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Damien

Barbarian: Leap / Earthquake / Fire / Might of the Earth

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Is it not better to use Earth set items, gloves, shoulders and pants then use a leo's crown with a big diamond in it for the huge CDR? instead of the bonus fire dmg from andariels/magefists (depending what item you swap out?). Sure a 5 second CD of Leap is better than the 10second CD of leap with an extra 20% dmg on it?

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Is it not better to use Earth set items, gloves, shoulders and pants then use a leo's crown with a big diamond in it for the huge CDR? instead of the bonus fire dmg from andariels/magefists (depending what item you swap out?). Sure a 5 second CD of Leap is better than the 10second CD of leap with an extra 20% dmg on it?

Hey, Maurier

In most situations when a player struggles building up CDR for better uptimes on WotB, Leoric's Crown is probably the best choice and Andariel's Visage on the list is a mistake that will be fixed. Magefist is a really solid alternative if you have no access to Leoric's Crown. 

Thanks for pointing it out.

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I dont like the build. Tried it with some good gear on t8. never was so fast down with a single grp with 2 groups of champs. no survival skills no escapeskills.

 

i am sure that i played not perfect but i simple dont like this.

 

also i think whirlwind on t10 is much faster and safer

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the kanai stuff is wrong. you cannot stack 2 ring of royal grandeur and 2 furnace...

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I dont like the build. Tried it with some good gear on t8. never was so fast down with a single grp with 2 groups of champs. no survival skills no escapeskills.

 

i am sure that i played not perfect but i simple dont like this.

 

also i think whirlwind on t10 is much faster and safer

I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

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I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

 

Nerfs did not occur, but neither did any reworks - the set is simply begging for a revision, as it is the oldest Barb set from Reaper of Souls and hasn't been designed for difficulties over t6. Some minor adjustments can be made (mixing with IK, cubing some of the necessary items), but it simply doesn't hold up to the newer sets without a redesign.

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I completely agree.  I have a full IK set with a decent ancient wep (though not the Gavel I'm supposed to have) and I can fly through t8.  I was so excited to try this build once I finally got all the right pieces in place, and I got absolutely murder-faced, still on t8, on just about every pull.  What am I missing? Did something get nerfed at the beginning of this patch?

 

Nerfs did not occur, but neither did any reworks - the set is simply begging for a revision, as it is the oldest Barb set from Reaper of Souls and hasn't been designed for difficulties over t6. Some minor adjustments can be made (mixing with IK, cubing some of the necessary items), but it simply doesn't hold up to the newer sets without a redesign.

 

I can confirm that this is correct, the set WAS powerful, as was this build, but when compared with the new or reworked sets, it simply doesn't compare, i attempted to use this set and even in t6 it's damage potential is no where near a hota set, sad but true i was looking forward to trying it for speed running though rifts, but my hota build is faster.

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In the new revision to the build posted today, it looks like there is an error in the passives.  Berserker Rage is listed in the skill section, but the text says it should be Earthen Might.

 

Still reading the rest of it, but already excited to try it out...!

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Yes using Dread Iron belt is pointless in the build unless you use the spell ground stomp Deadset needs to learn how to upload build correctly the belt does nothing at all towards the build best off using String of ear's instead. So for anyone that is going to use this build dont use Dread Iron belt unless u use the spell grpund stomp also in the setup

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It also increases Avalanches damage by up to 200%.

Since both Shouts cast Avalanche in addition to EQ, you will more than notice the extra damage.

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War Cry and Threatening Shout Cause an Avalanche and Earthquake. So you do use avalanche in that sense. You don't have a rune for it since you don't have it on the skill bar, but it's still a source of extra damage so it's definitely not pointless.

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This build needs to be updated. Animosity is useless here. Swap out animosity for Earthen Might. Every leap gives you 30 Fury. Every Warcry use gives you 60. Every Threatening Shout gives you 60. Try it, it works.

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The confusion probably comes from the fact that the pre-patch version of the belt does not have the Avalanche damage increase, so if you're looking at a belt you already had, it would appear pointless.  But the post-patch version has up to a 200% increase, and as pointed out, with Avalanche being triggered by War Cry and Threatening Shout, it is far from pointless.

 

NOTE --> Something I've been meaning to post is that the guide should include a note clarifying the use of the belt.  It's confusing at first since you're not making use of the Legendary Power.

 

By the way, you can take pre-patch Legendaries and reforge them in the Cube to turn them into post-patch versions.

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This build needs to be updated. Animosity is useless here. Swap out animosity for Earthen Might. Every leap gives you 30 Fury. Every Warcry use gives you 60. Every Threatening Shout gives you 60. Try it, it works.

 

If you read the text, Earthen Might is one of the passives.  They made a mistake and left it out of the skill list at the top.  But it replaces Berserker Rage, not Animosity.  Berserker Rage is not helpful because you dump all your Fury with Boulder Toss as soon as it's full, so you don't spend a significant amount of time near max fury.  Animosity is useful because of the +20 maximum Fury.  Boulder Toss does 20% weapon damage per point of Fury spent, so Animosity (potentially) gives you an extra 400% weapon damage per boulder.

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In the new revision to the build posted today, it looks like there is an error in the passives.  Berserker Rage is listed in the skill section, but the text says it should be Earthen Might.

 

Still reading the rest of it, but already excited to try it out...!

 

I'm also confused by the opening lines in Section 2, Strategy:  "The typical rotation during a fight includes a triple barbarian_leap.pngLeap into the thick of enemies".

 

How, exactly, are we doing a triple Leap when it's got a 10 second cooldown, and *before* doing any of the abilities of the 2pc bonus which would reduce the remaining cd?  Is there some passive effect somewhere else that I'm missing?

 

EDIT:  never mind, I was drunk on cheese when I read the description the first time; what I was missing were the unique_boots_009_x1_demonhunter_male.pngLut Socks

Edited by Farmbuyer

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Hardcore barb here, unwilling to play without my cheat death proc passive, which of the passives is easiest to cut while maintaining a functional build.

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...

How, exactly, are we doing a triple Leap when it's got a 10 second cooldown, and *before* doing any of the abilities of the 2pc bonus which would reduce the remaining cd?  Is there some passive effect somewhere else that I'm missing?

 

EDIT:  never mind, I was drunk on cheese when I read the description the first time; what I was missing were the unique_boots_009_x1_demonhunter_male.pngLut Socks

I was surprised to find that, while tripple-jumping with the Lut Socks, you can cast Threatening Shout even in midair.  You don't even have to pause, which makes it easy to get the damage bonus and still get in all three jumps.

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I'm using In-Geom http://us.battle.net/d3/en/item/ingeom instead of the furnace in the cube. It's - in my point of view - a viable option instead of a furnace. Why is that? With in-geom you can reduce the CD of all skills by 10s, 15s after you kill a group of elite / goblins / rift guardians /  bosses. If you time it right you could kill a rift guardian in some seconds with multiple leaps (10s cd) + Threatening Shout (10s cd, so you could use it after the internal cd of ~1s again) in a rift with suitable difficulty.

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Hey there!

You talked about that new buff on Dread Iron, i think, its simular to Blade of the Tribes buff on Earthquake and for the following question in a way expandable on buffs on Bouldertoss, Earthquake an Avalanche on shoes, chest and shoulder.

Having 6 piece of MotE you gain 800% increased damage on earthquake and other skills ...

Gaining 200% increased damage of an identical buff will

give you 800% + 200% = 1,000% (better to say eleven times) increased damage

or even

give you 800% * 200% (which means twentyseven times) increased damage?

 

It's quite important to know, because 15% buff on earthquake from your chest might effectivly increase your damage by only 1.3% if the buffs are additive (800%+200%+15% = 1015% compared to 800% + 200%)

And 200% buff on Avalanche, which isn't casted as often as Earthquake, would increase your damage dealt by Avalanche by 22.2%.

 

As the guide recommends these 15% buffs for some skills already buffed by MotE i hope, you have an answer!

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Hello there :> Terrific work as usual.

 

One question: after I do the three-leap+boulder-to-the-face combo, I still have a second or two left on the leap cooldowns. I've seen videos of people chaining it and I have no idea how. I even have CDR on the shoulders, in the helm gem and maxed as paragon, but I still can't permaleap like I've seen so many people do.

 

What am I doing wrong? Thanks!

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As the guide recommends these 15% buffs for some skills already buffed by MotE i hope, you have an answer!

 

Hello! Damage increases in Diablo are an unfortunately hidden and convoluted system. The 200% damage rolls for Avalanche (on Dread Iron) and Earthquake (on Blade of the Tribes) fall into the same category of damage increases (skill damage rolls) as skill rolls on gear, and are additive with each other. The set bonus is an independent multiplier. Hopefully that cleared some of the confusion?

 

Hello there :> Terrific work as usual.

 

One question: after I do the three-leap+boulder-to-the-face combo, I still have a second or two left on the leap cooldowns. I've seen videos of people chaining it and I have no idea how. I even have CDR on the shoulders, in the helm gem and maxed as paragon, but I still can't permaleap like I've seen so many people do.

 

What am I doing wrong? Thanks!

 

Thanks! Have you maxed Fury in Paragons? Have you taken Animosity? These are potential little omissions that can lead to an incomplete reset.

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Thx Deadset!

 

That's a very helpful and important information to evaluate the influence of the different buffs!

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    • By Stan

      This week's Necromancer Beta build brings many tweaks to Necromancer abilities, passives, runes and Legendary item affixes.
      Check out the latest changes to Necromancer abilities, passives, Set bonuses and Legendary affixes!
      Please note that participation in the Necromancer beta test is by invitation to ensure focused feedback and a smooth testing experience. See here for more details. Full patch notes of this week's build can be found below.
      NOTE: Red text indicates a change between the last and live patch notes.
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      TABLE OF CONTENTS:
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    • By Stan

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      NOTE: Red text indicates a change between the last and live patch notes.
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      General
      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta. Classes
      New Class: Necromancer As a master of the dark arts, you wield the powers of life and death necessary to restore the Balance! Necromancers are powerful spell casters who lay waste to their enemies using curses and reanimation—along with an obedient cadre of pets. This new class employs a controlled gameplay style using the raw materials of life: blood and bone. Necromancer Skills Army of the Dead Base Rune Raise a massive skeletal army to pummel the targeted location dealing 3,000% 12,000% weapon damage in a 15 yard radius Frozen Army 3,600% 12,000% and they attack all enemies in a line Dead Storm Raise a storm of the dead that surround you damaging enemies for 2,000% 15,500% weapon damage over 5 seconds Unconventional Warfare Damage increased to 50,000% total weapon damage Catatonic Grasp Has been renamed to Blighted Grasp Has been redesigned Skeletal hands raise from the ground damaging enemies within 15 yards for 14,000% total weapon damage as Poison over 5 seconds Bone Armor Harvest of Anguish Now deals Cold damage instead of Physical Dislocation Now deals Poison damage instead of Physical Limited Immunity Now begins its cooldown once the immunity effect ends Command Skeletons The active ability for this skill now lasts until the target dies or you change the target of your command   Corpse Explosion Base Rune Target an area exploding all corpses within 11 yards dealing 150% 250% weapon damage to enemies within 20 yards Close Quarters Explodes corpses close to you, dealing 200% 325% weapon damage to enemies within 20 yards Corpse Lance Base Rune Target an enemy to summon projectiles from nearby corpses that cause 750% 900% weapon damage to the target Land of the Dead Base Rune All corpse skills can be used at will for 5 10 seconds Necromancer Passives Blood Is Power Has been redesigned After cumulatively losing 100% of your maximum Life, all ability cooldowns are reduced by 20%. This effect cannot reduce an ability’s cooldown more than once for each time that ability is used. Final Service When this passive successfully prevents death, the Necromancer is immune to incoming damage for 4 seconds This passive does not require active pets to prevent death and grant immunity Instead of immediately consuming all pets, this passive will grant 10% health per pet until the Necromancer is at 100% health Wizard Skills Mirror Image Simulacrum This rune has been renamed to "Hard Light" Bug Fixes Decay Golem Fixed an issue where Decay golem was not benefiting from the unlimited corpses granted by Land of the Dead Fixed a bug where the visuals for Army of the Dead: Unconventional Warfare were not being played Items
      General Scythes and Phylacteries are now sold by some of the vendors throughout the world Legendary Items Funeral Pick Siphon Blood drains blood from 2 additional targets Trag’oul’s Corroded Fang The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse Scythe of the Cycle Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 3 seconds Dreadgolem Spike Bone Spear now costs 40 Essence and deals 125-150% additional damage Bloodtide Blade Death Nova deals 125-150% increased damage for every enemy within 10 yards Reilena’s Shadowhook Bone Spikes generates an additional 2-4 Essence for each enemy hit Death’s Scythe Each different Poison skill you use increases the damage of your Poison skills by 75-100% for 15 seconds Spear of Jesseth Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses Lost Time Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks. Bone Ringer The damage bonus of Command Skeletons is increased by 25-30% each second while active Leger’s Disdain Grim Scythe deals an additional 7-10% damage for each point of essence it restores Iron Rose Attacking with Siphon Blood while at full life has a 15-25% chance to cast a free Blood Nova The Johnstone Each corpse consumed in Land of the Dead increases your damage by 10% for 8-10 seconds after it ends Haunted Visions Simulacrum now drains 10-15% of your maximum life every second and lasts twice as long Wisdom of Kalan Increases the maximum number of Bone Armor stacks by 5 Bloodsong Mail While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage Requiem Cereplate When Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds Mask of Scarlet Death Revive consumes all corpses to raise a single minion that does an additional 125 – 150% damage per corpse Fate’s Vow After consuming 15-20 corpses you unleash a free Death Nova Moribund Gauntlets Your Golem has a 10-15% chance to shed a corpse when it is hit by an enemy Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times Golemskin Breaches Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it Defiler Cuisses Your Bone Spirit’s damage is increased by 75-100% for every second it is active Steuart’s Greaves You gain 40-50% increased movement speed for 2 seconds after using Blood Rush Bryner’s Journey Bone Spikes has a 10-15% chance to cast a Bone Nova at the target location Dayntee’s Binding Decrepify gains an additional 20-30% damage reduction for attacks against you Razeth’s Volition Skeletal Mage gains the effect of the Gift of Death rune Circle of Nailuj You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds Prayer of Briggs Uncursed enemies are pulled to the target location when a curse is applied to them Krysbin’s Sentence Bone Spikes, Bone Spear and Bone Spirit deal 125-150% increased damage against enemies that are stunned, frozen, charmed, feared or blinded Lornelle’s Sunstone Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing Corpsewhisper Pauldrons Corpse Lance damage is increased by 15-20% for 3 seconds each time you consume a corpse. Max 15 80 stacks Hellfire Amulet Necromancer passives have been added for this item Halcyon’s Ascent Added skills to this item for the Necromancer Class Sets Bones of Rathma (2) Set Bonus Your pets have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (4) Set Bonus You gain 1% damage reduction for 5 seconds each time your pets deal damage. Max 50 stacks. (6) Set Bonus Each active Skeleton Mage increases the damage of your minions and Army of the Dead by 200% Trag’Oul’s Avatar (2) Set Bonus Blood Rush gains the effect of every rune (4) Set Bonus While at full life, your healing from skills is added to your maximum life for 45 seconds. Up to 100% more. (6) Set Bonus Spending 10% life grants you a stack of Blood Cascade up to 50 times. Each stack of Blood Cascade increases the damage of life-spending attacks by 200% and also increases the life you lose by 10%. Using a skill to heal will consume a stack and heal for an additional 300%. Healing from skills consumes one stack regardless of how many targets are hit Command Skeletons: Dark Mending and Land of the Dead: Land of Plenty no longer consume stacks or receive increased healing Grace of Inarius (2) Set Bonus Bone Armor’s damage is increased by 1000% (4) Set Bonus Bone Armor stacks are now refreshed. In addition, Bone Armor grants an additional 2% damage reduction per enemy hit (6) Set Bonus Bone Armor also activates a Bone Tornado damaging nearby enemies by 375% weapon damage per second as Physical. Enemies hit by the tornado take 850% additional damage from the Necromancer’s abilities and minions Pestilence Master’s Shroud (2) Set Bonus Each corpse you consume fires a Corpse Lance corpse fragment at a nearby enemy, dealing 800% weapon damage (4) Set Bonus Each enemy hit by Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds. (6) Set Bonus Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 1000% Jairoan Arms (2) Set Bonus Army of the Dead gains the effect of the Unconventional Warfare rune Bug Fixes Fixed an issue causing phylacteries to roll only the lowest possible damage value Fixed an issue which allowed non-Necromancer characters to equip Necromancer gear Adventure Mode
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. General (Beta Only) Made changes to reduce the occurrence of dead ends when floors in Rifts and Greater Rifts use the Temple of the Firstborn map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. The time limit to complete a Set Dungeon has been increased to 5 minutes Necromancer Set Dungeons have been added to Adventure Mode Set dungeon monsters are now tracked on the mini-map when the dungeon begins All Basic Tier monster kill requirements have been lowered Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens. Greater Rifts Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount. Bug Fixes Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty PTR Only
      D'jank Miem Players can exchange Blood Shards with this vendor for bags containing gear The cost per bag has been set to 500 200. Players will now be able to purchase bags containing new Legendary items in addition to the previous bags containing Set items
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