0
Yes, this is exactly what i'm experiencing. Sometimes i fill my bulb up very fast when WWing, other times i get stuck midwhirl as it were without fury. But, i don't seem to have that problem when i equip my Lidless Wall (which has 12% attack speed increase btw, and not 13% as i thought earlier). The 3% between that setup and dual wield can't account for that much of a difference, can it? Or am i just really getting unlucky when dual wielding, i don't know.
Edit: Actually, i forgot the 5% increase in crit i have from the Lidless Wall. That must be it.
Thanks.
I'll keep that in mind. See I am A3 hell ATM, I suspect that I am not doing enough damage with the weapons I have to make effective uses of Blood Funnel. I dropped battle rage for revenge spam to keep fury for WW and healing up. My weapons are only around 550 DPS each. Doing 10K right now.
So kinda confused for WW crit is dual wield better than axe/shield?
what should off hand weapon mods be? [ right of screen wep slot?]
on hand? [left? of screen item slot?]
also someone posted a build using WW/ tornado rune and some other skills, thoughts?
Here's a little something that might help put some of the crit stuff in perspective. I'm very fond of 2-handed swords and decided to do a little digging on the relative effectiveness of the two masteries. Assuming the weapon options are about equal, then the balance between sword and axe/mace mastery effects looks like this:
Crit chance (not including mastery) Crit damage balance point 10% 176% 20% 214% 30% 273% 40% 375% 50% 600% 60% 1500%
The table shows the minimum crit damage bonus you need to have for the +10% crit chance from axe/mace mastery pay off more than the straight +15% damage bonus from sword mastery. As you can see, if you are getting a lot of crit chance already from items and other skills, you need massive crit bonus damage to make axe/mace mastery better than the sword damage bonus. Once you hit 66% crit chance from items and other skills, the +15% sword mastery damage boost is simply better than axe/mace mastery.
Considering that other passive damage bonuses are out there (berserker rage, brawler) and it gives some food for thought in terms of how best to deliver damage.
The other point of interest is that increasing both crit chance and crit damage at the same time (e.g. Ruthless) is often better than just increasing crit chance unless you already have a ton of crit damage from other sources.
Caveats - math failure is a possibility here. Checked against some the damage calcs out there and everything matched so I'm feeling okay about that part. I'm not as certain about how the barbarian active attack skills will impact these results. Take it all with a grain of salt, I guess.
This is very, VERY good info.
But keep in mind you are in a specific context where crit rate affords you higher %-of-life healing. %-based heals are quite simply amazing and not to be overlooked, ever. When you can whirlwind 3 enemies and watch your health globe refill at 15% per second, you may decide the crit rate is more important than either haste or damage in your weapon mastery.
Compare the DPS trade-off, but make sure you also consider the healing trade-off.
Also, to the op: have you toyed with other self-healing options than revenge? Revenge is very strong, and most of us are used to how it works. But if you're stacking up crit you might consider a more offensive alternative.
- Overpower's trigger interval is based off how many enemies you're hitting rather than how many are hitting you. It also adds a lot more DPS than revenge because it doesn't trigger an animation (can be used while using any other ability, no interruption). Doesn't limit mobility, big bonus points in my book.
- Juggernaut is a decent opener and "escape" + heal for that moment when your fury globe runs out and you don't have a stomp or other defensive to burn while filling your fury globe.
- Whirlwind
- Rend, but its self heal has many problems that might even be impossible to overcome.
Only troubles I have with juggernaut: I couldn't justify keeping leap and charge in the same build. You trade leap's defensive rune which makes it a strong opener with the 300% armor bonus; take charge with the healing rune to make it heal you when you need to escape. Pretty even trade but - leap can get you away from a waller, charge can't.
When you look closely at why you feel the need to take revenge, it's probably tied to something like - "how am I going to cope with being out of fury, when the whirlwind heal depends so much on fury?" There are a few different answers to that question. (I quite simply don't like revenge just because EVERYONE uses it. Makes me want to find ways to cut it from my build.)
Last edited by zakaluka; 20-06-2012 at 14:33.
tried two weps and the fury just vanishes not worth dual wield IMO
build on the nado?
Bookmarks