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Whirlwind Bul-Kathos Barbarian

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Guest Guest
15 hours ago, Deadset said:

I've compiled the BiS stuff for the build in a handy d3planner link: http://www.d3planner.com/920898664 .

Just to confirm, if we are pursuing your build this is the perfection we should be striving to replicate as close as possible, right?

And BlazeFire could you post a D3Planner link with the alternative setup/build you were talking about in your first post on this page? I want to see how your alternative build and Deadset's build side-by-side.

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Guest BlazeFire
On 6/15/2016 at 0:51 AM, Guest Guest said:

Just to confirm, if we are pursuing your build this is the perfection we should be striving to replicate as close as possible, right?

And BlazeFire could you post a D3Planner link with the alternative setup/build you were talking about in your first post on this page? I want to see how your alternative build and Deadset's build side-by-side.

My setups:

(Solo) http://www.d3planner.com/652840684

(Group) http://www.d3planner.com/321971928

Keep in mind when comparing stats that his Paragon is set to zero, and none of his stuff is set as Augmented. I also have Taeguk included in my stats.

But yeah those are pretty much that stat priorities you want, like he listed in the build write-up.

There is one stat line in question for me at the moment. It is the line of Vitality he says to look for on the Belt. Ancient Belts can roll a max of 650 Vitality (65,000 Life). If you have at least 650,000 Life total before equipping a Belt, then +% Life is actually the optimal stat. For example, I have a roll of +14% Life on my Belt, which nets me 99,088 additional Life, way more than the 65,000 I would've gotten if I would've rolled a perfect Vitality line.

Having the +% Life there will also net you an extra multiplicative increase EVERY time you add Vitality points to your Paragon!!! For example, I get 5.7 Vitality per Paragon Point I spend on Vitality now because it's recalculating that +14% Life onto the larger Total Life number each time, so the more Life I have the more Life the stat-line nets me!

Don't go crazy with this though! You need all the other Vitality lines to makeup the initial Total Life number. That gives the one line of +% Life on one of your "lower-vitality" pieces of gear something to work with.


 

 

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Guest BlazeFire
2 hours ago, Guest BlazeFire said:

My setups:

(Solo) http://www.d3planner.com/652840684

(Group) http://www.d3planner.com/321971928

Keep in mind when comparing stats that his Paragon is set to zero, and none of his stuff is set as Augmented. I also have Taeguk included in my stats.

But yeah those are pretty much that stat priorities you want, like he listed in the build write-up.

There is one stat line in question for me at the moment. It is the line of Vitality he says to look for on the Belt. Ancient Belts can roll a max of 650 Vitality (65,000 Life). If you have at least 650,000 Life total before equipping a Belt, then +% Life is actually the optimal stat. For example, I have a roll of +14% Life on my Belt, which nets me 99,088 additional Life, way more than the 65,000 I would've gotten if I would've rolled a perfect Vitality line.

Having the +% Life there will also net you an extra multiplicative increase EVERY time you add Vitality points to your Paragon!!! For example, I get 5.7 Vitality per Paragon Point I spend on Vitality now because it's recalculating that +14% Life onto the larger Total Life number each time, so the more Life I have the more Life the stat-line nets me!

Don't go crazy with this though! You need all the other Vitality lines to makeup the initial Total Life number. That gives the one line of +% Life on one of your "lower-vitality" pieces of gear something to work with.


 

 

Just wanted to note...

If you wanna see how far you can go up the GRift ladder, then you'll want to opt for the Unity setup and run solo with a follower wearing a Unity plus an immortality piece. You'll get the permanent 50% damage reduction and this way you can opt for a damage dealing passive over one like I have on my HF Am (Unforgiving). Only thing that's really nice about that setup is I can run in Multiplayer games and throw on the Aquila chestpiece with permanent up-time and just swap to RoRG as my cube jewelry. The Weapons Master passive stacked with the Unforgiving on the HF Am is what achieves the permanent uptime on the Aquila (or any perk having to do with being near max resource).

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Guest BlazeFire
On 6/16/2016 at 6:03 PM, Guest BlazeFire said:

There is one stat line in question for me at the moment. It is the line of Vitality he says to look for on the Belt. Ancient Belts can roll a max of 650 Vitality (65,000 Life). If you have at least 650,000 Life total before equipping a Belt, then +% Life is actually the optimal stat. For example, I have a roll of +14% Life on my Belt, which nets me 99,088 additional Life, way more than the 65,000 I would've gotten if I would've rolled a perfect Vitality line.

CORRECTION!!!

Okay, I made an error. I failed to account for the +25% Life bonus from Paragon, which changes things. There is still a break point where +% Life is better on 1 piece of low-vitality gear, but in almost any case Deadset was right. You get more overall in the end if all gear is Vitality.

For example, here are some stats of my Total Life as it relates to the stats on the piece of gear in question:

527,116 (no belt equipped)

592,116 (belt with 650 Vitality)

148,029 (+25% Life bonus from Paragon)

740,145 (Total Life with Max Vitality (650) Belt after +25% Life bonus from Paragon)

600,912 (wearing belt with zero Vitality, but +14% Life)

732,691 (Total Life with +14% Life Belt after +25% Life bonus from Paragon)

As you can see, the Total Life wearing the belt with a max Vitality roll is about 7,500 points higher than the +% Life belt. In case anyone was wondering the break point in this case where +% Life would be better than Vitality would be if you rolled about 575, which is a lower number for Vitality on an Ancient Belt.

I wish I could just delete all of the erroneous info in my above post (can the mods do that? lol).

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14 hours ago, Guest BlazeFire said:

I wish I could just delete all of the erroneous info in my above post (can the mods do that? lol).

If you register for an account instead of posting as a guest, you can edit your posts.  (But only posts you make after you register, so you're still stuck with the above posts.)

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On 6/15/2016 at 7:51 AM, Guest Guest said:

Just to confirm, if we are pursuing your build this is the perfection we should be striving to replicate as close as possible, right?

Correct! There's minor arguable stuff in secondary stats (Damage Reduction rolls vs. specific Resists) and Chance to Stun on weapons can be Freeze as well, but that's about it.

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Guest BlazeFire
1 hour ago, Deadset said:

Correct! There's minor arguable stuff in secondary stats (Damage Reduction rolls vs. specific Resists) and Chance to Stun on weapons can be Freeze as well, but that's about it.

There are a couple differences between your guide write-up Stat Priority section and your d3 set gear.

Belt: Is +% Life better or LPFS? (I could see this one for sure.)

Shoulders: Is Resist All better or CRD? (Without CDR here Total CRD drops below 42%.)

So, which are better, or depends?

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On 6/22/2016 at 0:11 AM, Guest BlazeFire said:

There are a couple differences between your guide write-up Stat Priority section and your d3 set gear.

Belt: Is +% Life better or LPFS? (I could see this one for sure.)

Shoulders: Is Resist All better or CRD? (Without CDR here Total CRD drops below 42%.)

So, which are better, or depends?

I'd personally go for Life % belt, CDR > All Res on shoulder. We're planning a revision of the stat priority presentation, and I'll definitely include and present it better in the next version!

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Guest freek

Under 7 gems you dont talk about pain enhancer, but it's in the list just underneath ?

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Guest Krakadoom

I'm not sure I understand why this build hasn't been updated to include Skull Grasp as an absolutely mandatory item. It's now basically a 3x damage multiplier, far outperforming any other jewelry option. At least that's what I'm seeing on my barb. 

Also, for grifting I tend to prefer the Travelers set for the added toughness (permanent 50% damage reduction) with Unity for solo play and CoE for group offense in the second ring slot (or cube, depending where you put Skull Grasp).

Focus/restraint seems an odd choice for a build that has no use for primary/generator skills to be honest and has subpar damage to other choices.

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Guest Kampe24

This build is actually woefully outdated and needs to be fully redone for Season 7.  There is a good video out there for a quick and easy build that is leaps and bounds ahead of this one.

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On 8/18/2016 at 2:26 PM, Guest Krakadoom said:

I'm not sure I understand why this build hasn't been updated to include Skull Grasp as an absolutely mandatory item. It's now basically a 3x damage multiplier, far outperforming any other jewelry option. At least that's what I'm seeing on my barb. 

Also, for grifting I tend to prefer the Travelers set for the added toughness (permanent 50% damage reduction) with Unity for solo play and CoE for group offense in the second ring slot (or cube, depending where you put Skull Grasp).

Focus/restraint seems an odd choice for a build that has no use for primary/generator skills to be honest and has subpar damage to other choices.

Please read the guide more carefully.

The guide recommends a jewelry split of Unity, Skull Grasp and Hellfire Amulet for Greater Rift progression (your choice for The Endless Walk set can be used, but worsens your damage in a build that already struggles badly with it). Focus & Restraint are only recommended during speed farming (i.e. Torment Rifts), and Skull Grasp is then Cubed. This combo offers the highest possible damage increase for speeds, where defense is less of a consideration. In speeds, the generator part is fulfilled by Furious Charge, as outlined in the skill section.

On 8/21/2016 at 6:29 AM, Guest Kampe24 said:

This build is actually woefully outdated and needs to be fully redone for Season 7.  There is a good video out there for a quick and easy build that is leaps and bounds ahead of this one.

Link, if you do not mind.

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Guest Krakadoom

Fair enough, I wasn't really concerned with speed rifting, since that's fairly easy regardless. For group grifting where unity is not an option, you really can't do without a significant toughness boost from somewhere, so Endless Walk + CoE + Skull seemed obvious. I dunno, I never got this build to really work beyond g70-75 or so due to lack of either damage or toughness, since you have to trade one for the other in a very direct way.

My barb is now basically a group buffing, monster debuffing, damage sponge, that lets the real damage dealers get to work in peace. Solo isn't much of an option for pushing.

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Guest Carn-evil

I used this build as it is - all best in slot - half ancient.

 

But it doesnt work well. 

 

Its too powerfull.

 

60 Greater Rift was done with 8minutes left, but my computer did light up like a match and at the rift guardian I did crit so massive that my panties did detonate and my screen did break...

 

This build is way to powerfull... 

 

In now play mindcraft

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2 minutes ago, Guest Carn-evil said:

But it doesnt work well. 

Its too powerfull.

Bit of an oxymoron here, but I assume you like the build then?

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9 hours ago, Guest Krakadoom said:

Don't feed the trolls.

Just have to make sure, just in case they have a problem. It's kinda my responsibility :(

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Guest huldu

I'm struggling with toughness followed by damage at grift 60(and t13). I've followed this build and have all the pieces, a few ancients but not too many. I haven't augmented any pieces yet tho. I was hoping to get around gr65 before augmenting but doesn't seem possible for me right now. I'm at 430 paragon level - this might be the problem? I just don't understand how you guys can do enough damage to kill mobs and not die at gr60(or t13). 

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3 hours ago, Guest huldu said:

I'm struggling with toughness followed by damage at grift 60(and t13). I've followed this build and have all the pieces, a few ancients but not too many. I haven't augmented any pieces yet tho. I was hoping to get around gr65 before augmenting but doesn't seem possible for me right now. I'm at 430 paragon level - this might be the problem? I just don't understand how you guys can do enough damage to kill mobs and not die at gr60(or t13). 

Can you throw me a link to your character please? I'd love to see rolls on pieces etc.

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Guest Meh
On 9/1/2015 at 6:26 PM, Guest Chris said:

Why is Skull Grasp not a ring option for this? Is the damage not multiplicative?

Thats the thing...skull grasp is absolute trash with whirlwind why? dust devils is the main source of physical damage therefore does not affect the damage output in anyway...only the actual whirlwind animation rendering it useless

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3 hours ago, Gorkorn said:

How much cooldown % do i need to get the best out of my full waste build 

In an ideal world, you'll have cooldown reduction on all the pieces that it is listed for in our gear section.

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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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