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On October 20 2012 06:25 Black Gun wrote:hmm, what about that sprint/hota hybrid build that i suggested some pages ago? basically a hota build, but with sprint for faster movement. in general though, i dont feel like ww/sprint build suffered a lot. yes, perma-wrath is not possible anymore, but lets be honest, permanent cc immunity was overpowered anyway. just save it for nasty elites, keeping it up through an elite fight isnt much of a problem. overall, i think barbs got away quite fine with the patch. just ask the poor wizards if you want to know what "nerfing builds to death" really means.  Honestly, even with a mediocrely geared barb (~50m of gear, running mp3-6) I can keep up wotb almost all the time unless I get unlucky. It's just a matter of never staying in one place too long and optimally running towards new groups of enemies and mashing your buttons.
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On October 20 2012 06:05 Hairy wrote:Show nested quote +On October 20 2012 03:53 ArC_man wrote: If you have enough defense to survive one thing to try (along with using animosity/boon) would be overpower with momentum. With WOTB and using overpower's 10% rune I was at ~2.75 attack speed and 70% crit, but still not enough to reliably maintain WOTB :| It's fine through elite engagements, but I find it's impossible to prevent it wearing off travelling between packs etc. I'm moving towards other builds now, as ww/sprint just isn't the same fun when you have to struggle for fury. When there are few enemies around sprint often doesn't even give you back it's fury cost.  Perhaps you're playing on too low of a MP where things are dying too quickly for you to gain fury? Doing Alkaizer runs now are slightly slower than before (just because mobs have more hp) but I can keep up my buff pretty much the same as before after some practice. The biggest difference I noticed was that I needed to actually plan my route through an area so I constantly have stuff to fight to gain fury.
Anyways, a build that I've been using pretty successfully today against ubers was the throw barb build. Using the stun rune you can basically perma stun an uber.
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Maybe you could write a little more detail About the throw build and the hybrid HotA build? My barb is becoming a bit of a badass so I'd like some tips.
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I stand corrected; I discovered the key was that I was too stubborn to use Bash-Instigation.
I've been sprinting for months with no 'standard' fury generator, instead using things like Leap, or Overpower +10% crit etc, which formerly were amazing. I never needed bash, because I had more fury than I could shake a stick at! With the sprint change, I have to simply concede that this is no longer possible. The 'core' build is now really awkward and uncomfortable without a fury generator, and WOTB unavoidably degenerates.
After biting the bullet and using instigation, however, I am managing to maintain WOTB for long periods of time again with ease. First time out I did all of the fields of slaughter AND keep depths 3 on a single WOTB.
I would like to incorporate hota somehow, because the single target DPS it does is crazy good, but I have no idea what I'd sacrifice to get it.
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what rune do you use for hota in the hota builds?
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On October 20 2012 19:24 Levistus wrote: what rune do you use for hota in the hota builds? Personally I use Smah. 406% DPS is just too good on single targets.
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Wondering what skill gets replaced in a hota build on a 1h+shield build. Would it be rend or wotb?
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On October 21 2012 10:18 wallen wrote: Wondering what skill gets replaced in a hota build on a 1h+shield build. Would it be rend or wotb? depends on how often you need wotb to save your ass. on high mp levels, id say skip rend because you can keep up wotb quite easily. on low ones, id keep rend and skip wotb. but as i said, it also depends on how good your gear and playstyle are when it comes to defense.
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I moved this to the correct thread.
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Hi everyone. Anyone knows which stats is the most important and such? There is some really cool stats out there like +dmg to elites, 6% less damage taken from melee/range and stuff. Are those stats any good compared to otherstats? Like how much resistance would you trade for 6% less dmg taken from melee?
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On October 22 2012 09:26 dabosaur wrote: Hi everyone. Anyone knows which stats is the most important and such? There is some really cool stats out there like +dmg to elites, 6% less damage taken from melee/range and stuff. Are those stats any good compared to otherstats? Like how much resistance would you trade for 6% less dmg taken from melee?
Usually depends on the character and where you are leveling. Obviously the more melee mobs in a given farming area make melee reduction much more worth it than in an area with more ranged mobs. It's hard to give exact answers without the context. In general I'd say all res and armor (for barb at least) are more important. If you can get IK set or other melee reduction gear on top of your other defensive stats it's a great boost.
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Yo. Hota + sprint is indeed pretty good.
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What does the 5-piece IK set bonus do exactly? (Increases fury generation by 2) How important is it?
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Is the tornado build mandatory? I haven't really played since like a week after 1.04, I'm a sword and board barb, do about 50k dps sword and board, almost 70k if I swap out WoTB for the dps shout. do I basically have to transition into the DW tornado build to farm? Or can sword and board still keep up? Is 2H viable at all?
if it matters heres my profile, any suggestions on upgrades/what build to go for now would be appreciated. http://us.battle.net/d3/en/profile/hunts-1629/hero/13785460
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On October 22 2012 13:00 Lokrium wrote: What does the 5-piece IK set bonus do exactly? (Increases fury generation by 2) How important is it? IK set bonus gives you 2 fury per second. Out of battle you don't degenerate fury (since you normally 2 fury/sec out of battle) and during battle you gain 2 fury/sec. It's most noticeable outside of battle traveling between mobs and it's completely negligible during battle.
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People forget monks exist, who are generally more squishy and have worse sustain =/.
I'll probably go up to 6-7 though, even though damagewise I could take 8 or maybe even 9 on my monk. I have no desire to sit there for eons holding down my left mouse button and refreshing buffs.
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well, that killed any desire I had of upgrading out of ik... I guess it does mean I can move from 7 to 9 or 10 now on ubers with my current gears at least. I dont get why they are nerfing monster damage again, this just means you can probably go through mp 10 with 600 res/7000 armor/35-40k hp as a barb comfortably now.
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