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  1. #1
    IncGamers Member
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    My planned HC Barb...

    http://diablonut.incgamers.com/planner/22214

    So I will be playing almost entirely with a good RL friend in HC.

    He will be using a WD, and will take Zombie Dogs -- Final Gift and Grasp of the Dead -- Death Is Life.

    My build is built around increasing health globe drop chance and crit chance (to help fuel health globes.)

    With these two builds, we should have awesome synergy.

    The two biggest problems I see are:

    1) No mobility skill.

    2) No single target skills.

    The things I would want immediately would be leap attack and/or ancient spear.

    Any thoughts/changes you would make to the build immediately?



  2. #2
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    Re: My planned HC Barb...

    The main problem I think is you have no defensive capabilities. You are likely to walk into a fire fight and get stomped down with no chance of escape.

    I would get ignore pain as an "oh ****" button, and probably leap attack as well to jump in or out of combat.

    As for single target attack, you can switch to frenzy or bash for bosses.

    I made a build before I read that you want to try to find health globes, but i'll still post it. This is just a quick, not really thought out build, and I haven't been looking at the barb much.

    http://us.battle.net/d3/en/calculato...QgX!TUb!ZcacZc



  3. #3
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    Re: My planned HC Barb...

    Leap is an indispensable skill that all HC barbs should have. There are situations where you will be surrounded by mobs, especially when Waller elites are spawned, and you won't be able to get out. If the mobs happen to be stronger than you cumulatively, you'll just die.

    You've also got 1 Fury generator and like 3 spenders, economically it sounds awkward. Drop a fury spender and replace it with leap, should be good to go.



  4. #4
    IncGamers Member
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    Re: My planned HC Barb...

    I think an HC barb needs to be much more mobile and carry a shield. Also, you need a reliable way to get back health.

    Back in D2 the most fun I had in HC was with my werewolf druid. He got to about 80 and never died. He relied very heavily on life leech. While that may not be the way D3 design is heading, I have no faith in these health globes to keep me alive. You need to have at least one skill to suck some life away ON DEMAND. You also need to be mobile.

    As a further note, I think the devs need to balance our fury spenders a bit more - most seem WORSE than our fury generators (which makes no sense). In any case, here is my tanky barb build. I didn't itemize him very well (no stats on the items). But if I took the time, he would have alot of resistance, armor, thorns and life stealing on hit.

    http://diablonut.incgamers.com/planner/43249

    Notice, I have...
    Bash for single target/fury gen (i stuck the damage buff on it to set up charges/whirlwinds)
    Whirlwind to spend fury (good single/multiple target if its at all like D2)
    Furious Charge to suck life and/or to close/escape (this may be my fave skill).
    Warcry set up for more armor and resistance
    Shout to debuff/fear
    and Leap to run away or take shortcuts and stun groups

    Passives include...
    Weapon master for added fury gen (+3 on mighty weapons)
    Superstition def + fury gen (straight up 20% dmg reduction on non-phys... awesome)
    Tough as nails for armor + thorns (may consider juggernaut if cc crap is out of hand in this game)

    His dps shouldn't be too bad. Still, in normal mode I might even run this guy with a two handed mighty weapon. But in HC.... sword and board all the way.



  5. #5
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    Re: My planned HC Barb...

    Quote Originally Posted by Shevek View Post
    I think an HC barb needs to be much more mobile and carry a shield. Also, you need a reliable way to get back health.

    Back in D2 the most fun I had in HC was with my werewolf druid. He got to about 80 and never died. He relied very heavily on life leech. While that may not be the way D3 design is heading, I have no faith in these health globes to keep me alive. You need to have at least one skill to suck some life away ON DEMAND. You also need to be mobile.

    As a further note, I think the devs need to balance our fury spenders a bit more - most seem WORSE than our fury generators (which makes no sense). In any case, here is my tanky barb build. I didn't itemize him very well (no stats on the items). But if I took the time, he would have alot of resistance, armor, thorns and life stealing on hit.

    http://diablonut.incgamers.com/planner/43249

    Notice, I have...
    Bash for single target/fury gen (i stuck the damage buff on it to set up charges/whirlwinds)
    Whirlwind to spend fury (good single/multiple target if its at all like D2)
    Furious Charge to suck life and/or to close/escape (this may be my fave skill).
    Warcry set up for more armor and resistance
    Shout to debuff/fear
    and Leap to run away or take shortcuts and stun groups

    Passives include...
    Weapon master for added fury gen (+3 on mighty weapons)
    Superstition def + fury gen (straight up 20% dmg reduction on non-phys... awesome)
    Tough as nails for armor + thorns (may consider juggernaut if cc crap is out of hand in this game)

    His dps shouldn't be too bad. Still, in normal mode I might even run this guy with a two handed mighty weapon. But in HC.... sword and board all the way.

    This is extremelly similar to another build I am considering for HC: http://diablonut.incgamers.com/planner/22272

    That build will rely on leap and furious charge with the heal rune along with a bunch of abilities to keep enemies close.



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