I had so much fun doing my 300k Budget Wizard, I decided to try an even lower number, 200k gold, for my barbarian. I have money and just did this for a fun challenge, but I'm hoping I can provide some useful information for people wanting to clear through the game with the gold they earned getting to inferno, rather than having to do a ton of farming. And so, a guide:
Generally a person has 300k-500k gold after leveling to 60, if they haven't blown it all on crafting or something. We're going to work with 200k, but obviously if you have more, that's great.
Stat priorities are pretty simple:
1. Resist all / armor. Yes I consider that one stat. An item with a bunch of resists is the same as an item with a bunch of armor as far as I'm concerned. The exact relationship between armor and resists depends on your current gear (find out exactly what it is for you with an effective health calculator), but generally 1 res all = 10 armor. If your armor is higher than your resists (IE 9k armor and 600 resists) then resists will be relatively more valuable than the aforementioned ratio. If instead your resists are higher than your armor (IE 6k armor and 900 resists) then armor will be relatively more valuable. Since war cry gives 50% bonus to resists but only 20% bonus to armor, and since barbs tend to have naturally higher armor already, usually resists are going to be a bit better.
2. Vitality. Vitality gives us more HP, obviously. We need a substantial HP pool (at least 40k) even though we're going to be doing a lot of kiting. We simply need to be able to take some hits. Vitality also gives armor if we have the passive, so that's nice.
3. Strength. Our primary damage stat. We need to do some damage if we want stuff to eventually die.
Weapon: Our priorities are different here. If we're going to do a tornado kite build, we're going to need some LoH, and the best place to get that affordably is the weapon slot. Type of weapon also matters, due to weapon mastery giving different bonuses based on type. An axe or a mace for the crit bonus is going to give us the most flexibility in terms of being able to use crit-based skills. The more LoH and obviously the more base damage the better. Any vitality or strength we can get from this slot is great too, but we don't want to compromise much on damage, we do need to be able to kill stuff eventually.
Shield: The stat priorities apply here. Resists/armor, vit, strength are great to get, but there's extra things to consider. We want a sacred shield type, for the high block value, and we want a good roll on block chance. You might have to dig through a lot of shields to find one with a good block chance (20% commands a premium in price, but 17-19% is good). You can also look for ones with bonus %block, although in my experience they tend to be a bit more spendy.
Offhand: You can pick up an LoH offhand instead of a shield if you like. A dagger is a good choice. The damage is relatively unimportant, as sprint's damage is off your mainhand. You can get 800+ LoH cheap from this slot if you don't care about the damage (and you don't). If you do get an offhand I recommend also having a shield in reserve in case you run into something that just puts too much hurt on you.
Here's the gear I ended up with, for just a little under 200k gold, to give you an idea:
We're going to go for a sprint kite build, not unlike the one detailed in ScottieK's guide, but we'll be focused a little more heavily on defense / kiting, thanks to our low end gear. (He says his build is for those who can't afford WW, but we're going even lower end than he did)
The variation I used for trash/elites is the following:
Frenzy (Maniac): Sidearm is fine too. This skill is for killing annoying ranged attackers that you've chased into a corner, or just if you're feeling lazy and the thing you're fighting is weak enough you don't need to kite it.
Sprint (Run Like The Wind): Our primary damage dealer. We're going to run around or charge through enemies dropping sprint tornadoes, which do good damage and proc LoH quite well.
Battle Rage (Into The Fray): This skill isn't strictly necessary, but it makes kiting much easier. With it, and the 23% crit we'll get just from skills (no crit gear needed) our sprints can fuel themselves, allowing us to kite to our heart's content without having to go in to generate fury with charge/frenzy. You can swap this for something else if you feel you can manage your fury fine without it.
Overpower (Crushing Advance): - I'm nerfed don't use me, old content spoilered:
SpoilerTurns ground effects into healing. What's not to like? The damage reflect from this skill procs LoH. The result is that you no longer need to fear ground effects (for as long as it is active). In fact depending on your resists, armor, LoH, and what act you're in, standing in ground effects can be a good way to heal up.
Edit 1.04 - Leap (Iron Impact): With crushing advance nerfed, we need a different defensive skill. Iron impact is my personal favorite, although ignore pain (iron hide) is a fine choice. I like leap because it not only provides mitigaion (and on a shorter cooldown than IP), but gets you out of bad situations. As of 1.04 it also breaks jailer, although we have charge for that. Between charge and leap we have unprecedented battlefield mobility, which we need because we can't lulzy our way through ground effects with crushing advance anymore.
Furious Charge (Merciless Assault): This skill is going to let us drop tornadoes throughout a pack, by charging through it, and of course, it is our mobility skill. Enemies can't stop us from getting where we want to go. Higher gear specs use whirlwind to accomplish the same thing, but there are several advantages to charge for the low geared barb. The first and most obvious is that charge generates fury instead of consuming it. Unlike whirlwind, charging also makes us temporarily immune. We can't get frozen, jailed, or anything else'd while we're charging. With careful timing you can avoid freeze without running out, for example (although I recommend charging out of the pack when freeze is about to go off, just to be safe).
We've chosen the Merciless Assault rune for the obvious reason: we want to be able to spam charge. Interestingly, the cooldown refresh appears to come from all hits that happen while you are charging - regardless of whether it was actually charge doing the hit. As a result, if you have a bunch of sprint tornadoes around, charge is almost guaranteed to fully refresh its duration when you use it. Make sure you have sprint up every time you charge though, to keep dropping those tornadoes.
War Cry (Impunity): So that we don't die.
Nerves of Steel or Tough as Nails: Whichever gives you more armor. Although frankly, if tough as nails gives you more armor, you probably don't have enough vitality.
Weapon Master: Our axe or mace gives us another 10% crit, for refreshing overpower and gaining fury from into the fray. More damage is good too.
Ruthless: 5% more crit for refreshing overpower and generating fury from into the fray. The crit damage is nice too. You can swap this one for another armor passive if you're having trouble staying alive.
There's a lot of flexibility in the build. Charge, Sprint, and War Cry are pretty much mandatory, but the other three skills can be traded in for whatever you want, pretty much, if you don't like my choices. WotB + Earthquake easy button elite kill is a valid choice, for example. Edit 1.04: Rend is a very nice choice for added damage now.
Since we're using LoH healing, the templar is of no real use to us. The 3% crit from the scoundrel isn't much good either. 15% armor from the enchantress is really the only reasonable choice. Her gear doesn't matter, she's just along for the buff, but you can stick whatever 2h you find on her. Don't bother spending much/any money on her though, it is fine if she dies all the time You get her 15% armor whether she's dead or not.
To give you an idea of how this build is going to play, here's a video of me taking on 4 random elites in act 3. They're just the first 4 I ran into going to a few different zones. It should give you an idea of the play style:
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You can see that a few times I had to kill 1-2 guys and then reset for enrage. With 200k gear we can't expect to roll packs, and particularly since we've favored defensive stats, sometimes that sort of thing is just necessary. Particularly shielding and/or extra health packs may have you needing to kill 1-2 guys and then reset.
Thanks for reading, I hope you found this helpful/entertaining.
Comments, questions, and suggestions are welcome.