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http://us.battle.net/d3/en/calculato...ikP!Tch!Ycaacc
Frenzy = Primary attack, used b/c of crazy fury generation rates, and for fun. Stun b/c stun is helpful in all situations, and I don't have it anywhere else.
Revenge = Secondary attack. Used for multi mobs, as deals decent AoE damage, heals, and most importantly costs no fury. Also used when available for bosses, of course.
Leap = enter/ exit combat, and as Revenge requires being hit, iron impact helps make sure I survive those hits, and/or can survive fleeing combat.
Battle Rage = increased damage, costs 20 fury every 30 seconds, but that can immediately be made up for by hitting things, leaping, or...
War Cry = survivability, plain and simple.
WotB = because it's awesome, and I think I'd be able to generate enough fury with this build to keep it going a while. Not the best build for keeping it up all the time, but it'd do.
Juggernaut for survivability, because CC is terrible and I hate it.
Berserker Rage is part of the foundation of this build, and is what allows Frenzy/ Revenge to compete with more traditional damage builds.
Unforgiving prevents this build from falling apart between mobs, or when I flee. Means I'm always topped off, except immediately after using Battle Rage.
So, what do you think? Viable? Fun change of pace? Or ridiculous and gimpy? Feel free to try it, as always, before giving feedback. Can't wait to try these builds on my own... must play more, theorycraft less.
I'm currently rolling with a berserker rage frenzy build, pretty similar to the one you posted. I'm breezing through act 1 inferno. Will be interesting too see how it holds up in act 2.
Personally I think unforgiving is a bit unnecessary, you will max up fury really fast with frenzy and when you get hit. Better to chose something that adds more survivability like superstition (it also gives fury) or tough as nails. Also, whilst high dps is nice, I personally feel that ignore pain is probably more worth while than battle rage (and it doesn't cost fury).
Agree with Magister on this - ignore pain instead of battle rage (with the 7sec rune) has been much more useful than more DPS on A2+ inferno. Leap is good also. Sidearm is better in almost every situation for frenzy (relatively easy to do the maths), and insanity on WoTB.
Edit: changed warcry to battle rage, was getting confused.
Last edited by Spankalot; 31-05-2012 at 15:06.
I think War Cry with Impunity is an amazing ability. I would give up Ignore Pain before ditching War Cry, but you can also get both without too much issue.
Ah I didn't mean instead of warcry, I was being stupid. I meant ignore pain instead of battle rage, I'll edit my post to change that.
Frenzy generates fury fast?
Yeah, relatively speaking. It's faster than cleave and almost as fast as Bash (3/attack * 1.75 for IAS is 5.25 fury generated in an equivalent time span), but if you're going for all fury, all the time, you would want Bash w/ instigation (12 fury generated in an equivalent time span). With 2 attacks per second (highly doable accounting for the ias from WotB), and assuming fury from damage taken evens out down time (not necessarily true, but the increased movement speed and leap helps), you could theoretically keep WotB up all day. That build would likely look something like this:
http://us.battle.net/d3/en/calculator/barbarian#aVXYkP!Wch!YcaYcc
but that wasn't what I was going for here. The issue I have with Bash is that it doesn't do anything beyond hit people, the same issue I have w/ Frenzy with sidearm. I've actually seen a lot of people recommend Frenzy w/ sidearm, and so far it just doesn't do anything for me. Perhaps that will change with higher difficulties.
I do think superstition is an excellent idea, perhaps I'll replace Juggernaut with it, but I can't fathom doing this build sans Unforgiving, that's just me though. I do agree Battle Rage can probably go, but how does Ground Stomp compare w/ Ignore Pain on higher difficulties? Right now (Normal) it's a 4 second stun (reduces damage by nearly 100%) which generates fury, and positions enemies better for Rupture or Revenge on a 12 second cooldown (total 20 seconds per minute) vs a 5 (or 7) second reduction of damage by 65%, with no added benefits, on a 30 second cooldown (total max 14 seconds per minute), so Ignore Pain is just outclassed in every way. Is the stun length reduction that severe on Inferno, or is the failure rate of it that high, that it swings so drastically the other way?
Edit:
If you're going for all fury, all the time, a better (and by better I mean more interesting) build would be
http://us.battle.net/d3/en/calculato...Ykf!eYW!YcaZcc
Against a single target, this would be painfully slow in damaging, as you couldn't rely on corpses to throw, though even many bosses do have adds you can throw. Against groups, you leap in, bash the crap out of someone/ revenge until something dies, wrench them all in tight, and unleash 360%-400% damage to them. Though not all that impressive in and of itself, you'd basically have max fury every time you have a corpse, and it'd be fun, if nothing else.
Last edited by Sir Mister; 31-05-2012 at 20:37.
Yep, stun on enemies you need it for is essentially nonexistant - a 1 second stun on elites/champs/bosses doesn't help at all.
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