Frenzy Barb! Patch Notes!

I am pretty concerned about the proposed setup.

First of my impressions from playing a lot of LoN Frenzy is that the setup lacks a lot of Toughness. You have to be in the face og monsters all the time, so you can’t avoid taking the hits. And from what I can gather, it is going to have less Toughness the WhirlRend. And that setup lacks Toughness in basic Torment runs. So this is a very concerning.

The setup also is heavily restricted from using CC3 and Stone Gauntlets, which is a huge miss aswell. Both could have beneficial in terms of straight survival.

Also the damage seems very mediocre considering LoN Frenzy have a tough time breaking through GR 80, the proposed bonuses isn’t gonna do enough for it.

Then there’s fear which is kind of given as the set is locked down to EF, that has that annoying Fear effect. But it is just such a huge annoyance factor.

Great stats, thanks. :slight_smile:
I am surprised like the prior two new sets in the current season that there is only one skill optimized. Very surprised.
Possible thorns, but even then based on your stats alone, no.

EDIT: Demoralize on TS, ground Stomp (Wrenching) should group and counter some of the fleeing.
It’s like something is missing :expressionless:

and I was so hoping for a combination overpower/revenge set that allowed us to blow stuff up like Bazooka Wizard. Oh well. I don’t think this set design will be any funner to play than thorns barb was a few eras back

each class is never gonna get a new set past this implementation. I hope the barb community comes together during ptr and on the forum and really sinks this idea to the gutter for something completely different.

Yeah, but in this case what are you going to use to make enemies flee in the first place? Just rely on procs from items? It really looks like that the intention is to use TS with the Terrify rune.

As someone already mentioned above, I think it’s a waste of time to try and find ways to counter the Fear effect without the developers adding a buff to other items/abilities you can use to pull enemies back towards you.

I really like that the development team is trying to come up with new and exciting ideas for the class, but I believe that the Fear mechanic is quite possibly the worst aspect of the new Frenzy set. We all know how aggravating it is having to chasing down fleeing and/or feared enemies (especially as a Melee class), and that being a core feature of the set doesn’t sound too appealing. Also, as others have pointed out, Fear is considered Hard CC, so in a very short time, enemies will eventually become immune to further CC and the double damage bonus would be useless.

On a side note and a bit off topic - I would have really liked to have seen some meaningful changes to the IK set, as well as the Raekor set. Remorseless was given a decent buff (albeit not enough and clearly it was designed for the IK set by being given the condition of having both WotB and CotA active to gain the damage bonus), but would love to see some tweaks to the set, but also more supporting legendaries. As for the Raekor set and the gimmicky wall charging aspect, that should pretty much speak for itself.

At any rate, I am glad the Barbarian is finally getting the love it deserves.

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I’ll assume you neither knew I was replying to Rage or read what he posted… which was:

I find your evaluation very unlikely.

First of WhirlRend deals about 90M% Weapons Damage per second and can do GR130. I cannot create any feasible setup with Frenzy that passes 3M%. Paragon 5000 or not, that is not going to cut it.

Also the Frenzy variant you compare it to is the Thorns Frenzy. The set bonus doesn’t apply to Thorns and none og the buffs do either, thus your conparison is wrong from the get go. I’d be surprised if this set does decent beyond GR100 in this iteration. It is that underpowered.

If anyone feel like chasing on the old forum or this one, can’t remember where, but I posted idea on Frenzy build that includes overpower and few better idea of fear, like throwing barb… any how it’s like a weird feeling…

I believe deep down within the barb devs team, we have a hater. That fear idea come from him. It’s great way to create confusion so that it throws people mind somewhere elee like: “ Woah, a innovative new idea, What a new awesome thing “ , in reality he must be like: Mouahahahah , dumbs dumbs, run run fools around. Even Free fell for it.

Look at peoples idea on the god damn forum for the love of the community. You will find something better than this “Dark twisted individual(dev), who hate Barb”, there are rich ideas with creative ways to make something better/different than fear on a big Barbarian. Leave it to Necro/WD that actually inspires fear and doomness!

Imo I had a nice build combo frenzy/throwing weapon build with stacks combo using overpower and more things.

Ty for the effort devs, but no ty for weirdo ideas.

This set doesn’t buff thorns at all, bro.

No, I’m comparing it to lon frenzy, which i tested extensively a few months back. I personally cleared a gr 90 with junk gear and without using simplicity’s strength, which would have given me a ton more damage. Serro, who had some significant experience pushing the build, concurred with my findings.

The numbers aren’t wrong, or at least they aren’t off by much.

I find that most unlikely. You probably utilized the general damage increase of the Legacy of Dreams.

Frenzy can only deal 220% damage with each attack. Multiplied by Oathkeeper and that is really it. Outside that Depth Diggers are additive with +Frenzy Skill Damage for about 130%. Thus you can only achieve about 220% x 2.3 x 3 x 98.5 Damage for Frenzy, which is just shy of 150,000% Damage per swing. Even if we do and in the 25% you get from the Maniac Rune and Berserker Rage passive. You can barely break 1 million % Damage per second. And that is not enough to do GR95.

The new set 4 pieces bonus has to be changed to something like “After using any shout, you gain 50% damage reduction for 20 seconds.” Because going melee before DR buff is active in high GR is way too risky, on top of the fact that Frenzy buff only lasts 4 seconds which means it will often drop when we run around to find monster packs.

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No, as I stated, it was LON. LOD didn’t even exist at the time.

Oh, and neither Depth Diggers nor Simplicity’s Strength are additive, both are multiplicative as of 2.4.1 I believe.

Should a focused thread be created specifically for the interactions of FEAR in this build for Nev so she can report back to the Devs the findings. Maybe it could be dropped before the PTR begins. We really don’t need to be in PTR to test it cohesiveness or lack.

Both are definitely multiplicative.

That’s a good point, DH. If you want to start recording some video showing the interactions of Echoing Fury and TS: Terrify with a Frenzy LON/LOD setup, I think that would be great.

For sure. I got a busy weekend, so I’ll start some recordings on Monday.

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I would too. What if Bastions was made part of the 6 pc set and the stack were increased 20 (along with it’s current changes). And this would free up the chest armor so that we could use Aquila’s.

Thanks for the notes, man. Totally agree that if those “additional” hits cannot trigger either Bloodshed or AD, then this build will perform significantly below where I was thinking (which was already not good). I guess we’ll have to wait for the PTR to see how it works.

In a “normal” situation, this “additional” hit would probably count as a proc and would not trigger AD or Bloodshed… but they do carve out exceptions from time to time, like with EQ caused by MOTE 4… I guess we’ll see!

On a different note:

I think that for the 2 piece bonus to work somewhat as the devs have intended it, they need that “damage to feared enemies” to be way higher. Either it has to just be flat-out higher, like 6x damage rather than 2x (and even this would not be enough).

Or it would have to be something like “Feared enemies take 200% more damage for every consecutive second they have been feared”. This would let you ramp up the damage within a short window, and, in a pushing scenario, take off a significant amount of an elite’s life before they went CC immune. Then you’d switch to a different target for a little while, to let that mob’s CC immunity decay. It would definitely allow the build to incorporate some significant skill, in terms of timing your “ramp-up fear damage” to sync with a CoE cycle.

I actually do think the “kill while feared” mechanic they’ve proposed is cool… in theory. But I don’t think they understand just how intense a burst of damage you need in those circumstances for this set to not end up being either/both of a) super frustrating or b) plain-old-bad.

Edit: oh, and if you were to jack up the damage of the 2 piece bonus, you’d have to make sure it applies only to the player, and not to groups. Even at just doubled damage, that’s a little too strong a buff for zdps Barbs.

This is a big question I think a lot are looking to see how it works out cause if it affects the whole group then that makes a crazy zbarb build then.

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Yeah, I think they should just make that buff player-specific. Zbarbs are good enough, essential enough, as is!