So, as we are getting deeper into ladder season 6 I am dusting off an older build from season 4. I am constructing a double throw barbarian and I thought I could use some advice on how to round him out. This season I have had relatively good luck with my hunts and I put together the equipment to really push this guy to the limit. I want to see how far I can push the build, but I am taking a slightly unusual approach with it. So, I thought I would go over it and see if anybody has some good ideas about how I could get the most out of it. He just hit hell difficulty and I am looking towards his end game setup.
Skills:
Combat:
Bash 1
Leap 1
Double swing 1
Double Throw 20
Warcries:
Howl: 1
Shout: 1
Battle Orders: 20
Battle Command: 1
Find Potion: 1
Find Item: 1
Grim Ward: 1
Masteries:
Increase Stanima: 1
Increase Speed: 1
Iron Skin: 1
Natural Resistance: 1
Throwing Mastery: 20
Spear Mastery : 1
So, that is my skill spread at level 90 that will leave me 29 skill points to use
Stats: Enough for gear and max Vit
Gear:
Weapons 1: Eth Lacerator
Weapon 2: Eth Gimmershred
Weapon Swap: 230 ED +4 skill Eth Ariocs Needle (zod Rune)
Helmet: 3 Warracies, 6 wearwolf, 6 feral rage, 6 lycanthropy wolf howl
Ring 1: Raven Frost
Ring 2: Dual Leach, 19 fire res, 28 lighting res, 14 poison res, 45 AR
Gloves: 20 IAS, 19 cold res, 18 poision res hit power gloves
So, we have the core of the typical double throw barb after the 2.4 update here. However, the wolf howl and arioc’s needle, are somewhat out of place on the traditional take on this build. I am using the summon dire wolf charges on wolf howl to get 3 dire wolfs. This gives me some minions to serve as a front line that I can launch missles from behind. Much like a bowazon would use a valkery as a meat shield. They tend to survive surprisingly well on lower player counts with the high level battle orders. If I am in a bigger party it doesn’t matter as much.
The Arioc’s needle serves as a +4 to skills buff stick for my battle orders, shout and battle command much like most barbs carry 2 spirit swords or +3 warracies throwing weapons in their off hands. However, since I am using wolf howel, I can transform into a werewolf and attack with ariocs needle in feral rage. The spear gives +4 to werewolf, feral rage and lycanthropy from the hat. It’s also has a 50% deadly strike on itself paired with the rest of my kit. It deals between 4500 and 8200 physical damage a hit with feral rage with only one hard skill point investment in spear mastery. This gives me an additional 1800 health and a solid melee skill if I want to go hand to had without investing in something like stun or concentrate leave me more skill points for other options.
What I want to ask the community before I spend some high runes to piece this out is what direction do you think would be the most effective.
Option 1: Fortitude + High Lords Wrath
So, this is the traditional pick for this build if you aren’t using enigma. Fortitude provides the frozen armor proc, high def, 300% off weapon ED and 30 all res. High lords gives an additional 25 ias, and enough deadly strike to generate infinite throwing weapons with a 60% chance for critical hits. I already have the 30 all res fortitude ready to go.
Option 2: Peace + Barb Amulet
This seems like the less practical option against the last one. However, I have a +2 barb skills, dual leach, 18 all res, 29 to life amulet. However, since I need the an additional source of critical hit chance I am taking the amazon’s peace rune word. This gives +2 to critical strike or another 32% chance with the +1 from my anni. This also generates infinite throwing axes. However, when paired with Arioc’s needle, this goes up to +7 or a 49% chance plus the 50% from Arioc’s need. So, I am basically garenteed double damage on every hit with it. I only get 30 cold res and 20% FHR from peace. But, this also gives me a level 15 valkerie as well. Not a powerful unit on hell difficult, but another free body to draw fire.
Other Factors:
I also need to figure out my boots and belt for this build, but that is a secondary thought. I could also use some advice on what I should do with my merc. Last time I ran an act 2 might merc with Insight, Andarials visage and treachy. I have more resources to equip him this time around and I don’t need the mana regen from insight. So, any advice there would be helpful. I do have an eth reapers toll, but I not sure if I want to fight him between my amp damage and his decrepify procs. Likewise, would a cure hat be worth more than the +2 levels of might from Andys?
Last Skills:
So, I have a fair number of open skill points left and I need to figure out where to spend them. As I see it I have 3 good options
Option 1: 20 points in double swing
Nothing complicated here just another 160% off weapon ED to double throw to max that part of the build out.
Option 2: 20 points into spear mastery
Not a monumental improvement, but this would better balance my damage between the 2 combat styles.
Option 3: 20 points into shout.
If I went with fortitude, my def is already high enough. However, this would help the survivability of the dire wolves, my merc and anybody else in my part along with extending the duration of my Warcries.
I am open to any other ideas on where I should put my points and any other gear suggestions. So, if anyone has thoughts to share I would appreciate it.
