these slots if you don't have something with the right stats.

So, how does charge barb work?

You mainly deal damage by charging into groups of enemies. If you hit 1 or 5 enemies, your charge cooldown is automatically reset. Normally, it is 10 seconds, so if you miss or hit 2-4 enemies the cooldown will be 10, 6, 4, or 2 seconds (not counting CDR), depending on how many enemies you hit, as the raekor bonus applies every rune, and one of them reduces the cooldown by 2 seconds per enemy you hit.

So, how do you start a rift with Charge barbarian? You cast call of the ancients, which last forever (or until they die, they don't usually die), which reduce your damage taken by 1/2, you pop wrath of the berserker (giving you movespeed, dodge, and extra damage), you charge into a group of enemies in order to proc your band of might (80% dmg reduction for 8 seconds) and gain some fury. Then you cast battle rage and sprint.

Now you are ready for the rest of the rift, where you ensure you charge into lots of things, and press sprint every 4 seconds. Now, in order to keep wrath of the berserker up at all times, we toss boulders 1 or 2 times (depending on CDR) while at full fury during the 20 seconds while it is up (it's ok if your wrath of the berserker drops off, but you won't deal any damage, as you get 15x damage from the IK set bonus when both WoTB and Call of the Ancients are up). We also use boulder toss to heal, as we have life per fury on our weapon (or less optimally, belt). Your passives and gems all just increase your damage or movespeed and you don't really have to do anything to proc any of them. So, gameplay is:

In summary: Call of the ancients once (to give us damage reduction), Battle Rage every 2 minutes (for damage), Wrath of the Berserker every 20 seconds (for movespeed and damage and defense), Sprint Every 4 Seconds (for speed and damage), Throw boulders to keep Wrath of the Berserker up and Heal Charge to kill things all the time, preferably at groups of things, so that we can keep charging. Go Fast!

Regarding the rune on furious charge. This is flexible. Choose the rune that matches the element type you have on your bracers and amulet (usually to match the hellfire you get) (and possibly SoJ).

About Gear I haven't mentioned:

Amulet: Hellfire gives extra passive, other options that are decent are elemental immunity necks, but they are rare and really hard to get the right rolls on.

Convention of Elements vs Stone of Jordan: Damage Ring. SoJ is really for speed builds where you want consistent damage so that you can instantly kill enemies when you see them, but CoE gives better damage over time (think of fighting a rift guardian for 1-4 minutes).

Avarice Band: Paired with boon of the hoarder, you create lots of gold, pick up gold in a large radius, and run fast.

Bracers: Nems for speed farming, ancient parthans for defense (GR pushing), Strongarm Bracers for Offense (boss fighting; charge triggers them)

Weapon Cube: Standoff: Converts Movement speed to damage for furious charge (cube this)

Ring Cube: Royal Ring vs Band of Might. Early on Cubing band of might is recommended as a perfect roll is crucial. Having 79% instead of 80% damage reduction means you are taking 5% more damage! Royal Ring automatically rolls stats we don't want, which is why in the optimal build it is better to have a perfect band of might and cube your royal ring.

Armor Cube: Vile Ward vs Leoric's Crown. Vile ward makes charge deal more damage the more enemies you hit, ideal for grouping mobs in GR pushing, but good in speed clears too. The consistency that Leoric's crown offers (in terms of CDR) makes it better if you don't need the extra damage (it's 35% per enemy, which is a lot).

The Right Stats:

Generally, this is your stat Priority on gear as a DPS charge barb:

100 Crit Damage > 10 Crit Chance > 20 Elemental Damage = 15% Furious Charge Damage > 50 crit damage > 6% crit chance > Area Damage (or CDR for speed builds) > Str > Vit* > All Res > Life* > Life Per Fury* > Armor > everything else

*You want Life per Fury on Your Weapon (if you don't have it on weapon you can put it on belt... but it is a must have in one of those places!)

Basically you want damage. Your damage doesn't scale with CDR, but your utility (very high clearspeed on low difficulty content) does!

Stat priority For zDPS (Pull, Rat, zMonk, zNec) (pre Paragon 2000 /Augs)

Bonus Healing from Globes (monk only) > Pickup Radius (Rat Barb only) > CDR > Sockets > Crit Chance (Pull only; Solanium) > Attack Speed > Life% > 1000 Vit > Elite Reduction > RCR > 1000 Str > All Res > 1000 Int > 775 Armor > 650 Str > 650 Int > 516 Armor > life per hit

At high Paragon, Mainstat and vit become equal in value (and reduced in value relative to other stats), making other class' mainstat more valuable (e.g. 1000 int > 1000 Str on high paragon zbarb; use d3 planner to play with stats). Always use diamonds in armor on supports.

Pickup Radius and +XP gain are good on all supports, in particular pick radius is good on both zbarb builds

The Right Gems:

For damage we use Rubies, for toughness we use Diamonds. Most of the time, until you are very geared, diamonds are better. Really this will be based off whether you are dying too much are going too slow (while not dying).

[ This brings up an important topic: speed. Rifts and GRs should be done in about 2-5 minutes when you are farming for XP. Crank down the difficulty if its taking longer. Move the difficulty up if you melt the enemies and increasing the difficulty doesn't change your clear time by much. ]

In your helm, use a white gem for everything but the most difficult of content (then use purple gem), as CDR makes the build a bit more smooth when you make a mistake or when there just aren't enough enemies.

Legendary Gems for DPS: Trapped for damage and wreath of Lightning for movespeed on all damage variants. Flex gem: Powerful (Speed GR), hoarder (bounties t13 for $$$ and movespeed), stricken (GR)

What to level first? Trapped, then powerful, then lightning. After that hoarder and stricken.

Which to get to 100 first? Gem of Ease and Gogok, as your zDps while be your goto. Then trapped. Stricken should be at about the same level as trapped if you decide to GR push, as it is a pretty important part of pushing (killing the RG can be hard).

What gems do I not really need to level that high? Iceblink (25), hoarder (50,cap), toxin (25), lightning (25); Powerful (75ish). These gems provide little to no benefit leveled beyond these limits (iceblink is actually worse when overleveled). Though I level up a bunch of lightnings and powerfuls use them to aug (I use the highest level one on my dps barb until I use it for an aug)

Legendary Gems for support:

Toxin gem & iceblink: makes others do more damage (toxin is better). Wreath of Lightning's use in support builds is for: 1. your own movespeed, 2. letting your toxin gem hit lots of targets, 3. Aggroing mobs so that they will group on you. Gogok gives cdr and dodge (which are both really good). Gem of ease is because you usually have enough recovery that the life per hit (purple gem in weapon) isn't that meaningful and there are really no better options. extra XP is nice.

Group Roles:

Rat Runs:

The zNecro is the leader. He runs in front of the group and spawns globes for everyone with Land of the Dead (LotD). In order to maintain 100% (or near 100%) uptime, he has to spam abilities (in my build, command skeletons and death nova) in order to reduce his cooldown with zodiac ring, or the Rats (the other necros in the group who deal damage and use a Rathma build) have to kill elites to proc is in-geom. Sometimes when the group kills demons, the zNecro's ahavarian will trigger, giving everyone more xp, cdr, or whatever (a shrine) and it's awesome. This is a reason to keep downtime between runs low (for him they last 15 minutes if he uses gloves of worship). Not every zNec uses this setup; it can make 100% uptime trickier, but its not entirely necessary, and the XP buff is well worth it (and the cdr one makes it a breeze for him to keep up LotD). Often, everyone except the zbarb will die if LotD is not up for long enough, because the znec stuns everything with corpse lance whenver he consumes a corpse (something he does all the time while LotD is up) and the Rats stun everything too, but they can't if they don't have resource.

The zBarb stays near the Rats and follows the zNec, picking up globes, provides movespeed and damage reduction to everyone in the group with War Cry (chilanik's chain), sprint, ignore pain, and threatening shout (cast on enemies). the zbarb also rends enemies, particularly, elites in order to increase party dps. Some zbarb variants run wrath of the berserker (the damage reduction rune) in order to have more movespeed. The zbarb's main job is to pick up globes, hence the emphasis on globe radius on gear (22 is cap, amulet gives 6 and the rest is spread across 8 pieces of gear). The zbarb also pops pylons as soon as he sees them (if everyone is alive and on the same floor). Try to keep ignore pain up on everyone all the time, but especially the rats. Sometimes the znec will be ahead and you can't always get everyone. If the zNec dies, you guys are screwed, because all progression stops and you have to wait til LotD is up again (which can be up to 30 seconds if he hasn't gotten any procs from zodiac ring and he just cast it).

Meta: Pull Barb is in charge. He picks the spots for the monk to drop his inner sanctuary (usually at T's where you can pull from multiple directions). War cry when moving, pull mobs to group, grab pylons (at opportune times, not immediately), keep IP up on the WD at all times. The witchdoctor does damage throughout the rift and kills groups of mobs. The necro RGK cleans up Elites and kills the rift guardian (RGK stands for rift guardian killer), he scouts and helps aggro mobs toward the WD. The monk sits on the WD and protects him. As barb, you keep your buffs on people, but roam out and pull mobs toward "the spot" (whichever spot has the WD with inner sanctuary and the monk, the one you chose at a T or in the middle of an open area). You can basically only pull mobs 2 times before waiting a few seconds (maybe 10?). So you go to 1 side and pull a bunch of mobs and then back to the other. You stomp to spawn globes and pick em up, because the WD gets more damage when he has globes. You have to communicate about when to pop pylons other than shielding; usually you just pop the shielding when you see it. Monk just makes sure that he and the witchdoctor don't die. He keeps the sanctuary up, along with all of his group buffs, enemy debuffs, and self buffs. He can spam his pull to heal everyone (it scales with health globe healing bonus, hence the emphasis in the gearing section). Don't CC the RG within 10 seconds of the RGK trying to kill it. He stacks his bane of the stricken first). (crowd control abilities; this includes furious chargeand ground stomp; even ancient spear, even though it doesn't affect him if you have % chance to stun, freeze,etc on your gear (belt or weapons i think); for monk it includes his pull, the 3rd strike of his generator and any attack if he has % chance to CC on gear. Basically just don't CC the RG at all, though you do want your toxin gem effect on him, just try not to have chance to CC on gear.

Miscellaneous Useful Info:

When farming Hellfire Amulets Solo, start with diablo, as he is 1 target, rather than 2, it makes not running out of charges easier; as when you first open a new game you have 0 charges and only recover about 1 if you run straight to the boss portals.

Once you are over Paragon 1200ish getting XP pools is pretty useful (provides 25% experience gained for a certain amount of XP, you can stack up to 10 pools at once), though they are lost on death. Good spots to find them can be found here. usually I only check the orange ones (not the blue ones; based off the text coloring system on that page). This site is only and doesn't include 1 good one I know of: A4, the realm of fractured fate. From the spawn point, immediately go to the right and make a left at the first intersection; then follow it most of the way to the end. You can find 1-4 pools doing this (usually 1 or 2; sometimes 0). Most of the other locations are right near the spawn point. Of course, you can use cow sticks if you have them.

As a barb, you shouldn't die often, so stacking up 10 XP pools solo (once you are around Para 1300+ or so) can be worth it before you group. Just don't do something stupid and die. That's why I use nerves of steel in all my builds. I don't want to lose my pools. Your goal when doing anything in T13 should be to collect pools (unless you're fighting uber bosses) and Death's Breaths (and other mats) while you are doing whatever you are doing (and get keys from the keywardens if you are doing bounties in the same zone or perhaps when you've finished all the bounties).

Look up the numlock trick for all the zdps builds.

1% crit chance =10% crit damage (when they are at that ratio in your stats); In our barb builds, we tend to have more crit chance (from battle rage and WoTB), so crit damage is a bit more valuable.

Splitfarm bounties in public groups. It won't be slower than doing it alone (in T13).

With every character ever, boots + paragon =25% movespeed first priority. With charge barb, we want Fury then strength.

Make sure you clear GR 70 solo as soon as you can so that you have the chance of getting a primal ancient item.

As you clear rifts, hang on to yellow 2-handed mighty weapons to upgrade into legendaries (mighty belts are good too, if you have a weapon you are satisfied with).

80% Band of might is super important, start with it in the cube and wear royal ring until you find a BoM with double cirt, socket, and 79 or 80%.

There are a million other things I could put here, but I won't. My main advice is: you have to play in groups if you want to be high on the leaderboard, also you meet people and have fun. Join discord channels, clans and chat with people. It's the only way you can keep playing this game for a long time.

HOW TO SPEND BLOOD SHARDS & CRAFTING MATERIALS

I made a spreadsheet.

Spend Bloodshards on Armor (Boots, Pants, Chest, Gloves, Helm, Bracers):

First get all the right set pieces: (highest chance of getting boots, pants, chest, helm, gloves, since there is RK and IK, also shoulder you can get vile ward or RK)

Spend crafting mats on Uprgading Rares or Reforging Legendaries For Weapons:

2-Handed Boulder Breakers

(if you don't have standoff, upgrade legendary polearms)

Rings and Mighty Belts are kind of in between in terms of efficiency with shards or mats. For spending shards you want to do:

armor > rings > Mighty belt > weapon (don't spend on weapon). (for mats priority is reverse order)

You can upgrade mighty belts and mighty 2H weapons as you find them, or reforge the one you want (have to do bounties).

To get your first band of might, you can even go on a lvl 1 barb and spend shards on rings at kadala (assuming you want to cube it), because there is a smaller pool of possible legendary rings, so you have a higher chance of getting it, though this is a better season starter tactic.

Spend all your mats on your boulder breaker. It is the most important thing. Do this until you have an ancient boulder breaker with Str and life per fury (preferably over 4.2K DPS, not counting attack speed bonuses.. you don't want attack speed). Remember to gift it. Also note, that sometimes it is better to roll the damage range than to roll % damage, especially if the intial damage range is very low. Use a weapon damage calculator to help you.

Remember you have to do A1 bounties to get the ring of royal grandeur (can drop from A4 too, but about 1/4 the chance).

Alternate Gear choices

Reasons for different gear choices:

Before I told you what to do and when. Now, I want to help you understand why we use certain gear so that you can make your own variants. I will also listen certain items and when they are useful.

Core Gear: IK 6, R4, Royal Ring, Band of Might, Standoff

Core Skills/Runes: Marathon, Battle Rage, Together as One, Insanity, Boulder Toss, Furious Charge (correct element rune), Bane of the Trapped

Flex slots: Damage Ring, Amulet, Passives, Bracers, Armor Cube, Battle Rage Rune, Legendary Gems, Armor Gems

Rings: Convention of Elements, Avarice Band, Stone of Jordan. CoE has the highest average damage per second, whereas stone of jordan has the best minimum damage per second, thus SoJ is more consistent and CoE is better average DPS. The rings are definitely interchangeable in builds as they serve the same role, but when you are speed clearing, often the consistent damage is more important than the higher overall damage. If you have an Augmented CoE and and non-Augmented Stone of Jordan, probably just opt for the CoE, though the elite and elemental damage for SoJ are huge. Avarice band just makes it easier to pick up gold when you use boon of the hoarder. The "gold" variant that I use has the advantage of more movespeed (also dont worry about picking up all the gold; and make sure you have a pet equipped, because they help get gold too), which translates to damage, thanks to standoff.

Bracers: Ancient Parthan Defenders are a huge defensive boost (whenever you stun stuff with charge). Nemesis Bracers are best for speed clearing stuff and adding mobs to "kill" bounties and finding death's breaths. Strongarms are the best damage options; I really only use these for uber boss fighting, since there are no pylons. Nemesis bracers are so good.

Armor Cube: Leoric's is good for speed farming, but if you need damage vile ward gives a ton. Goldwrap can make you practically invincible...most of the time, which means you'll die a lot, just use leoric's crown or vile wards. Regarding the weapon cube, in-geom is good for speed farming, but you lose the HUGE bonus from standoff, so its not worth.

Battle Rage Rune: Bloodshed gives huge damage and is the best for damage no matter what. Ferocity is fine for speed farming, because you go fast and get 10% damage and 15% movespeed (which is damage)

Legendary Gems: Trapped gives huge damage. Only use bane of the stricken for greater rift pushing (not speed clears) and for uber boss fighting. Use lightning gem for everything: It helps you aggro mobs so you can group them in pushing and it gives movespeed for damage (and to go fast of course). If you feel too squishy, you can use esoteric alteration, but then you need physical resistance on your gear to compensate for the bonus you get to all your other resists, and eventually you'll ditch it, because as a barb damage is your problem not tankiness (usually). Bane of the Powerful is good for speedfarming, as it gives you elite damage (and elite damage reduction), as well as a general damage bonus. Unlike trapped, it gives a damage bonus that is additive with a lot of your other bonuses (called DIBS, damage increased by skills: includes battle rage, wrath of the berserker, bane of the powerful).

More about DIBS and damage calculations: There are different categories of damage multipliers, and it is important to try to get some from each group. So there is weapon damage range (+damage), main stat (strength), damage increased by skills, bane of the trapped, set bonuses ( i believe this is separate from DIBS), % Furious Charge Damage Increase, Elemental Damage Increase, Crit (chance and damage), Elite Damage, Bane of the stricken, (other gems like zei's and i think simplicity's strength),... these are all separate categories that get multiplied together. But, if you have to bonuses in the same category they add.

Example: say you deal 100 damage: +20% Cold Damage (assuming cold rune on charge), gives you 120 damage, 20% more damage. If you already have +20% cold damage and get +20% more cold damage you deal 140 damage, rather than 120, a 16.667% increase, but if that second 20% was elite damage, you would deal 100(1.2)(1.2)=144 damage. So stacking different bonuses is more effective. This is why we use stricken (when we can stack it) and trapped, rather than powerful.

The main takeaway is: Furious Charge % on your chest and shoulders are HUGE damage increases. %Elemental Damage is Huge, a must have on your bracers (remember, it doesn't matter which element you use, so long as it matches the rune you have selected on charge and the element on your other gear; elemental damage can be gained on bracers, amulet, and stone of jordan (or CoE orange text)). Also use bane of the trapped!

Passives: There are 5 great barb passives, but are all a bit situational.

Berserker's Rage: Huge damage increase (25%), if you can keep your fury up; can be difficult if you clear quickly or have to throw lots of boulders, ultimately, a good choice in all variants.

Ruthless: Huge Damage increase (about 10%). If you 1 or 2 shot every mob, it is never below 30% to trigger this bonus, so in that case, opt for something else. However, against rift guardians and mobs in greater rifts, this is a 10% damage increase.

Rampage: The best barb passive by far. 25% damage bonus and about a 20% armor boost, except against rift guardians without adds (added monsters), since you can't trigger it then. Always use this, except when fighting uber bosses.

Brawler: 20% Damage increase, whenever there are 3 or more mobs. Great against everything except rift guardians and uber bosses. Use in most variants.

Nerves of Steel: Not dying is good. At higher paragon, experience pools become more meaningful (since the xp they give is based on your level and it takes more time to get 1 level at higher paragon.. say, 1100+). Keeping your death timer down in GRs is good. Not having to restart your Wrath of the berserker cycle is good. I use this in all build variants, but at lower levels, outside of greater rifts it is not as important, and can be skipped. Pre-hellfire, probably cut this one.

So far, Rampage and nerves of steel aside, all the passives have been damage focused. Barbarians have a few good utility and movespeed ones as well.

Pound of Flesh gives you up to 20% movespeed (and 10% life regen/second), if you pick up enough health globes to keep it stacked, which is great for any speed farming build, as it makes you run faster and deal some extra damage (though not as much damage as the passives listed above).

Boon of Bul-Kathos: The part we care about is: reduces the cooldown of wrath of the berserker by 30 seconds. This means you have to throw 1 less boulder every wrath of the berserker cycle (1 less every 20 seconds). I have 174 fury (50 from paragon, 24 on my weapon, 100 base, and I wish i had 12 on my belt), so each time I toss a boulder, I reduce the cooldown on wrath of the berserker by 17x3=51 seconds. With 42% cdr and Boon of bul-kathos, my cooldown is 51 seconds. Thus I can throw 1 boulder and instantly reset my cooldown. This is a bit excessive, i can cut 20 seconds worth of CDR, since WotB lasts 20 seconds. So, with 170 fury you want enough cooldown reduction so that you only need to throw 1 boulder, so the cooldown can be 71 seconds (51 gets reduced from tossing a boulder and the ability lasts 20 seconds), which is about 23% CDR. Alternatively, with ~42% CDR (leoric's crown + 2 pieces with 8% CDR), you don't even need boon of bultkathos, and your cooldown is about 70 seconds. Really, this is a bit excessive and CDR is more useful for making it so that you never runs out of charges on furious charge, so maybe skip this one. (If you have paragon in fury, you have anywhere from 150-186 Fury, so a full fury boulder toss reduces the cooldown anywhere from 45 to 54 seconds, with only 100 fury you reduce the cooldown by 30 seconds per full fury toss).

Superstition: One of the best defensive options, gives 20% more damage reduction to everything except physical damage. If you ever use a build with this, ideally 2-3 of your secondary resists will be +Physical Damage Resistance, so that you don't die easily to physical attacks.

Tough as nails: 25% more armor. This thing is great! You have tons of armor, so it gives you even more. If you are in a group, you are probably using war cry (zdps), which means, that 25% is being added to the 20% from war cry. so it's a bit less effective. Though 25% seems like more than 20%, increasing armor by 25% does not reduce damage by 25%. Superstition is often better, because our all resist is relatively low compared to our armor.

Next tier: Relentless gives 50% damage reduction when below 35% life, effectively giving you 35% extra toughness, but generally you want to heal if you are missing about half your life, so this one is not ideal.

zDPS passives:

Inspiring presence: double duration of shouts is great, then you dont have to threatening shout enemies as often; 3% max life regen is pretty nice (think 2 million life, means 60,000 life/second).

Sword and Board: 30% damage reduction and 20% fury cost reduction,.... what's not to like??? O.. i guess you have to use a shield.

tl;dr look at the builds in the link near the top. they make you go fast and kill things in D3 or they are a way for you to get better gems or more XP by helping others kill things.

Note: can't figure out how to remove augs on website, once they are on there, so level 1 augs can be ignored

Sunday, 1 May 2016

Deadset's Guide to 2.4.1 - Detailed Beginner/Group/Solo Guides, Personal Impressions and Expectations


You may know me from a youtube guide or two over the past year and a half, or a (hopefully educational and nice) stream that I run at twitch.tv, or even my participation in the State of Sanctuary, all under the nickname Deadset. I have done a similar in-depth exploration for Patch 2.1.2, Patch 2.3, Patch 2.4 and I am back at it for my cross class guides. Below you can find my full impressions of the patch, as well as links to all detailed, full-blown explanations of 2.4.1 builds!

S6 STARTER SET BUILDS

Barbarian: Raekor Furious Charge


Full Video Guide: LINK

Playstyle: If you are looking for a high risk, high reward playstyle, you are probably looking at its best example this patch. Raekor is reworked but remains true to its roots with a fast-paced playstyle that thrives on trash clearing and requires good judment when, what, and how to engage. This is the Barbarian glass cannon, and being a close combat build it requires excellent knowledge of monster progression (which fights are worth your time, which are likely to kill you, etc). If you have it though, the potential for GR clears is sky high.

Personal opinion: I continue to dislike Raekor for all its characteristics since its 2.1 (?) rework. Raekor is the fishing master, the playstyle requires precision and practice, and pushing can be a more frustrating experience than other builds (Unfavorable elites? Bad RG? Run ends!) With Raekor, it becomes all or nothing earlier in GR progression than other builds, but in the right circumstances the ceiling for clears is unrivaled. I guess the slight refocusing to Ancient Spear in 2.4.1 is also nice, you actually feel it chunking the enemy.

Expectation of performance: I have seen this build clear GR90+ end expect it to reach around 100 when fully optimized.

Crusader: Akkhan/Invoker Thorns

Playstyle and Personal opinion: Since it's a variation of the pure Invoker Thorns build, my opinion of the two is basically the same - please check it out below!

Demon Hunter: Marauder Cluster Arrow


Full Video Guide: LINK

Playstyle: As safe and consistent as an endgame Demon Hunter can get, the Marauder places a solid wall of pets and sentries in the way of monsters, while it safely picks them off from the distance. Resource management nightmares will be largely dealt with through perma-Vengeance Seethe, and the build's arsenal of slows and chills keeps demons at bay, allowing for a beginner-friendly Demon Hunter experience.

Personal opinion: This is as close to a chill Demon Hunter playstyle as you'll get. Even a casual Demon Hunter player will reach GR75+ with relative ease if he plays consistently and gears properly. The set continues to receive buff after buff, making it a breeze to start a season with.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear slightly above GR90 when fully optimized.

Mystic Ally Inna Monk


Full Video Guide: LINK

Playstyle: How does a summoner Monk sound to you? How about a super safe, relaxed Monk build? How about the two combined? If all those propositions sound good, look no further than the Inna Mystic Ally build. With a straightforward gearing process, simple playstyle and the opportunity to expand into a Mystic Ally-EP hybrid with an even higher potential (and skill ceiling!), the Inna Monk is a great seasonal starting point.

Personal opinion: As a fanboy of pull mechanics, I'm a sucker for Cyclone Strike builds. Any Monk build that takes Cyclone Strike automatically receives +1 in my book. The option to expand the build into MA-EP hybrid is a great example of a modifiable build to suit your needs - the pure pet Monk is simpler, the EP variation has a higher GR ceiling. Either way, I really like the playstyle.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Zunimassa Witch Doctor


Written guide update coming very soon!

Playstyle: The build wields an army of Fetishes at its side, but gets the bulk of its damage done by the Doc shooting Poison Darts alongside his 5 closest summons. You will enjoy the build if you like pet-heavy builds, as well as hammering targets down individually with heavy single target damage.

**Personal opinion: The pet and positioning reliance of the build is really irksome at times, but the build is capable of pulling some very high damage numbers if the circumstances align in your favor.

Expectation of performance: I have seen this build clear GR80+, and expect it to clear well above GR85 when fully optimized.

DMO Arcane Orbit Wizard


Full Video Guide: LINK

Playstyle: The Arcane Orbit Wizard is a bursty, mobile and relatively safe melee spellcaster. It requires very simple stack management for the amount of damage it can deliver, turning it into one of the most beginner-friendly playstyles.

Personal opinion: Durable, melee range, crowd control heavy, need I say more? It's one of my favorite Wizard playstyles ever since it came out.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear well above GR90 when fully optimized.

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GROUP BUILDS

Energy Twister with Tal Rasha


Playstyle: The heir to the DMO version of the Twister build, the Tal Rasha version retains much of the playstyle (abuse of corners, stacking mechanics, etc.), but has little more varied rotation, and looks a little flashier - it's Tal's after all. If you hated the build in the past, you're not going to love it now, but its group power is undeniable and expected to dominate much (if not all) of the 2.4.1 group meta.

Barbarian Support


Playstyle: Abandoning his globe spawning role, the Support Barb is mostly a buffs and pulls master, an adept scout, and continues to be the overall leader of the support pack.

Monk Support


Playstyle: Similarly to the Barb, the support Monk ditches globe duties in favor of some skill-dependent healing. He fully retains his DPS guardian role.


Playstyle: Perhaps closest to his 2.4 form, the Support Doc adds some flavorful Wormwood Locust Swarms, but that's about it.

Personal opinion of the meta: I wasn't really looking forward to Darude Sandstorm and his mighty followers for a 2nd season in a row, but eh.** Expectation of performance of the group: GR120+

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SOLO BUILDS

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BARBARIAN

Leapquake with Might of the Earth


Playstyle: If you are looking for a clean, logical rotation and a more methodical approach to fights, you will enjoy Leapquake a great deal. The build dishes out a lot of crowd control and has a built-in pull to ease the AoE damage Earthquake specializes in. It does not slack in single target either, with Skular's Salvation empowered Boulder Tosses helping smooth out the usual Barbarian disparity of quick rift clear and agonizing slog through the Guardian. If keywords like 'deliberate pace', 'stun-heavy' and 'AoE and single target balance' sound attractive, look into the Leapquake build.

Personal opinion: This was one of my 2.4 favorites, and my opinion stands in 2.4.1 - less gimmicky than other builds, solid rotation built in. I love specs that lean on pulls anc CC, so I have some personal bias here, but really - try it out if you haven't!

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Whirlwind with BK/Wastes


Playstyle: If you are looking for a build that feels fast, excels at hit and run tactics, and thrives the more enemies it can lure to chase it, then give the Whirlwind Barb a spin. It is very demanding to perfect gear-wise, and arguably does not reward you for it enough, but WW is always a blast to play.

Personal opinion: Wastes set needs retouching, relying on CC secondaries for some decent damage reduction from APDs is absurd. Up until you hit your toughness ceiling and you start feeling like paper, WW barb is pretty darn cool. Some number upgrades (especially Skull Grasp finally being multiplicative) push the build farther out.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

Rend IK and HotA IK


Playstyle: I see these two builds as two sides of the same coin, using the base power of the Immortal King set (perma-Berserk and Ancients) to twist them for their own needs (mobile, DoT based playstyle for Rend, and a static, fight-to-fight playstyle for HotA). If you don't mind playing slightly off the meta and enjoy a decent challenge, both builds will provide plenty of quirks to learn and optimize for.

Personal opinion: The 2.3 darlings are actually bumped up a little with changes to their sets (IK and Wastes sets getting a bump in numbers, the 2.4 Endless Walk set getting added to HotA, etc.) If you don't mind playing a little outside the meta, these builds are still damn fun and different.

Expectation of performance: I have seen both builds clear GR80+ and expect both to clear slightly above GR85 when fully optimized.
Frenzy Thorns // Coming Soon!

Playstyle: -

Personal opinion: This actually exists, and is pretty cool!

Expectation of performance: 95+.

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CRUSADER

Bombardment Legacy of Nightmares Crusader


Playstyle: The Bombardment Crusader continues to be an oddity, with autoaimed volleys making up most of your attacks, having a single hyper-burst moment with a huge downtime, and spending most of the run focusing on survival. The playstyle has its intricacies - cooldown management, toughness issues, picking a proper fight - and would appeal to you if you enjoy setting up a fight and demolishing the enemy in single, spectacular shots.

Personal opinion: I'd definitely play this if I wanted to get on the Crusader leaderboard. It has some decision making as it's not the most durable build around, but that pales in comparison to its damage potential. I can certainly see people not digging the playstyle just based on how detached it feels from the battle, as you only take care of one offensive cooldown, and spend the rest of your attention on positioning and survival.

Expectation of performance: I have seen this build clear GR90+ and expect it to clear in around GR100 when fully optimized.

Invoker Thorns Crusader


Playstyle: The king of the chill endgame, Invoker Thorns is (to my knowledge) the only build that can go full tank and still clear 80+ with no twitch reflexes, heart stopping situations and instant leave decisions. Do not get me wrong, it will not clear every rift, but it will clear most of what your gear is capable of at a steady, unrelenting pace. If you ever wanted to play a solo build without flashy gimmicks but a true sense of invincibility, pick Invoker Thorns and do not look back.

Personal opinion: I have always enjoyed the Invoker take on the Thornsader, it's a straightforward melee build that doesn't go into full downtime mode on the off cycles of CoE. If you don't mind the lack of flashy, you'll feel right at home. I know I did.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Blessed Hammer Seeker of the Light Crusader


Playstyle: The 2.3 favorite has consistently received slight buffs to keep it from completely falling out. It is no longer reliant on kiting and stutter stepping (phew), and fights at a steadier pace that jumps into a fight and stays in its midst until it's over. If you enjoy slamming into the thick of the fight and mowing enemies with holy power, Hammerdin might just be the guy for you.

Personal opinion: Ever since 2.4, I've been pretty happy with how Hammerdin plays; now they get an additional buff in the form of Johanna's Argument 100% Hammers damage increase, bumping the build up yet again. I don't expect it to compete for the top spot, but you can definitely get some enjoyment out of the build.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Sweep Attack Rolands Crusader


Playstyle: The Sweep Sader thrives in density due to the Golden Flense mechanics, but can be quite fearless even in the thickest of fights due to his strong control capabilities. If you enjoy near-permanent CC and enemy manipulation, Sweep Sader can be your guy.

Personal opinion: I have always enjoyed the janitor Crusader; then again, any build that vacuums enemies and destroys them in a near-helpless state will earn my seal of approval. He hasn't gained an inch when it comes to single target potential, but the Roland set continues to get an improvement after improvement. If you don't mind a little fishin', you can take this build quite high.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Condemn Akkhan Crusader


Playstyle: Akkhan remains untouched in the defensive front (very disappointing for Patch 2.4.1), but its damage multipliers remain through the roof. One of its undeniable upsides is that this is one of the more enjoyable, fluid and visually appealing Crusader builds. If you are a fan of consistent AoE clear, crowd control immunity and the general feeling of a vortex of destruction, and you don't plan on pushing the highest of high GR tiers, try Condemn out.

Personal opinion: I still propose the trade of 150% of Akkhan's damage multiplier for a 50% reduction in damage; I don't think Mirinae as a form of sustain will pull you through burst, but it's something at least. Bane of the Stricken takes care of the formerly torturous Rift Guardian clears, and Vacuum never ceased to be one of the most satisfying pulls in the game. Somewhat similar to Raekor, you have to fully accept that elites will only be killed as collateral damage, and keep moving forward.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

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DEMON HUNTER

LoN Fan of Knives


Playstyle: Arguably one of the most interesting playstyles in the game, the LoN FoK Hunter relies on the Shi Mizu mechanic to drop to low health, get guaranteed crits, and stay there for the entirety of the run. If you enjoy exotic builds with high skill cap and Leaderboard potential, this is the build for you.

Personal opinion: I love this build for what it is: twisting expectations, going for obscure item interactions, all the good aRPG stuff. Downside is, of course, THUMP THUMP THUMP

Expectation of performance: I have seen this build clear GR95+, and expect it to clear around GR100 when fully optimized.

Unhallowed Essence Multishot DH


Playstyle: What do you imagine when you hear Demon Hunter? I personally think of a lone, brooding archer mowing demons down from a distance with a spray of arrows. This is the exact 'archer' fantasy fulfilled: no gimmicks, no pets, no vaulting like a madman.

Personal opinion: UE is on a buff streak, which makes me happy. The playstyle is easy to grasp and execute, and having a small margin of human error when executing mechanics leaves more space for better judgment of combat, positioning, and damage potential. I greatly enjoy Multishot, and so should you! :D

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Rain of Vengeance Natalya DH


Playstyle: This is a high skill cap, mid-range playstyle that balances AoE and single target burst relatively well. With a slew of quality of life upgrades, several number boosts and some synergistic new items, Natalya remains a decently competitive playstyle. If you enjoy a challenging build that rewards you with relative consistency, this is the Demon Hunter build for you.

Personal opinion: Receiving a slight damage bump in 2.4.1, I can hardly talk about mind-blowing Natalya changes. If you are tired of playing the Legacy of Nightmares spec and its endless thump-thump on a flashing screen, you can give good ol' Natalya a spin.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear around GR90 when fully optimized.

Impale Shadow DH


Playstyle: The Impale DH excels at assassination - sounds cool in theory, but in the AoE reality of Diablo, it plays out less smoothly. Regardless, it is more than capable of taking you to endgame, if not competition, on the strengths of its single target potential - ideally spread through Area Damage.

Personal opinion: In its doubled damage state of 2.4.1, the Impale DH actually plays more smoothly. Try it out if you enjoy seeing targets pop one by one.

Expectation of performance: I have seen this build clear GR85+, and I expect it to clear around GR90 when fully optimized.

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MONK

SSS Uliana Monk


Playstyle: This is the most visually impressive Monk playstyle, using two iconic effects - Exploding Palm and Seven-Sided Strike - in a devastating whole-screen combo. The playstyle retains most of its characteristics: scales well with density, and takes advantage of snapshot mechanics. If you like a playstyle that rewards metagame knowledge and you like to research interactions of mechanics to get the most out of your build, try Uliana.

Personal opinion: This build is fun, but I don't have a taste for the wonky mechanics to snapshot Mythic Rhythm. The coolness factor of the build is undeniable though, seeing a Seven-Sided Strike detonate an entire screen's worth of Exploding Palms will never get old.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Shenlong Inna/Raiment Monk


Playstyle: On a surface look, the Generator Monk can seem too simplisic. There's more to it beneath the hood however, with Attack Speed vs. pure Damage considerations, and plently of tinkering for those who enjoy it. But even if you don't - if you enjoy consistency, durability, straightforward cooldown management, and solid-feeling melee builds, you can get great mileage out of this build.

Personal opinion: This remains a solid playstyle, and the primary skill buffs (Simplicity's Strength & Depth Diggers becoming multiplicative) do it a lot of good. If you wanna punch things to death and don't have a whole week to fish for your GR solo attempts, this is a great build to go for.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

SWK Wave of Light Monk


Playstyle: This is the unique take on a ranged Monk, using Wave of Light's AoE potential, Tzo Krin's Gaze ranged mechanic, and the Pinto's Pride bracer superslow effect into a surprisingly effective combo. If you are the type of player to go for the exotic, unorthodox build, or simply want to try a ranged Monk, try out the Wave of Light SWK.

Personal opinion: This playstyle is growing to be pretty badass, having its damage doubled and still retaining its characteristic distance. Kyoshiro's belt is still a pain to work around, but the set multipliers are well worth the hassle. I highly recommend checking it out.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR95 when fully optimized.

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WITCH DOCTOR

Helltooth Gargantuan Witch Doctor


Playstyle: Regardless if you're a fan of pet builds, a DoT/curse afficionado, or enjoy a little of each, the Helltooth Gargantuan build is a prime example of the best of both worlds. The build relies on the overpowering strength of the Gargantuan summons from the Helltooth set, augmented by your own entrapping Wall of Death debuffs. A very flavorful, and top tier, Witch Doctor build.

**Personal opinion: You will either love it or hate it, depending on how you feel about pets doing the damage for you. Personally, I'm a big fan, but it is worrisome that the build overshadows the others by so much.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear well above GR95 when fully optimized.

Jade Harvester Witch Doctor


Playstyle: One of the more intricate melee spellcaster playstyles, Jade Harvester specializes in the application of DoTs and their nuke-like consumption. The set has received a significant upgrade to its survivability and damage potential, and it is no longer the perma-Spirit Walk reliant build you might remember. If you are looking for a high skill cap, nuke-oriented playstyle that relies a lot on player assessment of combat, the Jade Harvester might be the playstyle for you.

Personal opinion: Once you get past some pre-conceived notions about Witch Doctors, you can really get in a groove with Jade. I appreciate a build that causes you to re-learn a class and its combat playstyle, even if it doesn't turn out to be the top tier WD build.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR90 when fully optimized.

Firebats LoN Witch Doctor and Carnevil LoN Witch Doctor


Playstyle: Both playstyles take advantage of the inborn durability of the Legacy of Nightmares setup, creating a visually impressive and fun AoE build for the Firebats build, and a single target, pet-reliant specialist for the Carnevil build. If you don't mind farming builds that are slightly harder to gear for, you can find something cool in both playstyles.

Personal opinion: Both builds are quite fun, durable and consistent. They require less things to keep track of than most set builds (less stacks/effects to keep track of), which is always a plus. Ancient items can be a pain to farm though.

Expectation of performance: I have seen both build clear GR85+, and expect them to clear well above GR90 when fully optimized.

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WIZARD


Playstyle: Fitting its name, this Wizard spec strives to enter and remain in Archon form as long as it can. It's a master of demolishing elites - especially in its Firebird variation - but possesses a well-rounded skill kit for most situations, making it the ideal soloing build.

Personal opinion: With the option to go for the safer Vyr set or the all-out Firebird variation, Archon builds have turned surprisingly adaptable to player's needs. The lack of skill differentiation between the two specs is unfortunate, but its GR climbing power cannot be denied.

Expectation of performance: I have seen this build clear GR95+, and expect it to clear above GR100 when fully optimized.

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Closing Words

So what's next?

I will be posting a similar thread on both the US and EU general forums, and I will be doing gearchecks / answering questions there as well, so drop by if you're interested! I will be adding links to this thread once the bnet threads are live.

I hope you enjoy the guides, and they are of future use to you in Season 6. Thank you for reading and good hunting!

Tuesday, 9 February 2016

Barbarians: New Seismic Slam Build - MOTE 6p/IK 2p/Endless Walk/COE - Cold



I think i have just found a Seismic slam build that works better than the current stickied one. Perhaps need a few tweaks to perfect it but i thought i should post it here to let someone else run with it.

If you like the seismic slam build stickied on the barbarian reddit you should give this a go. This is a higher damage variant that is easier to play and has far higher uptime for dealing damage.

The build uses the Might of the Earth 6p bonus for its main source of damage and the Immortal king 2p bonus with Call of the Ancients (Together as one + Ancients Fury (Fury of the ancients in Cube)) as a source of unlimited fury and a solid defence in place of using the Band of Might in the Cube ring slot with no downtime or timers to worry about.

The Endless Walk (ring and amulet) can be used in place of focus and restraint as an alternative +100% damage source whilst reducing the need to worry about keeping F+R procced as well as freeing up a ring slot for extra damage or defence.
http://www.d3planner.com/882926804
Core Items
  • 5 pieces of Might of the Earth Set
  • 2 pieces of Immortal King Set (Must use the belt)
  • 2 Pieces of Endless Walk Set (Amulet and Ring)
  • Fury of the Vanished Peak (2H Mighty Weapon)
  • Bracers of Destruction (Bracers)
  • Convention of Elements (Optional ring slot)
Kanai's Cube Slots
  • The Furnace
  • Fury of the Ancients
  • Ring of Royal Grandeur
Skills
  • Seismic Slam - Permafrost (Right Click)
  • Call of the Ancients - Together as One (Left Click)
  • Leap - Toppling Impact
  • Earthquake - Chilling Earth (optional)
  • Warcry - Veterans Warning
  • Battle Rage - Bloodshed
Passives (all optional)
  • No Escape
  • Relentless
  • Rampage
  • Ruthless
Gems (all optional)
  • Esoteric Alteration
  • Bane of the Trapped
  • Bane of the Stricken

Alternatively Use
  • Iceblink
  • Zai's Stone of Vengeance
Paragon
  • Stack for damage
  • No need for cooldown reduction (points in last)
  • Zero points into resource cost reduction (or just enough to reduce the resource cost of seismic slam to 15 fury per cast)
Item Stat Priorities
  • Crit Chance
  • Crit Damage
  • Cold Element +
  • Attack Speed
  • Strength
  • Vitality
  • Seismic Slam damage
  • Resist all
  • Life +
  • Armour
Pros + Cons + Build Logic
  • (+) Damage output equals that of the current stickied seismic slam build without using COE and exceeds it whilst using it.
  • (+) Unlimited Fury whilst Call of the ancients is up. Meaning no need for fury generating passives for more damage or defence.
  • (+) Together as one provides permanent + 50% damage resist without having to worry about the 8 second timer on band of might and unlike Unity works in multi-player consistently.
  • (+) Free ring slot that can be used to double defense with unity or band of might or alternatively boost damage with COE
  • (+) 95% of your time can be spent attacking with seismic slam = greater damage output (No need to waste time proccing Focus+restraint or leaping 3 times to regen fury)
  • (+) Good Crowd Control with Earthquake (Chilling Earth) to keep enemies at a distance for No Escapes +30% damage to proc - Leap (Toppling Impact) helps by pushing enemies away.
  • (-) If you die you have limited fury generation or defence until Call of the ancients is off cooldown. (can be countered with careful cooldown management)
  • (-) Endless Walks double damage mechanic takes a few seconds to max out. It works fine when fighting elites and in high density areas but will likely not reach full power against mobs that you can kill quickly.
  • (-) Build is slow moving unless you swap out earthquake for Sprint
  • (-) Focus and Restraint Variant More effective in group play
  • (-) Without Fury Passives can have Fury problems in T-X group play
  • (-) Slightly Lower defence than Stickied build
  • (-) Not as good at pushing for the highest greater rift as Charge or Earthquake/Boulder builds

Friday, 1 May 2015

Cookie cutter group play WW guide




How to be a useful fast barb


Useful fast barb is the cookie-cutter spec for group play barbarians. With this spec, barbs are probably the best class right now for clearing out trash mobs and providing some neat party buffs (mostly speed ones). This spec is primarily used for greater rift speed-runs, but it also works excellently for group T6 rifts & bounty farming.

Step 1: Gear


If you don't have six pieces of the WotW set, go out and find them. If you've only got five, you can substitute the focus & restraint for a RoRG and something else, but you'll lose a lot of damage so just go find six okay?
  • Helm, chest, shoulders, pants, boots, and gloves are all WotW pieces. There isn't really any flexibility here at all.
  • Weapons are a pair of Bul-Kathos (lovingly termed the 'Burger King' henceforth) swords.
  • Rings are the ubiquitous Focus & Restraint pair. These provide a ton of damage. If you don't have the pair yet, you should run a Convention of the Elements and Leorics or whatever. Just find them. Obviously if you only have five of the six set pieces, run a RoRG until you get the last one.
  • Amulet just use something with hella dps. Hellfire amulets are probably BiS (there's a lot of good passives for a ww barb), immunity amulets & eye of etlich (ranged dmg reduction) come close second.
  • Bracers are pretty flexible. Lacunis or Steady Strikes are probably the strongest since you can use the innate IAS% rolls to help you reach new WW/DD breakpoints. Failing that, Reaper's Wraps are a solid choice for more resource generation. Nemesis bracers will make you very popular with your crew.
  • Belt is flexible too, but it should be a Chilank's chain for the movespeed buff. Witching hour is good too for DPS obviously if you need to carry your team (or maybe you just hate them and want them to stay slower than you that's fine too). Kotuur's Brace and String of Ears are solid choices for HC players.

Step 2: Skills

  • Whirlwind obviously. Blood Funnel is the most popular choice as the healing makes you more robust. Also it's physical damage, so you can use it with the Pain Enhancer gem for even more damage. Some people seem to use Wind Shear but personally I've never seen the point - you shouldn't really be having fury problems with this spec.
  • Bash - punish only to proc the extra 50% damage buff from your Focus & Restraint, and also give you a little damage boost in the process. This slot is pretty flexible - use any generator you like.
  • Wrath of the berserker - Insanity is kind of a no brainer. You get a huge damage boost, movespeed, survivability, and CC immunity. It has a long cooldown, but when doing fast GRs you'll probably find a channeling pylon every run so you can keep it up a reasonable amount of the time. Or you can use...
  • .. [alternative] Overpower - Momentum instead of WotB if you are having fury problems or cba with long-cooldown skills.
  • Battle Rage. Bloodshed is great for more damage. Alternatively if a few members of you team are using Reaper's wraps,Swords to Ploughshares is a popular choice for more health globe fun.
  • Sprint - Forced March - give your team a movespeed boost. If you use Marathon, you're a scumbag. Think of the team.Unless of course you're running bounties or solo, then Marathon is a must-have.
  • War Cry - Impunity - toughness boost for you & your team and also the skill that procs Chilank's Chain for even more team move-speed fun.

Step 3: Passives


These are pretty much listed in order of how good they are for this spec.
  • Weapons master - with the burger king swords, this will give you a ton of fury generation whenever you're hitting stuff. If you're using wind shear you could probably drop this, but frankly I don't know why you'd want to :)
  • Rampage - useful fast barbs are best at clearing out trash and this skill synergises with that really well. More damage & armour from all that strength juice is great.
  • Berserker rage again is a really good choice. When you're spinning through large packs you will have near full fury, so this +25% damage boost is a no brainer. It can be a little tricky to keep up against RGs or elites, but barbs this build isn't really meant for single target dmg anyway.
  • Brawler - huge damage boost when spinning through packs, easy enough.
  • Situational: Nerves of steel - if you find yourself dying more than 1-2 times per rift, swap in this skill. A couple of deaths are okay, but as your death timer creeps up you're slowing your whole group down.
  • Situational: Other defensive passives like superstition or the +armour one I always forget the name of are fine if you need them. Hopefully as your gear improves you can try and wean yourself off these skills.

Step 4: Gems


Again in order of how great I think they are. Pick three.
Taeguk is a must have since it's really easy for a WW barb to keep up stacks.
Bane of the Trapped is a no-brainer for most classes - doubly so for melee classes like barbs.
Bane of the powerful is a big damage buff that when you're running quickly you can keep up 95% of the time.
Pain Enhancer is an okay choice, but most of the time you'll be spinning through packs and not on them so you probably wont get the most out of the IAS% increase.
Step 5: The end

Congratulations you're now a super useful fast barb. Most of this is gleaned from having watched Alkaizer play so I can't take any credit for it.



Comments?

Monday, 20 April 2015

Barbarian: Rank 1 Lightning build.

--replaced Unforgiving with Nerves of Steel --replaced Esoteric gem with Pain Enhancer --still tough as balls

This is the build I reached rank 1 with. It's different in several ways from the most popular build that barbarians are running. Though the leaderboards are in constant flux, reaching rank 1 (and the third barbarian to clear a 50 this season) has shown that this is a viable setup, and frankly I think it's easier to make work than the physical setup. i.e. there are almost never deaths, it doesn't rely on healing, and the damage is extremely consistent. I thought it was worth posting an explanation of the build because no one else (like, literally no one else anywhere near the top of the leaderboard) is running it.

I use lightning instead of physical for a few reasons. With physical, you need to run CotA -- Ancient's Fury to sustain your damage. However, once you get to higher levels of grifts, it's very easy to die, especially in high-density situations. Because of that, I decided to run CotA -- Together as One. Unfortunately, that eliminated Ancient's Fury as an option for Fury generation, so I went Whirlwind -- Wind Shear, instead. Wind Shear allows you to generate Fury by hitting things, so it's fantastic for clearing trash and bosses with adds, and works well enough on pure single target bosses, in tandum with the Weapon Master passive (because the setup requires an IK Boulder Breaker) and Unforgiving. In addition to these decisions, I run Reaper's Wraps to make sure that I have as close to 100% DPS uptime on single target bosses as possible.

Together as One eliminated the need for the physical build's healing, so I was free to look at a Rend rune besides Blood Lust or Bloodbath. Lacerate (the lightning rune) seemed like a no-brainer, and some anecdotal testing revealed that it's "fine" because wearing lightning elemental damage gear buffs it significantly. However, I ultimately went with Mutilate (cold rune) because this build requires several minutes of uptime on the boss and multilate makes a huge difference on trash, so you get to the boss faster. It also helps on the boss, but lacerate might be better. More testing is needed. At any rate, Bloodbath/Blood Lust are just not necessary for this build to work.

The gear setup itself is pretty unremarkable and has become the de facto standard (for now). 6-piece Wrath of the Wastes, combined with 4-piece Immortal Kings (achieved with the IK belt and Boulder Breaker. Ring of Royal Grandeur is required, of course. One notable difference that I've already mentioned is that I'm running Reaper's Wraps with lightning damage. I run full strength gems because I have double Unity, but I cleared up to 47 with no Unity because I gemmed full diamonds. So make the choice best for your gear setup.

Legendary gems are Taeguk, Bane of the Trapped, and (somewhat controversially) Esoteric Alteration. Why Esoteric? With double Unity it's probably not necessary. Bane of the Powerful seems like it might be very useful for boss damage and faster clears. However, at least pre-Unity, it's quite useful.

The skill setup, some of which as already been covered, is also quite standard, with the exception of the runes I run. Together as One instead of Ancients Fury, Wind Shear instead of Blood Funnel, and Lacerate instead of a physical rune. I also run Battle Rage -- Swords to Ploughshares to keep globes spawning to keep ancients alive, as well as to supplement Fury for single target bosses. If you don't have Unity, you can substitute by using the Striding Giant Rune with Wrath of the Berserker, instead of Insanity, though you will be missing a considerable amount of damage.

Some of my passive skills are very different than what most people run. Ruthless is absolutely required. I also like the armor you get from the strength generated from Rampage, but Brawler is probably competitive for that passive slot, too. You'll notice I dropped Boon of Bul-Kathos. This is because I almost never die, so the default cooldown of the skill, in tandum with the 4-piece IK bonus, keeps both Wrath of the Berserker and Call of the Ancients up often enough. I run Unforgiving to help out for single target bosses, as well as Weapon Master because, again, on single target bosses, it helps with fury.

tl;dr got rank 1 with this build. This works and doesn't require Unity. Here's my armory profile (it might show my group setup instead of my grift setup because it only updates ~1 time per day).


Sunday, 14 October 2012

[Barbarian] Bored with WW? Wanna try rending but still want the speed somehow? Try this build folks.

my computer is really laggy, pretty hard to do it with 10-15fps constantly. This video is just a demonstration, please ignore some of my noob moments in the video

Basically: Leap -> WarCry + Battle Rage -> Rend -> RLTW -> Rend -> RLTW to the next pack.

Pro: Pretty Easy to use, Fast, Fun (get the skorn preferably, you should be able to 1 hit trash mop with 1 crit cleave attack / 1 rend). Relatively safe with Leap and RLTW.

Cons: Still slower than WW with full WOTB. Careful with Crowd Control, I had to drop supersition / nerves of steel for the Juggernaut passive.

In term of EXP per Min, I used to get over 400k exp in 1 minute with this build. Comparing to 475-500k exp in 1 minute with WW that I normally get.

Below is the build:




Monday, 27 August 2012

Comprehensive 1.0.4 Throw Barbarian


Scroll down for explanation/analysis, profile here

Builds

Beginner Gear [priority of stats to look for]
  • Axe/Mace main weapon [dps,socket,crit dmg,life steal/loh,stats]
  • 300th spear offhand [dps,socket,wpn throw %,crit dmg]
  • -4/-5 wpn throw belt [life steal,str,AR,%life or vit]

Beginner stat targets
  • Crit chance: > 40% /w battle rage
  • All resist: no more than 350 unbuffed
  • HP: 30K
  • Movement: >20% (12% spear + 8-12% boots)
  • Dex: no more than 500 for 20% dodge
  • Crit dmg/Str/IAS: as much as possible for max dmg

Build discussion
  • A3 #1: this is a safer build if you don't have 350 all resist and what I'm currently using as I like having the higher resists. Spear is needed to generate initial fury to have a cushion for throwing. After that it is used as needed for healing/fury, crits give you a big heal (I've gotten a 19K heal before) as well as resetting the cooldown. Sprint is used to generate fury the same as in the WW build.
  • A3 Alternate: if you have 350 resist all, this build makes fury management easier. Charge allows you to recast battle rage and sprint into enemies at the same time. Ignore pain gives you solid face tank time as well as being your emergency heal ability.
  • End game builds: these focus on weapon throw reduction of over 5 with the combination of belt, stone of jordan, skull grasp, or mara's kaleidoscope. Essentially the fury cost of weapon throw is eliminated or negligible due to the returns from no escape. As a result there is some additional flexibility for rune choices. If you like to sprint more, then into the fray or charge may still be needed. Marauder or bloodshed offer additional damage.

Saturday, 7 July 2012

The DPS Barbarian

Okay, so it seems that the DPS Barb has quickly become the latest trend post 1.0.3 Inferno nerf - and with good reason.
This guide is mostly for solo play, though I'm sure it will mostly translate to 4 man parties as well.
Pros:
  • Has much greater tankiness potential than the DH/Wiz
  • Has some of the greatest DPS potential in the game due to DW
  • Many viable builds
  • Barbs are cool
Cons:
  • Can be expensive if you want high DPS & defensive stats for A3 & beyond
Skillz:
This is the build I currently use on my Barb for A3/A4. When talking about the skills, I will mostly be talking about them relative to A3/A4.



Wrath of the Berserker
  • This is your bread and butter for elite mobs. You will find out yourself which mobs definitely require this CD to be popped and which you can skip. Demonic Tremors/Phasebeasts come into mind when I think of WOTB.
Ignore Pain
  • This is your second most important CD. You will need this against elites in conjunction with WOTB because of the high burst of some mobs in A3/A4. If you have godlike LOH/Life Leech you might be able to sub this out but for me it's a staple skill.
Run with the Wind
  • You can sub this out if you have nice movespeed on your boots. Personally I just use this to get of jams and to chase down some annoying ranged mobs.
Warcry
  • This is another basically irreplaceable skill IMO. Huge resistance boost which you will probably need. Again, if you have amazing gear you can justify removing it, but for most people it's probably not realistic.
Frenzy
  • Your main damage dealer, Side Arm is a nice proc that adds a deceptive amount of damage. You can use Maniac but I do believe Side Arm provides a greater benefit.
Revenge
  • This skill can be used in a majority of ways. You can gather a ton of spiders to basically act as healing wells when fighting elite mobs, but it also does a nice amount of damage. Again gearing will dictate the importance of this skill.
Passives
The greatest disparity between builds will probably be the passives. I personally use 3 defensive passives because my gear is very offensively orientated. You can always experiment yourself to see what works. The less defensive passives you have to rely on, the better.
Other ones I would consider are (all 3 which I use in A1/A2): Ruthless, Weapons Master, Bloodthirst.
Bloodthirst: Okay I just played around with this passive in A3. Since I didn't go for any sort of LOH/Life steal this was a GREAT passive for me while Dual Wielding. Definitely try it out if you have over 50k DPS DW. My setup was Ruthless/Armor/Bloodthirst.
Other Skills
Overpower is a great option if you can survive without some of the other skills. It has a few good runes (heal/reflect/crit% increase) that you can experiment with. Personally in A1/A2 I run with the crit% increase and find that the CD ends up refreshing pretty quickly. The reflect rune will proc LOH as well, so this is a quick heal if you have this stat stacked.
Battle Rage is another great skill to consider if you find yourself too tanky. It gives a huge constant damage boost, especially with the Marauder's Rage rune (my personal preference). You can also use the fury generator if you are using a lot of fury based skills. Since my focus is Frenzy, I typically run with the damage increase.
Earthquake is another skill that is great for bursting down CERTAIN elite packs. Since the skill is very situational, I don't recommend using it at all times. It's great versus certain bosses and melee elites but otherwise you could probably use a different skill here.
Gearing
STR > Crit Chance > AR > VIT > Crit Damage
The above is how I would prioritize looking for gear.
How I geared:
Shoulders: I looked for the highest str shoulders with at least 50 res. Shoulders can get huge str rolls for relatively cheap. Vit is a bonus, but if you can get nice vit on them too, go for it. Look for at least 200 str +.
Belt: Belts seem to have nice stat rolls all around, I used this slot to make up for whatever deficiencies I had elsewhere. I looked for 180+ str/50 res/50+ vit. Another expensive alternative is a nicely rolled Lamentation. Look for one with Frenzy damage, high str and AR. The reason you want this belt is because it offers 1% crit chance and a nice life steal% boost.
Chest: Chests can get pretty expensive, so I went with one without AR. I looked for a 3 socket 140str/140vit chest which became my main stat piece. I ended up with a decent one for around 400k which I still have been unable to replace.
Pants: Pants again have a huge range for pricing. Budget pants can be had for relatively cheap so if I were gearing for A1/A2 I'd look to save in this slot. You can get 90str/90vit/40 AR pants for almost nothing. For the latter acts you will probably want an upgrade - I looked for high res and with decent stats.
Bracers: I looked for crit% in this slot since it's one of the few armor pieces that can carry crit. The max is 6% and the closer to that you can get the better. Your ideal bracers are obviously going to be STR/VIT/Crit/AR. If you can't afford the 4 mods, pick crit and 2 others (depending on your needs) but you WANT crit here.
Shield: Obviously this is for you if you choose not to DW. DW'ing means your gear without shield is godlike, if you are having trouble you can pickup a shield. You can still DPS pretty well with one because they can carry a very high crit %. Look for a nice Sacred with 8%+ crit/AR/Str/Vit (Crit being the most important, the other stats will again depend on needs).
Gloves: This slot can be a huge damage boost due to the wide range of crit/attack speed mods. If you can empty your gold stash to get a nice pair, by all means do it. You definitely want at the very least crit chance though. Everything else is gravy. My gloves are str/AR/crit chance. My ideal gloves would be Str/AR/Crit Chance/Crit Damage, I'd worry about Vit in another slot.
Amulet: This and rings are probably the most overpriced (or hardest to upgrade) slots. My advice: buy whatever you can afford. I couldn't afford a Str/Vit/AR/Crit% ammy so I looked for the highest stat str/vit/crit I could find and went with that. Without the AR the prices dropped significantly.
Rings: Again, unless you are a bajillionaire you probably won't get every desirable mod you want. Crit% and Crit Dmg would be ideal, but I personally used rings to fill in the holes in my build. I was lacking res/vit due to skipping out on it in every other slot. I ended up searching for Str/Vit/AR rings which I found to be relatively cheap in comparison to your Str/Crit/CritD. Remember, you want your final stats to be good - so buy what you can afford and keep your goals in mind.
Boots: You definitely want all of Str/Vit/AR in this slot. If you can get movement speed too that's great. Sage's Seekers can be had for relatively cheap and can have all the above mods. I personally run with a pair of high stat/AR boots with no movement speed.
Helm: This is another crit% slot. You definitely want Str/Crit%/Res. Socket is nice but expensive, I leave those to the tank barbs. Andy's is a great mid tier option and can be valuable even in the late game if your other gear can cover the lack of resistances.
Weapon (s): My recommendation: 50% of your budget should be going to your weapons. As a DPS barb you have to be able to kill things before they kill you, and your weapon will affect your damage sheet the most.
Priorities:
  • Crit Damage: Your max roll on a weapon is 100% crit damage, get as close to this as you can.
  • Socket: If you can get Crit damage AND a socket, then you're in the money. With your (hopefully) high built-in crit%, the weapon will scale MARVELOUSLY.
  • Damage: You want at least 750+ DPS on your weapon (depending on the amount of Crit damage you get). If you're rolling with only 50% crit damage on your wep, you want 900+. Again this scales with what you can afford, but don't underestimate the benefit of crit damage. I normally search crit damage 50% + has socket and I sort by DPS. Make sure you have a spreadsheet out to help you decide which weapon will yield more damage.
  • Str: Self explanatory, Str means more damage. More damage good.
  • LOH/Life steal: LOH is something I've never run on my barb as it inflates the price of weapons insanely. Being a DPS barb you really just want high damage. If you can afford it though, it's a great luxury that will help you with tough mobs. Life steal will come into play once you hit certain DPS levels. I run around with 80k DPS in A1/A2 and the lifesteal I get back is pretty immense. I'd recommend at least 40-50k DPS before considering lifesteal.
Benchmarks:
Sword/Board Here are some benchmarks I have for each Act that you can aim for (post impunity buff). If you hit these numbers you should be able to clear the Act with relative ease. Edit: Again these numbers are strictly relative to each other. If you have higher DPS you can probably beat it with lower AR. If you have LOH you can probably beat it with less AR. I used 0 LOH and was fine with the below stats.
  • A1: 25K HP | 600 AR | 20k DPS
  • A2: 30K HP | 700 AR | 25K DPS
  • A3/4: 40K HP |900-1K AR| 30k DPS
DW
Okay I'm separating S/B and DW because in the end game they are very different. Generally speaking, DW will have much higher damage.
  • A1: 25K HP | 500 AR | 25k DPS
  • A2: 30K HP | 600 AR | 30K DPS
  • A3/4: 40K HP |800 AR| 50k DPS
Combat
Combat will be not much different than your typical Barb play. I will normally use WOTB for every elite mob I encounter as I normally don't find an elite mob every 2 minutes. Ignore Pain should only be used when you are below 40% HP and not popped on initiation. This is your only healing spell. Don't be afraid to use potions of course, and if you are in a jam use Sprint to maneuver to safety. Personally, Phasebeasts and Tremors give me the most trouble but outside of these 2 mobs I can faceroll most of A3/4.
Remember to assign a key to move separate from your Attack button. I binded mine to Mouse4 and I use this to either run to Health Globes or move out of Chains/Desecrator/Plague range. You want to maintain a healthy amount of damage because with your health amount you simply won't be able to take too much punishment.
Conclusion
If you're a new player a lot of the higher end gear will probably be too expensive. Don't be afraid to just farm A1/A2 though, as you can get some pretty nice drops in these Acts. Don't get discouraged if you die a lot. It takes a while getting used to not having as much health and not facetanking every mob.
When upgrading your pieces, don't buy the first piece you see. Shop around. You see 100str/100vit/60AR boots for 5M? Check how much 100str/90vit/55AR boots are. If you can save 4M, that's 4M spent on a bigger upgrade everywhere. Remember your stats are all cumulative, you don't need perfect pieces because this will shoot the cost up. Having one godly piece of gear will not solve your problems. Look for incremental upgrades and sell your old gear! Check how much stats you gain and weigh it against the price. Is it worth upgrading from 230 str to 240 str shoulders for 5M? Probably not! Again the gearing is flexible, I just posted what worked for me.
Screenshots
My gear


Stats with DW:



Stats with S/B: