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Damien

Furious Charge Barbarian

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Okay, for everyone who wants to push 70+ with this build , pay some attention !

I started playing D3 since season 3 only on seasonal Hardcore (due to friends threatening me with names like "Filthy Casual " ), I noticed for those 3 seasons so far, that good survival stats  > Tons of Damage. The main idea to play Raekkor+ IK on 70+ GR (specially Hardcore ) is some sort of % mitigation , which doesn't come from one source and for one purpose only. Therefor both ring slots are replaced with something else.
We have Band of Might (50-60% dmg reduction during leap/charge /etc ) and Unity (for solo GR pushing ) which gives 50% reduction 24/7 and also some good bonuses like Elite % dmg increase. Paired with Ancient parthan defenders (mainly for large groups of monsters where you stun 20-30-40-50 + units ) the % dmg reduction is quite the deal. On top of the fact that YOU MUST have life per fury spent out of your belt, suddenly you are not a paper anymore. If you decide to go a Defensive necklace and not Hellfire (like Etlich, Mara. Kameo or etc ) you won't be 1-2 shotted by any means. 
Focus and Restraint are nice and dandy but only with your  Call of the Ancients and Parthan Defenders in GR solo pushing is just aids.

Edited by Outrageful

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Hi Deadset!

 

Question - is F&R far superior to EW?

 

I've only found a Restraint (no Focus) so far, but I've found that my averagely rolled Endless Walk set combined with a SOJ seem to work just fine -- the DPS multiplier loss isn't much worse (2x vs 2.25 damage) - d3planner sims actually suggests it might be better without immaculate timing of the fury gen/dump every 5 secs. Also the 50% mitigation while moving is awesome -- you don't have to use up valuable charge CDs to avoid splash damage as you run). I've made it to grift 62 without any effort so far.

 

The only draw back is having to be stationery to get the full 100%, I haven't quite worked out the interplay between charge and movement/stationery. Any thoughts? Should I see better outcomes with F&R in place? 

 

Cheers,

  W

 

Here's the simulator: http://www.d3planner.com/243016431

Edited by romilly

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Guest Jamial

I'm a bit puzzled why the top barbs are running lightning damage on neck and wrists? I thought boulder toss + FC are both physical? 

What am I missing?

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On 5/18/2016 at 9:30 PM, romilly said:

The only draw back is having to be stationery to get the full 100%, I haven't quite worked out the interplay between charge and movement/stationery. Any thoughts? Should I see better outcomes with F&R in place? 

Hello! You will doubtlessly get the defensive benefits of the Endless Walk set, but I don't see a feasible way to get the offensive bonus, the build just doesn't play like that. It moves around to deal its damage.

On 5/19/2016 at 0:03 AM, Guest Jamial said:

I'm a bit puzzled why the top barbs are running lightning damage on neck and wrists? I thought boulder toss + FC are both physical? 

What am I missing?

Some of the top barbs are indeed using the old setup: 6 IK 4 Raekor with the cubed Standoff + Vile Ward, and focus on Furious Charge damage (only using Boulder Toss for cooldown resets). In a setup that uses Furious Charge for its main damage, you can use any FC rune and element you like (fire, lightning, physical...)

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Guest Oneknight1984

I don't have all pieces recommended either primary or secondary pick but I have the full Raekor set with the Focus ring. This build should still be ok to start using right?

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5 minutes ago, Guest Oneknight1984 said:

I don't have all pieces recommended either primary or secondary pick but I have the full Raekor set with the Focus ring. This build should still be ok to start using right?

If you have the full Raekor set, you can start using this build to get the remaining pieces you need. Immortal Kings and most of the other pieces are just DPS boosts.

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Guest Oneknight1984

Ok cool, thnx. And right now I'm dw, that should be ok until i get something better like a 2h weapon or something i would think. but thnx for the info

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Guest Ace

Hi, I'm old new to Diablo III (last played when expansion came out) and this is my first season. I'm also relatively new to builds havin' not gone into depth as much as I have before so my question may be noobish. Anyways, I don't understand why you need to burn out your Fury with Ancient Spears' Boulder Toss. Perhaps someone could enlighten me. Thank you.

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9 hours ago, Guest Ace said:

Hi, I'm old new to Diablo III (last played when expansion came out) and this is my first season. I'm also relatively new to builds havin' not gone into depth as much as I have before so my question may be noobish. Anyways, I don't understand why you need to burn out your Fury with Ancient Spears' Boulder Toss. Perhaps someone could enlighten me. Thank you.

No, that's a common question if you aren't used to the Immortal Kings set.  Look at the 4-piece set bonus on it.  It reduces your cooldowns as you spend fury.  By constantly dumping all your fury via boulder toss, you will reset the cooldown on Wrath of the Berserker so you can have it up 100% of the time.  Plus it is a good single-target nuke for use against elites and rift guardians.  Last of all--but this is very important--look at the bonus you get from the ring set, Focus and Restraint.  You need to cast both a fury generating attack (furious charge, in this case) and a fury-spending attack (boulder toss) to get the full damage bonus.  Granted, it could be any spending attack, including ones that don't cost all your fury.  But the first two things I listed depend on burning maximum fury to be effective (cooldown reduction and damage both increase with every point of fury spent), so the fact that boulder toss also procs Focus and Restraint is icing on the cake.

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Guest Ace
18 hours ago, Warden said:

No, that's a common question if you aren't used to the Immortal Kings set.  Look at the 4-piece set bonus on it.  It reduces your cooldowns as you spend fury.  By constantly dumping all your fury via boulder toss, you will reset the cooldown on Wrath of the Berserker so you can have it up 100% of the time.  Plus it is a good single-target nuke for use against elites and rift guardians.  Last of all--but this is very important--look at the bonus you get from the ring set, Focus and Restraint.  You need to cast both a fury generating attack (furious charge, in this case) and a fury-spending attack (boulder toss) to get the full damage bonus.  Granted, it could be any spending attack, including ones that don't cost all your fury.  But the first two things I listed depend on burning maximum fury to be effective (cooldown reduction and damage both increase with every point of fury spent), so the fact that boulder toss also procs Focus and Restraint is icing on the cake.

WOW! I didn't expect an in-depth reply but it's definitely an insightful one. I appreciate you took the time to do it. I understand better how the build works now. Thank you very much.

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Guest TheEnd

Come 2.4.2 this build will no longer be usable at all since the raekor barb depends solely on APDs to survive, which will be broken with the likely crowd control changes. So tragic...

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On 7/10/2016 at 11:40 PM, Guest TheEnd said:

Come 2.4.2 this build will no longer be usable at all since the raekor barb depends solely on APDs to survive, which will be broken with the likely crowd control changes. So tragic...

If that is any consolation, Raekor Barbs still hover at the top in the 2.4.2 PTR :)

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Hey

First off, thanks for a great guide, i do have one question though. While running Ring of grandeur in cube, what is the benefit from running 2 IK + 6 RK and not 3 IK + 5 RK so u get the extra set bonus from IK? you still keep the 6 piece bonus on RK?

Thanks :) 

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Guest motherbrain

Hi Deadset, thank you for this immensely helpful guide. Just a quick question: I did some Googling and it seems to be that the general consensus on the D3 forums is that RCR affects Boulder Toss damage positively, albeit almost insignificantly since it calculates from the initial/minimum 25 fury that BT costs. I wonder if you have different information because you advise that we skip the stat in our Paragon Utility points. Does adding RCR somehow make this build worse? Thanks in advance.

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On 7/27/2016 at 10:08 PM, Reapert said:

First off, thanks for a great guide, i do have one question though. While running Ring of grandeur in cube, what is the benefit from running 2 IK + 6 RK and not 3 IK + 5 RK so u get the extra set bonus from IK? you still keep the 6 piece bonus on RK?

Heya - I was confused a little about your comment, because I definitely recommend running 3 IK and 5 Raekor + RoRG, so you get the 4p IK bonus and 6p Raekor bonus! :) If there was any confusion about that - apologies!

On 8/2/2016 at 10:22 PM, Guest motherbrain said:

Hi Deadset, thank you for this immensely helpful guide. Just a quick question: I did some Googling and it seems to be that the general consensus on the D3 forums is that RCR affects Boulder Toss damage positively, albeit almost insignificantly since it calculates from the initial/minimum 25 fury that BT costs. I wonder if you have different information because you advise that we skip the stat in our Paragon Utility points. Does adding RCR somehow make this build worse? Thanks in advance.

Heya, it's been a while since I revisited the build, but I reckon it had to do with getting more Life per Fury spent by skipping RCR. I will look into the damage aspect that you bring up however, and make fixes accordingly! :)

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Guest Computersaysno

I've been trying this build with ~600k dps and ~21m toughness. 16% CDR through paragon and some random stats, and I consistently find myself standing around (running like a chicken) to wait for the cooldown of Furious Charge, both in rifts as well as bounties, up to T12 / Grift 60. 

This is particularly unnerving as finding a blue elite pretty much means I'm screwed unless I can separate them and tackle them solo. 
I don't know what I'm doing wrong, I followed the build to the letter, but unless I have ~40% CDR I don't see how this is feasible...I can't always gather mobs around. 

Overall I find this build very situational and dependent on mob density - something I can't fully control. 

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Guest Purple Cherub

I just noticed that pants for both Immortal Kings and Raekor's can't have all resistance.

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On 9/1/2016 at 2:24 AM, Guest Purple Cherub said:

I just noticed that pants for both Immortal Kings and Raekor's can't have all resistance.

Hello, the pants for both sets can have All Resistance. Likely you have singular resistance in your secondary stats (i.e. Fire, Lightning...), which prevents you from rolling All Resistance on that piece.

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Guest ChoLee
On 13.08.2016 at 3:11 PM, Guest Computersaysno said:

I've been trying this build with ~600k dps and ~21m toughness. 16% CDR through paragon and some random stats, and I consistently find myself standing around (running like a chicken) to wait for the cooldown of Furious Charge, both in rifts as well as bounties, up to T12 / Grift 60. 

This is particularly unnerving as finding a blue elite pretty much means I'm screwed unless I can separate them and tackle them solo. 
I don't know what I'm doing wrong, I followed the build to the letter, but unless I have ~40% CDR I don't see how this is feasible...I can't always gather mobs around. 

Overall I find this build very situational and dependent on mob density - something I can't fully control. 

same here, but i have max paragons on cooldown and still very often I just stand there i pray not to be killed. I tryed also this build in 5 ik variation (like top players) and still I am struggling to survive and kill in a XIII normal rift. I have everything acient and like 90% of the stats on gear correct. Also gems on 60-70 level.

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On 13.8.2016 at 3:11 PM, Guest Computersaysno said:

Overall I find this build very situational and dependent on mob density - something I can't fully control. 

It's entirely possible that this is a build that centres on density. There have always been builds that do it, but it requires constantly fishing for good rifts. A bad rift is an unbeatable one, most of the time. You need to kite, a LOT, while using Spear to keep re-positioning the packs.

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I can add little more, unfortunately. The build hits like a truck, but its defenses come and go in the blink of an eye, and are hugely dependent on the Furious Charge freeze + Ancient Parthan Defenders interaction. If builds with intense, spastic movement and moment to moment decision making don't attract you, steer clear of this one. Capable as it is.

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Eariler in the forum replies, Deadset mentioned stacking up too much usually doesn't work well in D3.  I see the Focus & Restraint rings doing that, and suggest following Outrageful at the top of page 3 (this is mentioned by Deadset in the guide).  I also don't see the APD as doing much against the Guardian (just check the death stories posted), there is probably something else in the cube that would work better.

I'm glad there is a pretty good set of posts, I need to solve the Journey T13 speed rift requirements, and think that this build can do that - since they both involve fishing around ;-)

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On 9/25/2016 at 11:57 AM, SangFroidy said:

Eariler in the forum replies, Deadset mentioned stacking up too much usually doesn't work well in D3.  I see the Focus & Restraint rings doing that, and suggest following Outrageful at the top of page 3 (this is mentioned by Deadset in the guide).  I also don't see the APD as doing much against the Guardian (just check the death stories posted), there is probably something else in the cube that would work better.

I'm glad there is a pretty good set of posts, I need to solve the Journey T13 speed rift requirements, and think that this build can do that - since they both involve fishing around ;-)

Where did he say about stacking doesn't work? I can't find the comment. Your Ancient Spear does exactly that, it's why Barb is so loved at high GRifts, because they keep pulling mobs into the stack.

As for the cube, there is no armour piece that works better. The only other possibility for barb is String of Ears, but a 30% reduction on melee attacks is definitely worth swapping out APD for.

Also, remember that you don't just fight a Guardian. You have to get through a rift first. By removing APD, you won't get to the guardian to use the alternative piece anyway.

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To expand on Blainie's comment, the leaderboard climbing Raekor Barbs don't fight the Guardian in the usual manner; in fact, there are many Guardians an experienced Raekor user will outright give up on. Common strategies to actually clear the RG are:

- Using an immunity amulet to a certain element, and then fishing for a Guardian that dominantly uses that element. Most commonly done with Poison due to Mara's Kaleidoscope rolling crit stats naturally, as well as the good number of Poison bosses (more than any other elemental type).

- Fishing for an add-heavy Guardian, where Ancient Parthan Defenders still apply heavily, i.e. Saxtris.

For non-competitive clears, Band of Might setups are more than fine and, at least to me, immensely more fun to play. :)

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      For this seasonal theme, we were inspired to reimagine how Ethereal items could manifest in Diablo III, with 21 iconic weapons making a return from Diablo II. In Season 32, Ethereals are rare, powerful, and fleeting items.
      Season 32 reintroduces Ethereals, a weapon-type that players will be able to acquire and hunt for in their upcoming seasonal journey. Ethereals will roll a powerful set of affixes, a random Class Weapon Legendary Power and a random Class Passive Power. Ethereals will have unique icons, names, item types, and sounds originally found in Diablo II. For additional details on Ethereals, check out the list below:
      Ethereals are account bound and can only be dropped by monsters, chests, and destructibles, but do not require your character to be Level 70 in order to drop. Ethereals cannot be acquired through Kanai's Cube or from Kadala. Ethereal rarity drop rate is set between Ancient and Primal items. There are 3 unique Ethereals per class. Each Ethereal has fixed affixes and rolls one random Legendary Weapon power and one random Class Passive Skill. Only one Ethereal can be equipped at a time. Ethereals ignore item durability loss. Legendary Powers and Class Passive Skills rolled on Ethereals do not stack with the same power equipped through Kanai's Cube, Items or Skills. Ethereals cannot be Enchanted, Transmogrified, Dyed, Reforged, or traded. Ethereals can be augmented. Collecting all 21 Ethereals during the season will reward players with the Feat of Strength, Ethereal Recollection. Players who accomplish this will have all Ethereal transmogrify options available for future seasonal and non-seasonal play. Ethereals only drop in Seasonal play and will not transfer to your non-seasonal character when the season ends. Return to Top
      Season Cosmetic Rewards
      Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 32, this means awards originally available from Season 8 are returning to the Season Journey.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re continuing to provide new End of Journey rewards as introduced in Season 17, with two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Teganze Warrior Portrait Frame and Bat pet!

      In addition to the Boots and Pants slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that smolder with demonic fires of the Burning Hells. The iconic wings of Andariel will also be available once more, allowing you to truly embrace your inner Maiden of Anguish.
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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of 5:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII difficulty within 5 minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do is Win: Complete 2 Conquests this Season. Warm Thoughts: Kill Izual at Level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t a Thang: Slay Greed on Torment XIII difficulty. Treasure Goblins outside of Nephalem Rifts will sometimes open portals to Greed’s domain, The Vault. Take U There: Reach Greater Rift Level 60 Solo. Greater Rift keystones can be obtained from any Nephalem Rift guardian. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 32? Here are the challenges you’ll face!
      For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at Level 70 on Torment X or higher. Push your way to Greater Rift Level 75 to complete Divinity/Lionhearted. For the fiercest demon slayers, Boss Mode/Worlds Apart is a speed challenge where you’ll need to eliminate the following bosses at Level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Finally, Years of War/Dynasty will be a great test for those who enjoy mastering various Class Sets, and if that’s not enough, Masters of the Universe/Masters of Sets will challenge your tactical understanding of Set Dungeons.
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      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey (courtesy of Haedrig’s Gift) have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in Season 32:
      Barbarian – Immortal King’s Call Crusader – Seeker of the Light Demon Hunter – Natalya’s Vengeance Monk – Uliana’s Stratagem Necromancer – Trag’Oul’s Avatar Witch Doctor – Spirit of Arachyr Wizard – Vyr’s Amazing Arcana
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