Iam TLS from the clan Legendary Elite (LeE).
Maybe some of you remeber me or my clan, as we were under the top 10 hc player in the first ladder and under the top 50 hc player in the following two.
Our clan is planning to complete Inferno HC first this time and we spent much time theorycrafting HC party setup.
My job will be playing the barbarian and I want to share this community my results of calculating him for the HC mode, as a full finished build.
You have to take into account, that the runestones are level 4 and many effects will be much weaker. No one knows, how this delays the early game, but I calculated a setup for every stage of the game.
Maybe I will publish the builds for lower levels, after the game released and our clan finished the difficultly, so I have some practical informations, but for now I will share you a Inferno calculated skill build. Take into account, that right before Inferno you will have higher runes than level 4 and the effects will increase.
Our party setup will contain:
"Support"/"Semi Tank" Monk
"Damage"/"Mobility advantage" Sorc
"Damage"/"Minion Control" Witch Doctor
For now we think this is a group for clearing the Hell and Inferno modes safer, than most other setups, but this can change until the game is finally released.
My Barb is concentrating on keeping mobs away from my teammates, while our monk heals and put his seals in the ground to stop minion moving. The Witch Doctor have lots of minions for soaking some major damage and the Sorc will limit enemy movement speed.
Additional the monk can pop his shield to the group for mitigating critical damage, so he is one of the core elements of this group.
My build focuses on stunning the enemy, avoiding critical damage and helping my teammates:
(Skills and effect of "new" runes I have chosen are the same, as before the Patch)
Short Explanations on Active Skills:
Ignore Pain (Indigo)
This is for mitigating the high damage I will receive, after taunting the enemies
Golden Runestone is also possible, but my personal preference is to get continiously life, than high heals.
Ground Stomp (Indigo)
This will stun the enemies and pull them closer to you, or better: pulls them farer away from your allies.
War Cry (Alabaster)
Armor + additional mantra (with max life increased) + Monk matra give a good life regeneration by its own
Threatening Shout (Crimson)
This will taunt the enemies away from your allies and secure you to be the main target, also reducing their damage, which is always good.
Ancient Spear (Indigo)
Another Spell for preventing the enemies attacking your friends and get the missing Fury for your Threatening Shout.
As you saw my build don't rely on Fury with the exception of Threatening Shout, so I am fury independent and can choose, when to stun/pull the enemies back to me.
My main "damage source" is the Revenge, which will be up 90% of the time if I engage 3+ mobs.
How I skill for bosses will be decided, when rushing through SC to learn more about the different difficultlies and bosses.
Short Explanations on Passive Skills:
Pound of Flesh
As all in HC is about staying alive this passive will help you AND your party.
20% Magic reduce is probably worth by itself, but the option to generate fury getting hit by range attacks is a badass bonus, so you can save your stun/pull for critical situations
Tough as Nails
100% more armor + 100% increased Thorn damage means more survivability and damage at the same time, as you should always have some thorn effect with you!
This is a typical mitigation build for you and Pound of Flesh in combination with Gruesome Feast of the Witch Doctor provides a high garantue of having always 5 stacks up upon your WD.
General Scaling of the Barbarian:
Basic equipment stats you need to worry about:
Hope I gave you some brainstormings for your personal playstyle on HC or SC with the Barbar.
Edited by TheLiquidSnake, 26 February 2012 - 09:27 AM.