General gearing tricks to save money: 1 vit = 0.7 resist all = 7 armor = 7str when determining EHP, but 100 vit costs 1/3rd as much as 70 res all. 4.5 stats = 1% crit damage (saves a LOT of money for weapons). My axe with 60% crit dam and a socket would easily cost 50+m where the same axe with 270 str (60% crit dam) cost me 12m. Welcome to our build guide for Rend Wastes Barbarian in Diablo 3. Here, you will learn everything you need to know to play this build at the highest level. This build is updated for patch 2.6.7 and Season 19.
D3 Enchant Guide Barbarian Dmg Vit Or Socket 2
![Guide Guide](/uploads/1/2/5/3/125387843/217768696.jpg)
D3 Enchant Guide Barbarian Dmg Vit Or Socket Set
WW/Throw Barb (by BildBenny)
Barbarian: WW/Throw-build (PvM)
by: BildBenny
05-10-13
1) Introduction
2) Stats
3) Skills
4) Equipment
5) Notes on WW with Knockback
6) Maximum Damage Output
7) Credits and Thanks
1) Introduction
I actually wrote this down a while ago, but I haven't seen anyone else writing a guide on it, so here goes...
Some time ago, a friend of mine was using a Lacerator (Unique Winged Axe) with his Smiter, mainly because of the 33% CtC Amplify on Striking. I had always wanted to try a 'chucker' (or a throwing-barb if you will), but the thought of constantly running in to town every 5 minutes for repairing didn't much appeal to me (believe me, if you're playing a pure thrower, even with a replenish-mod such as the one on Lacerator, you'll be low on ammo before you can say 'I-might-as-well-have-used-Gimmershreds-or-any-other-throwable-WITHOUT-a-replenishing-mod').
Let's take a closer look at this simple, yet truly amazing weapon:
Lacerator
Winged Axe
Throw Damage: (17-21) To (150-186) (83.5-103.5 Avg)
One-Hand Damage: (27-34) To (140-173) (83.5-103.5 Avg)
Required Level: 68
Required Strength: 96
Required Dexterity: 122
Base Weapon Speed: [-10]
Max Stack: (180)
+150-210% Enhanced Damage (varies)
+30% Increased Attack Speed
33% Chance of Open Wounds
Prevent Monster Heal
Hit Causes Monster To Flee 50%
33% Chance To Cast Level 3 Amplify Damage On Striking
Replenishes Quantity [1 in 4 sec.]
(Only Spawns In Patch 1.10 or later)
The 'CtC Amplify' is really nice, but just to make it a wee bit annoying someone decided to also include a 'Monster Flee'-mod on it (which obviously has a higher % than the Amp...sigh...). Both of the mentioned mods will overwrite each other, in case you're dealing with a normal critter. But since 'Monster Flee' doesn't work on Champions, Uniques, or Act Bosses (also Lister and all of his minions) they will almost instantly be Amplified, and stay that way until they're dead.
'X% CtC on Striking' does NOT work with Whirlwind. Monster Flee does, though. Which means that if you want monsters to be Amp'ed when you whirl through them you'll have to attack them in some other way first, and what better way to do so than chucking a few axes their way from a distance before they can actually touch you? =)
The mechanics of Amp? Target's Physical Damage Resistance is reduced by a certain amount of %. Actually I'm not really sure whether it removes 50 or 100%. Most people claim it's 100%, but the the game clearly says 'Damage taken: +100%' which would equal a 50% reduction. Also I'm assuming Amp gets the same 1/5 penalty as Lower Resist/Conviction when cast on an immune target (PI, in this case). In Hell there is a global 50% Damage Resist.
'In hell, you triple the physical portion of damage if amplify damage takes effect (because physical resistance is reduced from 50% to -50%).'
source: http://users.tkk.fi/~tgustafs/ (computer games/diablo II/comparison of zeal and vengence)
Anyway, I think it's safe to say that Amplify will send your damage sky-high...
2) Stats anyone...?
I'm not going to say 'put exactly this much in STR' or such (except with EN), since that is of each and everyone's own preference. Instead I'll just list min/max recommendations (incl. bonuses from gear):
STR: 100-125 (minimum required for gear)
DEX: 150-300 (I actually have 325 with gear)
VIT: 100+ (sink your remaining stat points into this one)
ENG: 10 (leave this at base)
Why so much in DEX? Why not just put the minimum required points in DEX and just put the rest in VIT for more life? Well, first of all you're attacking from a distance (and even if you whirl you'll be constantly hitting something, which equals to constantly leeching life/mana, suppose they're not skellies or other unleechables, in which case you might want to stick to attacking from a distance...), and second: Winged Axes have different STR/DEX multpliers depending if they're used melee or ranged:
-------------------------------------------------
Melee: STR Multiplier = 1.00, DEX Multiplier = 0.00
Ranged: STR Multiplier = 0.75, DEX Multiplier = 0.75
-------------------------------------------------
source: http://users.tkk.fi/~tgustafs/ (computer games/diablo II/weapon damage calculations)
This (if I'm not mistaken) means that every 1 point in STR will give you 1%ED when melee'ing, and... well, you surely get the point... Also, in a double whammy, DEX provides you with AR.
Edit: I just watched the stats-screen as I was putting points in STR and DEX. STR increases WW-damage only. Judging from the information above on STR/DEX-multipliers, DEX should only increase damage for Double Throw, but for some reason it also increases your WW-damage.
3) Ok, let's move on to the skill-point distribution...
You're main goal is to Max your WW-abilty, and then sink the remaining points into the Skills that will improve your skill with throwing-class weapons. The importance of Battle Orders might vary, depending if you're going to play in a party with another Barbarian providing it. Anyway, this is how I distributed my skill-points.
20 WW
20 Axe Mastery
20 Throwing Mastery
20 BO
1 Iron Skin, Natural Resist, Incr. Stamina, Incr. Speed, Battle Command, and all pre-req's
rest in Double Throw
You might want to put points in the skills concerning your throwing-ability differently, I dunno. It all depends if you want damage or AR when throwing. I preferred AR, since I mainly used throwing to get monsters Amp'ed.
4) Tools?
Of course there are some key-items to a successful WW/Double Throw hybrid. The ones that aren't a must I'll just give some recommendations on what mods you might want in that specific place.
Weapons:
Well, duh... 2 Lacerators, perhaps? Preferably ethereal, they'll only lose durability/ammo when thrown. As a sidenote these babies will grant you a 2fpa WW (source: http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english). 2 FRAMES PER ATTACK! 'Nuff said...
Weapons on switch:
If you're into BO, 2 'Echoing' weapons. You might also consider a Demon Limb in your stash. SLVL23 Enchant gives an AR-bonus of 218% and adds 87-111 Fire Damage. Duration: 672 seconds which equals... er... exactly 11 minutes and 12 seconds. And I assume you're able to pick up the cash to repair one charge in that time...
Armor:
Chains of Honor (Archon Plate if you want to look cool, Dusk Shroud if you don't mind people calling you a 'fruit-cake'...). All the attributes on this sucker makes it a prime choice. Especially the high amount of resistance to all elements, which might be your main concern. But seriously; none of the other mods on this runeword makes it a bad choice. If you can think of something better (I know I can't), then go ahead and use that instead.
Helm:
Arreat's Face. Well, everybody surely knows this is the best overall Unique Barbarian Specific helm... Although, should you be one lucky bastard and come across a rare barb-helm with +2 barb-skills, (1/CLVL)% Bonus to AR, 2 Sockets, 60 Life, 10% FHR, +3 WW, +3 BO, +3 Axe Mastery... you might consider using that over Arreat. Then again, a helm like that only drops like once in a million years...
Amulet:
Highlord's Wrath. Scaling Deadly Strike along with 20% IAS. +1 to all Skills is just the Icing on the Cake. =) As I mentioned before; 2 Lacerators equals a 2fpa WW. IAS not on the weapon/s does not matter when whirling. It does when throwing, though, and to reach a 5fpa Double Throw you need an extra 33%IAS, on top of the IAS on your Lacerators.
Gloves:
Crafted Hit Power Gloves. Besides our Lacerators this is the most important part of our equipment. Why? KNOCKBACK. Knockback is the key to a successful whirler. I'll explain more in depth on this matter later. Try to get them with Mana Leech, IAS%, +STR/DEX. A cheaper solution might be a pair of Cleglaw's gloves.
Boots:
Whatever works for you. I use Goreriders. Wartravellers or Sandstorm Treks might also be good options.
Belt:
Some people may argue that Razortail with it's 33% Pierce is a no-brainer in this case, but personally I preferred String of Ears, since axes don't go as far as arrows/bolts/javelins go. If I'm not mistaken axes travel faster, but arrows/bolts/javelins travel further. Try it out though. If you like piercing projectiles over LL/MDR/%PDR, I'm not here to judge you.
Ring 1:
Two words: Raven Frost.
Ring 2:
This might also be considered a key-slot of equipment. Basically what you need here is Mana Leech, to keep whirling, and maybe some AR. Gamble for Rares or Craft using the Blood-recipie.
Charms:
Should you be packing an Anni, hey that's great. Hellfire Torch, on the other hand... I dunno. It's a really nice charm, but the CtC Firestorm would make me think twice before sticking it in my inventory. Unlike Amp from the Lacerators, Firestorm will actually put you in Cast-animation, which in my book is bad, since it slows your rate of throwing, and it really doesn't do that much damage (39-45 per second). Basically it has more or less the same effect on your killing speed as the Dodge/Evade-kind of skills in the Amazons passive-tab.
For the rest of the space in your inventory... either stock up on Warcries/Life GS's and other SC's that adds to whatever you might lack. Or just go all out on dmg/ar/life. GC's can have +10 to MaxDmg/+76 AR which is more than 3 '3/20/20' everyone's bragging so much about, and in my experience they're much more easier to find. Mastery GC's might also be a good option.
5) So... You got all your desired gear? Knockback too? Ok, then.
Knockback is just too good to pass up when whirling. Why? Let's look at an example:
Some sorry little critter is approaching you. WW-click somewhere behind the monster. Your WW starts, and as soon as you hit the monster it will be pushed in front of you, allowing you to hit it again... and again... and again - in the same whirl.
It's just that simple. Why settle for 2-5 hits on a monster per whirl when you can get 10-20? Well, maybe not as many as 20, but you probably get the idea.
Once you've tried WW with knockback you won't ever want to whirl without it. =)
Knockback along with the 'Monster Flee' will also prevent you from getting swarmed, should you decide only to throw, in case of Oblivion Knights with their 'oh-so-you're-whirling-eh-?-one-iron-maiden-coming-right-up'
On top of this, you also have Howl at your disposal. Howl is an excellent skill that really shines (especially) against packs of Oblivion Knights. Cast Howl and all the melee Oblivion-warriors will run away scared, but Howl (or the Monster Flee effect) doesn't affect the Oblivion-caster, so he will just stand there while his buddys have just made a clear path for you to throw a few axes at him/it, and voilá; with the caster gone you can dispose of the others with WW without fear of getting IM'ed.
And I just can't stress this enough; while you're whirling you're not throwing, so you should NEVER have any problems with low ammo (I know I never have).
The only problem you should ever have might be if you bump into a Stone Skin Frenzy-taur, or any other Stone Skin with high base Physical Resistance, but thoseare very few, and hey; there's nothing wrong with making a run for it. =)
6) Well, that's it... second thought, maybe not.
You might be wondering what kind of damage output one can expect from this build.
As I myself, wanted to know the maximum damage output I conducted a test on this matter in SP.
Stats (incl. bonuses from gear):
STR: 125
DEX: 325
VIT: 300 (Life: ~4800 (incl. SLVL33 BO))
ENG: 30
WW-dmg: ~700-~4700 (per hand, both were ethereal perfect Lacerators. +Knockback+DS+AMP=MAYHEM! =))
WW-AR: ~20k (incl. Enchant from Demon Limb)
DT-dmg: ~900-~8800*
DT-dmg: ~1200-~15k**
DT-AR: ~23k (incl. Enchant from Demon Limb)
*If you'll be the one providing BO
**If there's someone else providing BO
7) Now, then...
First of all I'd like to thank you, whoever you might be, for taking the time to read this guide, and I hope you won't think of the time you spent reading it as '5-minutes-of-my-life-I'll-never-get-back'.
Second; Tommi Gustafsson, his page is just a bottomless well of valuable information. Every true D2-player should have this bookmarked! (http://users.tkk.fi/~tgustafs/)
And last but not least; Blizzard (bet you folks didn't expect that, eh...?) for making a great game, of course.
Barbarian: WW/Throw-build (PvM)
by: BildBenny
05-10-13
1) Introduction
2) Stats
3) Skills
4) Equipment
5) Notes on WW with Knockback
6) Maximum Damage Output
7) Credits and Thanks
1) Introduction
I actually wrote this down a while ago, but I haven't seen anyone else writing a guide on it, so here goes...
Some time ago, a friend of mine was using a Lacerator (Unique Winged Axe) with his Smiter, mainly because of the 33% CtC Amplify on Striking. I had always wanted to try a 'chucker' (or a throwing-barb if you will), but the thought of constantly running in to town every 5 minutes for repairing didn't much appeal to me (believe me, if you're playing a pure thrower, even with a replenish-mod such as the one on Lacerator, you'll be low on ammo before you can say 'I-might-as-well-have-used-Gimmershreds-or-any-other-throwable-WITHOUT-a-replenishing-mod').
Let's take a closer look at this simple, yet truly amazing weapon:
Lacerator
Winged Axe
Throw Damage: (17-21) To (150-186) (83.5-103.5 Avg)
One-Hand Damage: (27-34) To (140-173) (83.5-103.5 Avg)
Required Level: 68
Required Strength: 96
Required Dexterity: 122
Base Weapon Speed: [-10]
Max Stack: (180)
+150-210% Enhanced Damage (varies)
+30% Increased Attack Speed
33% Chance of Open Wounds
Prevent Monster Heal
Hit Causes Monster To Flee 50%
33% Chance To Cast Level 3 Amplify Damage On Striking
Replenishes Quantity [1 in 4 sec.]
(Only Spawns In Patch 1.10 or later)
The 'CtC Amplify' is really nice, but just to make it a wee bit annoying someone decided to also include a 'Monster Flee'-mod on it (which obviously has a higher % than the Amp...sigh...). Both of the mentioned mods will overwrite each other, in case you're dealing with a normal critter. But since 'Monster Flee' doesn't work on Champions, Uniques, or Act Bosses (also Lister and all of his minions) they will almost instantly be Amplified, and stay that way until they're dead.
'X% CtC on Striking' does NOT work with Whirlwind. Monster Flee does, though. Which means that if you want monsters to be Amp'ed when you whirl through them you'll have to attack them in some other way first, and what better way to do so than chucking a few axes their way from a distance before they can actually touch you? =)
The mechanics of Amp? Target's Physical Damage Resistance is reduced by a certain amount of %. Actually I'm not really sure whether it removes 50 or 100%. Most people claim it's 100%, but the the game clearly says 'Damage taken: +100%' which would equal a 50% reduction. Also I'm assuming Amp gets the same 1/5 penalty as Lower Resist/Conviction when cast on an immune target (PI, in this case). In Hell there is a global 50% Damage Resist.
'In hell, you triple the physical portion of damage if amplify damage takes effect (because physical resistance is reduced from 50% to -50%).'
source: http://users.tkk.fi/~tgustafs/ (computer games/diablo II/comparison of zeal and vengence)
Anyway, I think it's safe to say that Amplify will send your damage sky-high...
2) Stats anyone...?
I'm not going to say 'put exactly this much in STR' or such (except with EN), since that is of each and everyone's own preference. Instead I'll just list min/max recommendations (incl. bonuses from gear):
STR: 100-125 (minimum required for gear)
DEX: 150-300 (I actually have 325 with gear)
VIT: 100+ (sink your remaining stat points into this one)
ENG: 10 (leave this at base)
Why so much in DEX? Why not just put the minimum required points in DEX and just put the rest in VIT for more life? Well, first of all you're attacking from a distance (and even if you whirl you'll be constantly hitting something, which equals to constantly leeching life/mana, suppose they're not skellies or other unleechables, in which case you might want to stick to attacking from a distance...), and second: Winged Axes have different STR/DEX multpliers depending if they're used melee or ranged:
-------------------------------------------------
Melee: STR Multiplier = 1.00, DEX Multiplier = 0.00
Ranged: STR Multiplier = 0.75, DEX Multiplier = 0.75
-------------------------------------------------
source: http://users.tkk.fi/~tgustafs/ (computer games/diablo II/weapon damage calculations)
This (if I'm not mistaken) means that every 1 point in STR will give you 1%ED when melee'ing, and... well, you surely get the point... Also, in a double whammy, DEX provides you with AR.
Edit: I just watched the stats-screen as I was putting points in STR and DEX. STR increases WW-damage only. Judging from the information above on STR/DEX-multipliers, DEX should only increase damage for Double Throw, but for some reason it also increases your WW-damage.
3) Ok, let's move on to the skill-point distribution...
You're main goal is to Max your WW-abilty, and then sink the remaining points into the Skills that will improve your skill with throwing-class weapons. The importance of Battle Orders might vary, depending if you're going to play in a party with another Barbarian providing it. Anyway, this is how I distributed my skill-points.
20 WW
20 Axe Mastery
20 Throwing Mastery
20 BO
1 Iron Skin, Natural Resist, Incr. Stamina, Incr. Speed, Battle Command, and all pre-req's
rest in Double Throw
You might want to put points in the skills concerning your throwing-ability differently, I dunno. It all depends if you want damage or AR when throwing. I preferred AR, since I mainly used throwing to get monsters Amp'ed.
4) Tools?
Of course there are some key-items to a successful WW/Double Throw hybrid. The ones that aren't a must I'll just give some recommendations on what mods you might want in that specific place.
Weapons:
Well, duh... 2 Lacerators, perhaps? Preferably ethereal, they'll only lose durability/ammo when thrown. As a sidenote these babies will grant you a 2fpa WW (source: http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english). 2 FRAMES PER ATTACK! 'Nuff said...
Weapons on switch:
If you're into BO, 2 'Echoing' weapons. You might also consider a Demon Limb in your stash. SLVL23 Enchant gives an AR-bonus of 218% and adds 87-111 Fire Damage. Duration: 672 seconds which equals... er... exactly 11 minutes and 12 seconds. And I assume you're able to pick up the cash to repair one charge in that time...
Armor:
Chains of Honor (Archon Plate if you want to look cool, Dusk Shroud if you don't mind people calling you a 'fruit-cake'...). All the attributes on this sucker makes it a prime choice. Especially the high amount of resistance to all elements, which might be your main concern. But seriously; none of the other mods on this runeword makes it a bad choice. If you can think of something better (I know I can't), then go ahead and use that instead.
Helm:
Arreat's Face. Well, everybody surely knows this is the best overall Unique Barbarian Specific helm... Although, should you be one lucky bastard and come across a rare barb-helm with +2 barb-skills, (1/CLVL)% Bonus to AR, 2 Sockets, 60 Life, 10% FHR, +3 WW, +3 BO, +3 Axe Mastery... you might consider using that over Arreat. Then again, a helm like that only drops like once in a million years...
Amulet:
Highlord's Wrath. Scaling Deadly Strike along with 20% IAS. +1 to all Skills is just the Icing on the Cake. =) As I mentioned before; 2 Lacerators equals a 2fpa WW. IAS not on the weapon/s does not matter when whirling. It does when throwing, though, and to reach a 5fpa Double Throw you need an extra 33%IAS, on top of the IAS on your Lacerators.
Gloves:
Crafted Hit Power Gloves. Besides our Lacerators this is the most important part of our equipment. Why? KNOCKBACK. Knockback is the key to a successful whirler. I'll explain more in depth on this matter later. Try to get them with Mana Leech, IAS%, +STR/DEX. A cheaper solution might be a pair of Cleglaw's gloves.
Boots:
Whatever works for you. I use Goreriders. Wartravellers or Sandstorm Treks might also be good options.
Belt:
Some people may argue that Razortail with it's 33% Pierce is a no-brainer in this case, but personally I preferred String of Ears, since axes don't go as far as arrows/bolts/javelins go. If I'm not mistaken axes travel faster, but arrows/bolts/javelins travel further. Try it out though. If you like piercing projectiles over LL/MDR/%PDR, I'm not here to judge you.
Ring 1:
Two words: Raven Frost.
Ring 2:
This might also be considered a key-slot of equipment. Basically what you need here is Mana Leech, to keep whirling, and maybe some AR. Gamble for Rares or Craft using the Blood-recipie.
Charms:
Should you be packing an Anni, hey that's great. Hellfire Torch, on the other hand... I dunno. It's a really nice charm, but the CtC Firestorm would make me think twice before sticking it in my inventory. Unlike Amp from the Lacerators, Firestorm will actually put you in Cast-animation, which in my book is bad, since it slows your rate of throwing, and it really doesn't do that much damage (39-45 per second). Basically it has more or less the same effect on your killing speed as the Dodge/Evade-kind of skills in the Amazons passive-tab.
For the rest of the space in your inventory... either stock up on Warcries/Life GS's and other SC's that adds to whatever you might lack. Or just go all out on dmg/ar/life. GC's can have +10 to MaxDmg/+76 AR which is more than 3 '3/20/20' everyone's bragging so much about, and in my experience they're much more easier to find. Mastery GC's might also be a good option.
5) So... You got all your desired gear? Knockback too? Ok, then.
Knockback is just too good to pass up when whirling. Why? Let's look at an example:
Some sorry little critter is approaching you. WW-click somewhere behind the monster. Your WW starts, and as soon as you hit the monster it will be pushed in front of you, allowing you to hit it again... and again... and again - in the same whirl.
It's just that simple. Why settle for 2-5 hits on a monster per whirl when you can get 10-20? Well, maybe not as many as 20, but you probably get the idea.
Once you've tried WW with knockback you won't ever want to whirl without it. =)
Knockback along with the 'Monster Flee' will also prevent you from getting swarmed, should you decide only to throw, in case of Oblivion Knights with their 'oh-so-you're-whirling-eh-?-one-iron-maiden-coming-right-up'
On top of this, you also have Howl at your disposal. Howl is an excellent skill that really shines (especially) against packs of Oblivion Knights. Cast Howl and all the melee Oblivion-warriors will run away scared, but Howl (or the Monster Flee effect) doesn't affect the Oblivion-caster, so he will just stand there while his buddys have just made a clear path for you to throw a few axes at him/it, and voilá; with the caster gone you can dispose of the others with WW without fear of getting IM'ed.
And I just can't stress this enough; while you're whirling you're not throwing, so you should NEVER have any problems with low ammo (I know I never have).
The only problem you should ever have might be if you bump into a Stone Skin Frenzy-taur, or any other Stone Skin with high base Physical Resistance, but thoseare very few, and hey; there's nothing wrong with making a run for it. =)
6) Well, that's it... second thought, maybe not.
You might be wondering what kind of damage output one can expect from this build.
As I myself, wanted to know the maximum damage output I conducted a test on this matter in SP.
Stats (incl. bonuses from gear):
STR: 125
DEX: 325
VIT: 300 (Life: ~4800 (incl. SLVL33 BO))
ENG: 30
WW-dmg: ~700-~4700 (per hand, both were ethereal perfect Lacerators. +Knockback+DS+AMP=MAYHEM! =))
WW-AR: ~20k (incl. Enchant from Demon Limb)
DT-dmg: ~900-~8800*
DT-dmg: ~1200-~15k**
DT-AR: ~23k (incl. Enchant from Demon Limb)
*If you'll be the one providing BO
**If there's someone else providing BO
7) Now, then...
First of all I'd like to thank you, whoever you might be, for taking the time to read this guide, and I hope you won't think of the time you spent reading it as '5-minutes-of-my-life-I'll-never-get-back'.
Second; Tommi Gustafsson, his page is just a bottomless well of valuable information. Every true D2-player should have this bookmarked! (http://users.tkk.fi/~tgustafs/)
And last but not least; Blizzard (bet you folks didn't expect that, eh...?) for making a great game, of course.