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http://us.battle.net/d3/en/calculato...XgT!bVg!YaZccb
I'm planning to always play with a party, and we happen to need a tank. So, I figured, why not tank through crowd control rather than sheer bulkiness or life leech?
Stuff:
Frenzy stun vs. Bash stun: Frenzy generates a bit less fury (about 20% less), but deals about 20% more DPS. Since I'm not too concerned with fury generation, as the only spender is Shockwave, I went for damage. Also, a lightning bolt hitting stuff sounds sweet.
Assuming luck and properly lining up abilities, we get the following disables:
Stomp for 4 seconds
Leap for 3 seconds
Shout for 2.5 seconds (35% chance)
Shockwave for 1.5 seconds (70% chance)
Frenzy for 1.5 seconds (20% chance per hit w/ 75% extra attack speed, averaging to bash's 35% per hit)
Our defensive stuff, aside from disabling stuff:
Shout for 25% reduced enemy damage
Though as nails for 25% more armor
Nerves of steel for 100% of vit to armor
Offense; pretty limited, but we don't care all that much:
Quake for a bunch of damage
Brawler, because it will have approximately 97.23% uptime
Other stuff
A tank build without taunt is...strange. Here's what I'd do: http://us.battle.net/d3/en/calculato...Vgk!Veb!YcccYc Cleave is going to be better than Frenzy 95% of the time, and I'd rather have a huge slow (to keep mobs gathered around me) than a chance at a stun. Frenzy is REALLLY slow when the stack drops. If you're tanking then you'll be using a shield and a sword, which means earthquake isn't going to be nearly as effective than it will be for most barbs. Revenge will do you more damage AND it will be a gigantic self-heal, especially since you'll be taunting all the time.
Not having taunt is made up by having an eternity's worth of disables. Frenzy isn't slower than anything else when its stacks drop. It just has "normal" speed, the same as bash or cleave or whichever other similar ability might have. While I have thought of using Cleave with the suggested rune as well, I was looking for a single target stun for bosses, since AoE isn't much of a concern, and nor is keeping stuff nearby given, again, as many stuns as we have. Frenzy fulfils this niche.
Again, the fact that I rely on disabling for bulkiness (with some of the lacks being made up by Threatening Shout, Tough as Nails and Nerves of Steel), I probably won't be going for a shield. It's not because you fulfil the role of a tank that you have to min-max your defense. After all, while disables are close to the best utility you can get, killing stuff still ranks #1 when sitting comfortably in a mob is no longer an issue. I'll probably be going for the biggest two hander I can find, with which cooldown-damage skills and Frenzy scale the best.
As for Revenge, it'd be a really poor choice given that, again with this idea, disables mean you're not taking any damage for however long they last. Onhit effects as well as healing lose their appeal.
I don't think a tank barb can live without revenge. Nerffed tough as nails also looks pretty bad when you compare it to relentless which effectively multiplies your health pool to 120%. Also i think Bash with punish rune is better. Easier to build up and maintain.
That's some food for though.
with Threatening Shout, why did you choose Terrify instead of Intimidate or Falter
Terrify seems to work against Brawler and Frenzy
Movement slow isn't that appealing when stuff doesn't move in the first place. Nor is attack speed reduction when stuff doesn't really attack either.
I'm aware it works against brawler. The idea is to cast it last in the rotation (as every other stun possibilities are used) as to maintain it as long as possible and benefit from t he 25% reduction for as long as possible (why reduce stuff that's stunned?); it's countersynergetic, yes, but not THAT bad. I still find it overwhelms other rune choices for intimidating.
The idea is to keep stuff stunned, so that you never come into a situation where you'd take enough damage to get into relentless range, and where you won't take enough hits to proc revenge in meaningful amounts. The reason for tough as nails and nerves of steel are "for those times", but the idea is still to avoid said times through control.
ol'old))))))
liked your build - Im going to make a tanky build also - mainly for HC play thou as focus ... atm Im focusing mine on armor and debuffs yet still able to do decent damage (since I will probably be doing it solo for a bit) ...
havnt thought about using stuns more ... might work thou.
problem is there are only so many skills and I have pretty much 5 required skills and only 1 6th to play with well might be able to change 2 skills.
http://eu.battle.net/d3/en/calculato...giT!cba!YcaYab
This is my take on a tanky barbarian.
Cleave is the main damage dealer, With all the damage buffs it does 242 weapon damage per hit, which I find sufficient for single targets as well.
Provocation Revenge is invaluable as I don't plan to avoid taking hits.
Leap with Iron Impact is a decent source of additional armor, and a movement skill.
Threatening Shout Demoralize is great in group play, I'd change the rune for something else if going solo.
Marauder's rage is a sick damage buff, and offense is a good form of defense as well.
Earthquake helps a lot in the toughest situations. Runed for no fury cost.
Battle Rage is a huge damage buff with a good up-time. Other passives will be the ones that most improve survivability, Nerves of Steel and Pound of Flesh seem like good ones to me.
Jaago:
Definitely foolproof. If survivability really isn't an issue, I could see you change NoS or PoF passives for Brawler for another huge damage buff basically for free.
I'm starting to believe that tanky barbs will be more succesful than full on glass cannons, merely for the fact that they can stay in there longer. Makes it hard to skip on Revenge (unless you're about stunning, check OP), which probably will get nerfed!
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