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Damien

[Archived] Barbarian End-Game Build (Furious Charge / Fire / Legacy of Raekor)

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    • By Stan

      A small patch went live yesterday on PTR with bug fixes and changes to the functionality of Manald Heal and Illusory Boots.
      Below are changes brought with this patch. Information related to the previous build can be found here.
      Blizzard Entertainment (Source)
      Items
      Functionality Changes
      Manald Heal The number of procs generated by channeled skills while using this item has been reduced by 25% Illusory Boots Now allow the player to pass through enemies and the Waller affix when using Furious Charge, Whirlwind, Strafe and Tempest Rush. Bug Fixes
      Fixed an issue causing Elite enemies with the Juggernaut affix to incorrectly take normal damage from Slow Time when combined with Deslere’s Magnum Opus.
    • By Damien
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    • By Stan

      A new build went live with changes to Primal Ancient items. Now they are much more rare, drop with perfect stats and salvage into 15 Forgotten Souls.
      All Legendary and Ancient items have a chance to roll as Primal Ancient Primal Ancient items are much rarer than Legendaries or Ancient items and will always roll with perfect Ancient stats. They start dropping as soon as you reach Greater Rift 70 Solo (different gating applies to Hardcore, Seasonal & non-Seasonal Heroes) Primal Ancient items salvage into 15 Forgotten Souls According to a blue post, the Mystic will also yield only perfect rolls. Below, you can find all the changes that come with the latest build, full 2.5.0 patch notes are available here. Blizzard Entertainment (Source)
      PTR 2.5.0 Patch Notes: Build 43687
      Classes
      Bug Fixes
      Demon Hunter Impale Ricochet Fixed a bug where the second bounce granted by this rune would sometimes fail if enemies were packed tightly together. Adventure Mode
      Primal Ancient Items
      Legendary and Set items will now have a chance to roll as Primal Ancient These items are much more rare than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power Note: Primal Ancients will only begin dropping after a character on the player’s account has reached Greater Rift 70 Solo There are separate unlocks for normal and Hardcore characters, as well as Seasonal and non-Seasonal characters The stats on these items will be tailored to the character class you are playing when the item first drops Primal Ancient items salvage into 15 Forgotten Souls Ancient Items Now salvage into 3 Forgotten Souls Class Specific Items Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power Demon Hunter Holy Point Shot Impale throws two additional knives Note: Each enemy can only be hit once per skill use Note: This change is still being tested and evaluated Bug Fixes The Legacy of Raekor Fixed a bug where the 6 piece bonus of this set would not buff Earthquake damage Greater Rifts Additionally, several quality of life changes have been made The frequency of several tilesets in Greater Rifts has been adjusted Caves, Keep Depths and Zoltun Kulle’s Archives will appear less often Stinging Winds, Festering Woods, Pandemonium, Tristram Cathedreal, Arreat Crater and Realm of the Banished will appear more often The Flooded Causeway and Westmarch locations will no longer appear on the first floor of Greater Rifts The number of Spear Throwing Goatmen and Skeleton Archers that appear in Greater Rifts has been reduced in certain enemy populations Bug Fixes Fixed an issue that caused a specific enemy population of Triune Cultists in Greater Rifts to spawn the wrong ratio of minions What do you think about these changes or Primal Ancient items in general?
    • By Stan

      Challenge Rifts are a different beast to master as opposed to Greater Rifts. Joe Shely talks more about how to keep the experience fresh and discusses Rift fishing.
      The main goal of changes to Greater Rifts was to reduce variation while keeping the play experience different at the same time.
      Blizzard Entertainment (Source)
      Hi all, Joe Shely here.
      I’d like to talk about our philosophy for the design changes we make that affect Greater Rifts and how we think about Rift “fishing.”
      When you are pushing Greater Rifts (either to improve your highest Greater Rift rank or to increase your maximum Legendary Gem rank), you start to encounter situations where you’re selecting a Rift that you may not be able to complete.
      Whether you can complete that Rift or not depends on three factors:
      Your character’s overall power, including how much main stat you have, your Critical Strike chance, etc. This is the largest factor and comes primarily from your gear. How well you execute your character’s build. For example, maximizing Focus and Restraint uptime, getting the most value out of each Convention of the Elements cycle, and so on. How well you adapt to the various challenges the dungeon throws at you. These include things like dungeon layout, number of branching paths, room size, enemy population type, and which Rift boss you encounter. In other words, Greater Rifts require some combination of three things: Power, Execution, and Adaptability.

      If we wanted to, we could make every Rift roll the same tile-set, layout, population, and boss. That would put all of the focus on execution. This can be fun in short bursts, and in fact Challenge Rifts do exactly this at a fixed power level. Each time a new Challenge Rift is introduced you’ll be presented with a new character and build to try. We plan to introduce new Challenge Rifts frequently to keep the experience fresh.
      Greater Rifts are a different beast.
      You spend a lot of time with the same character. That character’s power level doesn’t change very fast, especially in the late game when you’re running with a complete set of well-rolled items. And your execution—the buttons you’re pressing—doesn’t change very often. You improve over time and might try a new build, but overall this value is fairly static…so we need to look elsewhere to keep Greater Rifts fun to play again and again.
      This is where adaptability comes in. We design monsters, Rift Guardians, affixes, and dungeon layouts that throw a wide variety of challenges at you—within reason.
      Your experience should vary from one Rift to the next, but if it varies too much, it feels like whether you can complete a Rift is entirely out of your control. Our target with Rift changes has been to reduce that variation while keeping the play experience different from Rift to Rift.

      If you step into a Rift and see that the first floor is a cave, or the first population has a lot of Writhing Deceivers and you instantly know that Rift will be impossible to complete, then the cave tile-set or the monster probably needs tweaking.
      Along these lines, we reduced the average size of a Rift floor in Patch 2.4.3 to increase the number of floors you see in a given Rift, placing less emphasis on the tile-set or population of a given floor. We also made improvements where a specific monster or tile-set was out of line, like fixing big empty areas in the Heaven tile-set or making Writhing Deceivers emerge more quickly from hiding.
      Now, when you’re pushing the absolute limit of your character’s power and execution, there will inevitably come a point where you can only succeed if you get that perfect Rift. That’s a reality we aren’t trying to circumvent. But by setting the right balance between character power, execution, and adaptability in Greater Rifts, we can broadly improve the experience and raise the threshold at which everything has to go perfectly.