Barbs are VERY gear dependant and you'll notice that once you get your gear up and go back to hell it has become as easy as normal and nightmare once were. The same happens for act1 of inferno and somewhere in the future the other inferno acts will becomes the same, It's SOOOOO much in the gear level you're using!
This guide will initially be focused on getting you through act1, solo after you've just dinged After that I'll be adding some alternative builds for grouping and diving into act2. Most builds won't be completely of my own creation or not at all and found somewhere on these or other forums.
Many have been discussed here and there on the forums, I'm just hoping this guide will highlight them and help more ppl. Coming out of Hell and going back to farm it So you just killed Diablo on hell, gratz! Goodjob imo, the end of hell starts to be a pain for most barbs, specially since you tend to get undergeared around that point unless you've been lucky with item drops. Now ofcourse you want to jump straight into inferno and keep whailing around your dps 2hander which was working for you in hell!
You should try for a seconds But if you have some gold you can step into inferno by quickly grabbing some stuff from the AH with less with k I guess. Preperation before getting into Inferno First step before you go into inferno; you should prepare yourself for a lot of deaths, it's part of the game and part of the fun. Third; check up on your gear, identify the pieces that are really low level or have really bad stats.
Check the auction house for some cheap alternatives filter on max buyout price so that at least you gear is end-hell level. Ensure you have a decent weapon, it's probally the easiest way to boost your success in inferno! Focus on getting good stength and decent vit. That will ensure that you have decent armor and most likely those items will have a decent amount of stength.
Minimal Stats to aim for Try to aim for 10k damage at least, 30k hp would be nice to have too All Resistance and Armor will be important once you're gearing up in inferno, but the build I'll be feeding you won't need it yet!
Stats for 'normal' inferno farm The point where I was able to drop the crazy Seismic Slam focused builds and change to the more 'normal' or 'barbarian-like' builds is around: 40k HP 4. If you have the wealth, play around and see what you like best, but this combination does work quite well, and is more than capable of soloing the Uber Tristram event. If you plan on playing your character to the max, you pretty much have to get the Hellfire Torch and Annihilus.
They are irreplaceable. I went with getting life charms. Playing your Frenzy Barbarian is about attacking all the time. There is little reason to run from anything as there is with say a Sorceress or Necromancer , as discussed earlier, your primary defense is your ability to steal life from the damage you dish out.
Keep your 6 second Frenzy bonus up as much as possible. The interesting thing about playing this build, is that it actually changes how you move.
You want to move almost exclusively by holding down the right mouse button. With this held down, the Barbarian will attack any monster in range using frenzy, or move toward your cursor. This takes a little getting used to, but after a while it becomes second nature and it is actually much easier than say using Zeal or even Whirlwind.
When facing large numbers of enemies, you can use your Battle Cry ability to lower their damage and defense, allowing you to tear them up with ease. You can also use War Cry to stun the enemies, but I find that Battle Cry lasts longer and is easier to use. Something to pay attention to is your Life Tap procs from the gloves. You don't want to use Battle Cry while this is active, because it will overwrite the curse. With Life Tap active on the monsters you will be healing yourself for so much that overwriting it with anything is a waste.
An interesting monster type to fight, is the Specters. They are physical immune and drain your mana. You will gain some mana back while fighting them from the "damage to mana" mod on Fortitude but sometimes you won't have enough mana to Frenzy or Berserk. Ideally you want to use Berserk against any physical immune monster, but remember to not let your frenzy bonus fall off!
If you find yourself without mana fighting these monsters, you can use Double Swing as a left-click attack, it has a negative mana cost so using it actually refunds you mana. You can swing once or twice with it, use a Frenzy or Berserk, then repeat as needed until you have enough mana to continually use your prime skills. That is about it. Just remember to keep the bonus up, and to be wary around physical immune monsters.
Let your weapons do the talking and it is an easy but incredibly fun build to play. Diablo Wiki. Diablo Wiki Explore. Main Page All Pages. Diablo III. Diablo II. Diablo I. Gamepedia support Report a bad ad Help Wiki Contact us. Wiki Classes Story World Monsters. Diablo IV. Explore Wikis Community Central. Register Don't have an account? Frenzy Barb by Rousse. View source. History Talk 0. Highlord's Wrath Amulet. Arreat's Face Exceptional: Slayer Guard.
Nosferatu's Coil Vampirefang Belt. Dracul's Grasp Vampirebone Gloves. Gore Rider War Boots. Raven Frost Ring. Fortitude 4 Socket Body Armor. One thing that really can't be understated about this skill is that you become immune to crowd control effects Fear, Freeze, Jailer, etc while this buff is active. It makes it great for fighting the elite packs that are traditionally a big problem for melee. As far as I can tell, this skill and rune are pretty much required for Inferno, as they're needed to get your armor and especially resistances up to the needed levels.
Don't forget to refresh this every minute As I got to Act 2 and had problems with survivability, I ended up having to spend passive elsewhere. I've floated between Superstition for the damage reduction and Pound of Flesh for the more frequent and powerful health orb drops. I think this really comes down to a matter of preference and gearing in Act Swapping one out for Superstition also seems popular, though I've read a lot of arguments about it, with one popular view being that Superstition doesn't pay off as well since the bulk of your damage is physical, physical tends to hit harder, and many magic attacks can be dodged.
Find what works for you. Unless you've got a wealthy benefactor, you're probably going to have to spend some time farming Act IV Hell to either find items or raise the cash to buy some decent items of the AH. Unless you were incredibly lucky with drops, you can't expect to just stroll into Inferno the second you beat Act IV Hell and start kicking butts and taking names.
As you buy gear on the Auction House, keep an eye on the fact that you'll be wanting to move on to Act 2 pretty quickly. You'll need that extra resist when it comes time to do Act 2, and it'll help make your Act 1 Butcher runs easier too. It goes without saying, you still want Strength and Vitality when you can get it. Hit points and damage. Yes, please. And Strength counts as armor, which is a bonus.
You still want these where you can get them, but the simple fact is that you'll probably have to sacrifice them a bit to get your armor and resistances up to the needed level. Prioritize Vitality over Strength. This forum post has a pretty good description of how armor and resistances interact. Seriously, go read it now. I also took a stab at summarizing how Damage Reduction works in an answer here. Understanding how armor and resistance work is going to be key to your gearing strategy.
Basically, you need to figure out where you're at on this chart so that you can figure out how much armor a single point of resistance is worth to you, so that you can min-max your gear. If you don't want to look through all that math, it amounts to this You don't want to just go all-out in one or the other, because you get the best returns by keeping them at an equilibrium.
Just pretend that piece of gear that you're looking at with 38 Resist All and Intelligence is really 51 Resist All. I wouldn't specifically go searching the AH for high intelligence items though unless you're really struggling to come up with enough resistance. It's just not a terribly efficient way of getting your resistances up. A good target for Act 1 Inferno is in resistances and k in armor buffed. Yes, this means you'll probably need to hit the Auction Hall.
You can get by with less I was getting by just fine with about 7k in armor, in resists and no shield but 16k DPS if I played solo. Your team has to be very well coordinated and I've found it's often important for them to kite some mobs from the pack away. It's a little bit more of a moving target in terms of what you need to be successful at Act 2. Given the rarity and cost of the resist gear, you'll probably find yourself faced with a choice between going for resists or going for damage.
I've seen videos of people who are quite successful in Act 2 who are only at about resists and 7k armor, but are up around 35k DPS. A lot of this will come down to what gear you happen to find or afford. I'm repeating myself here, but armor and resistance is king. Having a huge health pool alone is worthless.
One thing to remember, though, is that if you've got Nerves of Steel , Vitality is Armor for you.
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