That looks pretty decent, I'd probably stick with one primary just because you can get so much more utility or damage out of other skills. Cleave w/ rupture + ground stomp w/ wrenching smash is a great aoe combo, even better with vengeance.
I managed to solo kill SK and the butcher on inferno last night with 5 stacks of NV using this build, so it's great for elites and handles fairly well against bosses.
Unfortunately as a barb you'll have to spec as tank for hell+ due to the high damage output of mobs and close proximity required to engage. Barbs don't really have many effective kiting tools that I know of. This means your dps will be poor, most likely lower than any other class. With buffs in combat I sit around 14k but I'm really only geared for act 1. Also in a group you'll want to completely forget about damage and focus on stuns and tanking (stomp, leap, ignore pain, war cry, threatening shout etc.)
My general strategy is just to engage in chokes and avoid being surrounded, using seismic slam to knock back anything close to me. Ground stomp is a good fury generator and stun for when enemies are charging/casting their big abilities.
So far I'm getting annihilated by act 2 mobs, 2-shot even by trash (white) monsters. I'll try some different combinations and report back with my success.
That looks pretty decent, I'd probably stick with one primary just because you can get so much more utility or damage out of other skills. Cleave w/ rupture + ground stomp w/ wrenching smash is a great aoe combo, even better with vengeance.
I managed to solo kill SK and the butcher on inferno last night with 5 stacks of NV using this build, so it's great for elites and handles fairly well against bosses.
Unfortunately as a barb you'll have to spec as tank for hell+ due to the high damage output of mobs and close proximity required to engage. Barbs don't really have many effective kiting tools that I know of. This means your dps will be poor, most likely lower than any other class. With buffs in combat I sit around 14k but I'm really only geared for act 1. Also in a group you'll want to completely forget about damage and focus on stuns and tanking (stomp, leap, ignore pain, war cry, threatening shout etc.)
My general strategy is just to engage in chokes and avoid being surrounded, using seismic slam to knock back anything close to me. Ground stomp is a good fury generator and stun for when enemies are charging/casting their big abilities.
So far I'm getting annihilated by act 2 mobs, 2-shot even by trash (white) monsters. I'll try some different combinations and report back with my success.
I was going to post something like this when I got a bit further in and had time to check out more builds, but I have no idea how you'd actually tank with that build, it looks like a pretty good boss killing build but in mobs (especially large mobs), you'd be using seismic slam and just kiting back that much as you just wouldn't be able to get surrounded.. I'll post this now then do a full analysis/detailed post when I have had more time to study what works. This is just a guide to help those barbs struggling through hell. Again, this is a mob killing build; bosses are relatively easy if you spec to a combination of high damage/healing with stuns if they are able to be stunned.
I struggled for ages to find a Hell build that would let me actually TANK in fights, rather than spending 80 million years kiting one group of enemies. Honestly, for anyone struggling in Hell try this build out, it actually relies on being surrounded and having to tank enemy damage, using regen abilities to just never die. I don't even have good gear, it's just all about having high enough regen that you just regen through their damage.
That's for my level ~56 Barb. Basically the strategy is that you always have war cry activated (I cast it any chance I can for the boosted fury) to make use of Inspiring Presence. Try to get as many enemies surrounding you as you can and use Rend every 3 seconds (9% of damage gained as life; the more enemies around you the more damage it does and the more you heal), and just spam the revenge button for that heal. Utilize Wrath of the Berserker for basically every strong mob you find, as the bonuses plus the immunity to so many disabling effects means you can just tear down strong enemies before they have a chance to cast anything on you. Ignore Pain can be used for emergencies, although I basically pop it every time I can as 20% of the damage caused from rend/provocation also regens you on top of the regen its already creating.
As I reach higher levels and difficulties I'll be experimenting with a number of different skills to see if any make this build even more viable as being an actual 'tank'. Some ideas if level 60 barbs want to mix them in with their own build and let me know the results:
* Overpower with Revel - casted both in extreme circumstances/whenever possible or both.
* Furious Charge with Dreadnought - I'm not too keen on mixing this in, however it could be a nice escape ability + the healing would be great.
* Frenzy with Maniac - 99% sure I'll be swapping to this when I reach the required level, seems too good to pass up the extra damage.
* War Cry with Impunity - Again, I'm thinking once I get to a higher level I'll have to start stacking resistances on gear and use this.
* Leap with Death from Above - I'm really keen to mix this in instead of Ignore Pain, or a smaller mob alternative to Wrath of the Berserker. The 3 second stun is basically granting you the time to heal a full spell of Rend without being touched.
Goodluck!
___________________________________ http://www.clan-ta.com | TALoSt#281 - Feel free to message me anytime for practice games!
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