Inferno Fun ‘n Gun BuildsPosted 2 June 2012 by Flux
A couple of player submitted builds that are capable of kicking ass in Inferno, both with video evidence.
The first is the gun, and it’s a Wizard with an unholy amount of damage with Disintegrate in Archon form. The video on YT is called simply “128k DPS,” and you can see why with a view. The mage is routinely popping 100,000+ damage per shot, and with nothing below 15,000, every enemy in the movie dies almost as soon as it appears.
It’s certainly impressive and effective, but is it any fun to play once the thrill of the massacre wears off? There’s debate in the thread, but I don’t see it. Obviously it’s an accomplishment and must have taken a great deal of farming and GAH action to get such incredible damage, and it’s rewarding (though the Wiz never pauses to pick up anything in the entire video), but what’s fun about it? It’s basically god mode, and games get boring in god mode almost immediately.
Hover forward, nuke everything instantly, repeat. There’s not any strategy or skill or even variety, once the item game has been won this comprehensively. It’s like playing a high level char on normal, except you only get to use one skill over and over again (though the drops are a bit better).
For a fun build, here’s a quite viable Whirlwind Barbarian herding and farming in Act 2/Inferno. The video quality isn’t great, but you can see what’s happening clearly enough, and it looks like a lot of fun, to me. He’s very powerful, but his gear is less-than-godly, and the build requires him to use his skill properly to keep the Fury generating. He also uses a handy trick to sort loot that’s not widely-known; hold down Control and when you hover on items on the ground and their full stats will display without having to pick them up.
The character is by Aeriel, and if you check out his thread in the forum you can see his build, all of his equipment, and a bunch of strategy tips as well. The key to the build is a high % chance of critical hit, since that’s what’s triggering more Fury to keep him spinning, as well as the life leech that’s keeping him alive.
Click through for the full details:
The skills in this build can be seen here. His items are here, or view the thumbnail to the right.
How does it work? Whirlwind with [/wiki]Blood Funnel[/wiki] rune heals 1% of max health per each critical hit that lands (afaik there is no penalty for it, unlike for life on hit or external life leech, which don’t regen listed hp, it depends on skill (each has individual penalty), or difficulty (80% penalty for inferno life leech). So that 1% is not that low, given how often whirlwind hits.
To keep on whirling, we need Fury generation, lots of it, there comes Battle Rage rune Into the Fray, which grants 15 fury per crit. With just a couple of enemies it provides unlimited whirlwind (even vs single target we can whirl much longer).
Another bonus is Frenzy with Maniac. We get 20% damage with fully charged frenzy, and we can just land one frenzy hit every couple of seconds, to sustain that bonus (that boosts our all attacks, including whirlwind). Frenzy also generates fury if we fight vs single target, and is our main skill then.
Revenge is not used as main healer here, Best Served Cold rune, grants 10% crit chance for 12s, which is ideal for this build. We still have that panic healing button, but I’d rather use this for the crit bonus. Even if you have revenge ready to use, hold it, till 12s crit bonus timer is almost finished, then use it. More crit, means more healing via WW blood funnel.
Now last part, Wrath of the Berserker with Thrive on Chaos rune. Unlike most barb, who pick Insanity rune (100% damage bonus for 15s) I find it not that great. Main problem is, monsters in later inferno acts have so much health, we are unable to kill them within 15s of insanity duration. And then we lose all WotB bonuses (dodge, speed, crit), but not just that, the most important, unlisted bonus – immunity to crowd control effects, while under Berserk form.
That makes us impossible to freeze, teleport, lock by jail monster, and fear doesn’t work against us. It makes battles a lot easier, against most annoying combos of elite traits. The idea is, to increase duration of berserker, through entire battle. This skill is nearly impossible to sustain during normal play, because we can’t charge it up, we can only turn back duration while fighting. If there are big gaps between monsters on map, we will lose the bonus. But if we fight Elite pack, we can sustain WotB, as we have targets to hit. Whirlwind is great fury sink (16 per spin), and we regen huge amounts of Fury, via critical hits. That really works with Thrive on Chaos rune, we need just 2-3 enemies, with more crit gear later on, it can probably work even vs single target.
As for passive, you can switch to mastery, use it with axe for 10 more crits (I have sword on barb so decided to use ruthless). Two defensive passives, later with better armors, we can probably exchange one with weapon mastery/ruthless if we get enough defense (if there is such thing).
On a side note, you need decent gear for this barb to work, pretty much same as “boring” revenge tank builds, and some more crit chance on it, so it is even more expensive. But it as result we get faster, and better character, and most importantly more interesting to play, we can use classic barbarian trademark skill – whirlwind.
I has also tons of room for improvements, more critical chance we collect, the better it works, mainly heals us faster.
Aeriel answers some more questions about how it works beyond Act 2 (not so well) and if higher critical chance helps (not as much as it should) in the thread, so click to that if you want more details.