View Full Version : Best MF/GF build?
This build focuses on using revenge and overpower to keep your crit rate high enough for HotA to give you lots of nice drops. Without crit from gear, your HotA will have the following crit chance:
no overpower/revenge: 29%
overpower + revenge: 66%
I chose to pass on WotB and boon of bk in order to add overpower and inspiring presence to the build. WotB is a pretty big dps boost, but i'm betting it wont be as easy to keep up as people think. Maybe I could have fit in WotB if I had another fury generator, but I really couldn't justify giving up 2 skills. Revenge and overpower should keep fury near full as soon as battle rage is up. I am really annoyed to have to drop leap attack, since it may be useful for the most profitable MF map.
Does anybody else have a GF/MF build that they think will be more successful? I'm curious if the barb can do better than than other classes.
Funny I was just making a build like this:
I agree that WotB will not be able to be kept up all the time, and if it was possible, it would be nerfed pretty quick. Still, it would help out a lot when it is up.
For my build I thought fury generation would be important to keep up battle rage and to do threatening shouts every time you meet a new monster pack, and I think unforgiving will help a lot with this as well. The additional treasure from threatening shout is huge since it is not necessary to land critical hits to get it, and unforgiving allows fury to be stored and generated while travelling between monsters, so threatening shout is always ready to use. Also more fury generated means more hammer of the ancients, which makes up for having a lower critical hit rate. Plus using hammer of the ancients more often means more DPS, making up for the lack of revenge and overpower. Not to mention leap attack and ancient spear are useful for other things besides generating fury, like movement, and putting enemies next to the barb so he can kill them efficiently.
I'm not really sure on the wordings for "increased crit chance". Does that add the %crit chance to the existing %crit chance (eg. 4% increase to 4% = 8%; to me it should say "adds 4% to the crit chance") or does it or is it multiplied (eg. 4% increase to 4% = 4.16%; to me this is equivalent to "crit chance increased by 4%")? If it's added like in your calculations then revenge and overpower add quite a lot to crit chance and you'll probably make enough fury with critical hits that your build will kill faster. Of course the crit buffs are somewhat limited in time. I still think you should use unforgiving to allow you to use threatening shout at the start of battles, and more often.
As far as other classes, I don't think other classes have as many options for increasing drops as the barb. The Demon Hunter can increase gold drops, maybe some others. However I think killing power will matter more than skills when it comes to magic/gold finding, and with 5 classes I'm pretty sure one or two will stand out above the rest in that regard. Which one, who knows? But I think the barb will do fine, and no single character will be too underpowered compared to the rest. With shouts to aid everyone, I expect barbs will be in high demand, despite their popularity. And parties will probably find more loot than single players.
I think you've gone a little overboard on fury gen. I'd at least drop ancient spear for revenge or overpower, and use the call of arreat rune for leap attack (pulls enemies toward you where you land). With inspiring presence doubling your shout duration (and greatly increasing your survivability), the fury cost of your two shouts will be pretty minimal. With battle rage up and a sufficiently high crit rate, overpower or revenge will be your biggest fury generators: 1) hits lots of enemies, thus crits pretty often, thus procs battle rage pretty often, 2) increase your crit rate, allowing you more cleave/HotA crits = more fury from battle rage, and 3) when surrounded, the effective cooldown of these skills is very low.
There are a few unanswered questions I have that will determine whether to use overpower/leap, revenge/leap, or overpower/revenge.
1) How often will you be getting hit? In diablo 2, we weren't getting hit all that often. This will directly determine how often revenge becomes available. If it's basically 1+ proc for every group of enemies, this will be a defining skill for a MF barb.
2) How effective will the call of arreat effect on leap attack be? If the pull is minimal, meh.
3) How necessary will leap attack be? It really sped up runs in a lot of areas of Diablo 2. If we end up farming an area like the cow level, there's no point. If we end up fighting a really convoluted area, it'll be essential for quick runs.
As to other classes vs barb, I think you're absolutely right about kill speed. I think that being able to move around obstacles is going to be another factor, assuming we're not given another cow level. Perhaps the biggest determining factor will be how much MF we can stack before reducing our kill speed. If the answer is a lot, then the barb rune effects won't be such a big deal.
Bash is the fastest fury generator. It is picked in order to generate fury as quickly as possible for Hammer of the Ancients, from which the bulk of our damage, magic find & survival (health globes) come from.
Hammer of the Ancients is the core of the build. It crits often, hits hard, and has a chance of generating extra mf and health globes, adding to survivability.
Everything else is geared also around improving mf, critical chance and survival. Critical chance and survival are interlinked, as critting equates health globes spawns.
If you really want to combo, the best thing to add is to RUNESTONE battle rage to generate other fury
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