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Okay so I made a quick build literally made to support others.
http://us.battle.net/d3/en/calculato...Rki!bXY!ZYbYaa
I was working on it with the assumption (and this is my question) that WW with a mighty weapon will generate 3 fury per hit due to the passive, and if i use that rune for 1 fury gen per enemy hit, i only need to hit 4 units per ww to get infinite frenzy?
don't focus on the build above as it's clearly very support oriented, i was just wondering if anyone knew how the WW hits worked with weapons master - mighty weapon in specific.
i feel in that case you don't need much fury generation other than shouts because you can constantly WW
Weapon master does work with skill right now, but they'll probably turn it into "a chance to generate fury" with a PPM (proc per minute) mechanic in order to cap how strong it is. Right now, it's ridiculous, in the beta anyway.
If they change it to a PPM or a chance, then it's not nearly as useful anymore. The best thing would be to lower the amount generated to either 1.5 or 2.
However, maybe it's their intent to have it as strong as it is. It requires you to use MW's, which is a Barb only item. This makes them feel better than they are in a way -- You would have to take that into consideration when deciding between a weapon that is a MW and one that isn't.
(I haven't looked it up) but is the IK 2h weapon a MW? What about the Bul Kathos DW swords?
You already have an incentive to use mighty weapons through the fact that barbarian only bonus can appear on them. It'd go against their philosophy to make them vastly better than other weapons due to the bonus, or make that particular bonus vastly superior to the other, because in both cases, you become pigeon holed.
Well i don't think all MW's will be stronger than other weapons, but i suppose if the Weapon Mastery hits give me 3 fury with WW.. i may give up fury generating as a damage skill and leave myself to focus more on spending and support.
MW's will definitely be stronger to a certain extent (dmg probably) but might not prove to be the best overall
As EE said, the MW will be good because they'll have a chance to spawn the Barbarian only affixes (like + to WW, whatever it is...)
That said, I think you're right that not all MW will be better than other weapons. There will be some Legendary 2H weapons that aren't MW that will be ridiculous. Chances are it'll get nerfed because it's just one passive skill, but I'd like it to be better than something like PPM or chance to hit.
1. The most important thing about WHIRLWIND BARBARIANS is that whirlwind must be used at the max dps available and that is with the rune (Vulcanic Eruption! For best single target dps and best control, Dust devils is also good but harder to control vs single target, good for AOE tho)
2. Ignore pain should not be used if not on Hardcore !
3. Furios charge works best with Stamina. You want to use it as a fury generator and for its mobility.
4.Nerves of Steel refers to Vitality not Health. ( but maibe the tooltip is wrong). If it referes to vitality is useless.
5.War Cry's Rune depends on the gear u will use (Impunity or Hardened Wrath)
Last edited by RaiJin Roh; 07-05-2012 at 05:54.
I think if you're planning to use WW on single targets, you'll be very disappointed. This isn't D2 where you hit stuff every several frames depending on your break points, and either the hits are split between a group or focused on a single target. I bet in D3 it's nothing more than a channeled aoe skill centered around the player, dealing damage to everyone in its area equally.
There's no longer such thing as a "whirlwind barb" basically, not any more so than a "rend barb" or a "hota barb".
By the way someone knows how fast ww attack speed is, when you have 1 attack per second?
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