Perpetual Wrath of the Berserker So, I am shooting for a perpetual Wrath of the Berserker. Here's the build: http://eu.battle.net/d3/en/calculator/barbarian#bSiQVP!ZYW!ZZYZZc (possibly Furious Charge}Stamina instead of Furious Charge}Merciless Assault) The goal of this build is to crit all the time and keep Wrath of the Berserker going forever, which requires earning a lot of fury. Fortunately, earning a lot of fury becomes the same thing as critting with Battle Rage}Into the Fray. But, I really will have to be "in the fray" at all times for this build to work because I can't afford to lose a second of fury earning. That's why I like the build: it demands constant engagement. I've underlined all the fury buffs and chance-to-crit buffs for the sake of ease. PASSIVES: Ruthless: Adds 5% crit and 50% crit damage. Weapons Master: Adds 10% crit, but, hopefully I will have enough crit already to be able to forego axes and maces for the mighty weapons to add 3 fury per hit. If not, then I guess I need that crit bonus. Animosity: adds 10% to fury generation. ACTIVES: Wrath of the Berserker}Thrive on Chaos: adds 10% crit and adds 1 second to duration for every 25 fury gained. The Battle Rage}Into the Fray: adds 3% crit and gives 15 fury per crit. As I understand it, some AoE's determine critting on a per-monster basis instead of per cast. I hope the AoE's I have chosen do this, but even if they don't, this skill/rune is vital to this build. Revenge}Best Served Cold: Adds 10% crit for 12 seconds, costs nothing and saves my life if I get in a jam, which I plan to be in without any other life savers besides an escape from Furious Charge. Rune may be changed for Vengeance is Mine for more 5 fury/enemy hit and improved life gain, or for Provocation so you can cast it more often. Overpower}Killing Spree: Adds 10% crit for 6 seconds, costs nothing and will be the main skill for my build since I should be critting often enough to almost spam it, especially if it is a per-monster crit, not a per-cast crit. Rune may be changed for Momentum to generate 12 fury/enemy hit. Furious Charge}Merciless Assault or Furious Charge}Stamina: The Stamina rune adds 8 fury for each target hit, which, given the AoE on this, is great to keep Wrath of the Berserker going. However, the Merciless Assault rune, which reduces the cooldown by 2 seconds for every target hit, might be necessary for survivability or may even earn me more fury from Battle Rage}Into the Fray if the Furious Charge crit is per monster rather than per cast. Cleave}Reaping Swing: 5 fury per cast plus 3 fury per hit. THE IDEA: It's simple enough: Furious Charge into groups. Cleave and Overpower to heart's content. Revenge to save my hide or Furious Charge to escape. Keep Battle Rage active at all times. Keep Wrath of the Berserker going for as long as possible and re-cast it whenever it goes off and the cooldown expires. I really hope I have sufficient chance to crit so that I can use the Weapons Master Mighty Weapons' fury bonus instead of the Axe/Mace crit bonus. Here's why: (All these calculations will include the Animosity fury bonus.) Take Cleave}Reaping Swing, for example. If I have three enemies around me, then I get 15 fury. If I have the Mighty Weapon's bonus from Weapons Master, that goes up to 25 fury, the magic number. If Cleave is a per-cast crit and I crit 50% of the time - I would hope that would be the minimum for a build like this - then probability would place that number 34 fury thanks to Battle Rage}Into the Fray. But if crit for Cleave is per monster, 50% crit would instead make that number 51 fury. Do the same for Furious Charge}Stamina. Three enemies would yield 43 fury. The Mighty Weapons' boon would make that 53. 50% to crit, would make that 61 if it were per-cast crit thanks to Battle Rage}Into the Fray, but if it was per-monster, it would be 78. In case your curious, if I went with Furious Charge}Merciless Assault, three enemies would yield 17 fury. Mighty Weapons boon would make that 26. 50% to per-cast crit would make that 35, but 50% to per-monster crit would make that 60. The yield on a single Furious Charge}Stamina is much higher than Furious Charge}Merciless Assault at three enemies, but if you're hitting three enemies, Furious Charge}Merciless Assault can be used every 4 seconds instead of 10. So there are a handful things to take into consideration in making this decision: whether it is per-cast or per-monster crit, how often will I want/need to use Furious Charge, how many monsters do I generally hit and how high is my crit chance. I'll have to wait to see, but I am leaning toward Merciless Assault since the char is rather susceptible to control-impairing effects like fear and come Inferno, I may need to get out of or back into action more quickly than once every 10 seconds. So, let's hope for per monster crit. YOU MIGHT ASK... You might ask why I don't use Hammer of the Ancients. Well, the crit bonus was significantly dropped in Patch 14, I believe, to 3% (I might be wrong, though). This isn't reflected in the calculator yet. Also, its AoE overlaps with my other skills, making it redundant. In this build, Furious Charge just seems much more useful since it let's me get across the screen immediately, get lots of fury and deal a lot damage to a rather large AoE (given what else the skill does). I MIGHT ASK... I am not sure if it is still considered to be "gaining fury" if you have already topped off your fury bulb and you cast a skill and/or receive damage that (would) earn more fury. I hope it is still gaining fury, but if not, I might need to find another fury spender because Wrath of the Berserker and Battle Rage are insufficient. Furious Charge or Cleave would have to go, and if it is Cleave that goes, Furious Charge would need to take the Merciless Assault rune since it would be my only source of fury and I would thus need to use it often. The replacement skill for either of these would need to be per-monster crit and allow for repeated fury-spending damage to as many targets as possible without knocking too many of them out of melee range or restricting them from getting into melee range. My choices are, therefore, limited to Rend}Ravage, Hammer of the Ancients}Rolling Thunder, Weapon Throw}Ricochet, Seismic Slam}Crackling Rift and Sprint}Gangway. I'd really have to see which one compliments the build best before making a decision. Only Rend}Ravage and Hammer of the Ancients}Rolling Thunder avoid impairing movement and both of them have pretty sizeable AoEs in the immediate vicinity of the character. They would make good replacements for Cleave, but bad replacements for Furious Charge because I would be left without a way to damage monsters across the screen. Weapon Throw}Richochet and Seismic Slam}Crackling Rift would damage monsters across the screen. Weapon Throw}Ricochet will get damage to up to three enemies across the screen, but it will slow the enemies, which could be bad (or good if I have an irritating caster/ranged monster). Seismic Slam}Crackling Rift also goes across the screen, but it has knockback. Fortunately, the Crackling Rift rune allows me to pinpoint the knockback, which means enemies peripheral to the Seismic Slam will still be able to move in. Lastly, Sprint}Gangway seems nearly identical to Furious Charge since it gets my char across the screen and does damage (albeit along the way instead of at the end). The problem is that the damage is puny and does unwanted knockback and the skill requires me to spend too much time directing the movement when my fighting needs to be fast paced for the build to work. Any information, ideas or suggestions?