A lot actually. Heres my data, you’ll see its vastly different from what they have.
Hammer of the Ancients deals 1% more damage for every point of Fury you had when using it.
Technically, yes…
However, does a damage increase that is only active at max fury actually beat out something like crit or vuln damage on rings? Keep in mind that having more max fury makes it harder for you to stack the initial fortify to make living easier, and that you already have 100+ fury, diminishing the overall damage increase from having even more fury.
I don’t think the benefits outweigh the costs.
The problem Temerity has is one virtually all uniques share: the fixed affixes are inferior to the affix potential of a rare/legendary.
Pants can get a ton of defensive affixes that, at higher levels, are just better than the legendary effect of Temerity.
You are the [barb]!
I appreciate the time and effort you are putting into helping out the community. You went above and beyond with the video commentary.
I didn’t read the Maxroll guide in question but
1 - Berserk Ripping is usually used for additional Disobedience stacks in NMD, not for DMG
3 - I wasn’t aware that there was a DR cap other than Armor, can you explain further? There are 4 available defensive slots - Disobedience (Ammy), Might, Iron Warrior, +1. I would put Iron Blood as a top contender for the 4th slot.
9 - Each point invested into Challenging Shout yield larger and larger returns, with ever increasing efficiency. This is why people get 12/5 for CS. But yeah no reason to invest points here if you’re only going to farm and not push high tier NMD.
13 - +18 Max Fury increases HOTA DMG by 6~9% depending on total Max Fury.
35.3% Vul DMG increases my DPS by 7.5%
31.5% CDMG increases my DPS by 4.6%
Maths says Max Fury on ring is decent for HOTA. Maybe not better than Vul DMG, but I wouldn’t call it bad.
14 - You are wrong. UR does amplify Core DMG in the STAT screen, but this is a display error. I have personally tested this myself. UR correctly multiplies final DMG by 2.35x, Core DMG does not get double boosted from UR. So Close DMG is usually better than Core, since Close has higher roll potential (pick whichever has higher numerical value).
I agree with your other points.
One of their cons for Bone Spear Necro is “High APM”
I’m over here casting one single Bone Spear every 2 seconds.
High APM does not only refer to just the skill itself but the playstyle as a whole when taking into account movement and other skills used (e.g. corpse explosion).
I went from WW barb to bone necro and it was a substantial increase in APM for these old hands.
I went from WW to Bone Necro and its actually easier for my also very old hands. No need to press shouts every 9 seconds, no need to press Ultimate at all until you get into trouble. No need to cast anything else other than the occasional Mist and Tendrils. And best of all, no circling around. Bone is walk and shoot, walk and shoot PoE single skill style.
Max roll is just for beginers and newbies. You can take some good ideas from them but overall you can make better builds then them anytime.
Same apply for lost ark their builds were really bad.
Iceyveins is better icy-veins . com/d4/
This is why I like the builds from the smaller streamers. I was previously using one of the maxroll builds and swapped to something one of the smaller youtubers was demoing that looked like a lot of fun. Result? 20 Tier NM gain.
Make a new character. It’s an ARPG not wow.
All that you’re saying is true but guess what.
Min-Maxing in D4 doesn’t really matter. Your build isn’t going to feel much better at 100% of it’s potential as it does at 80% of it’s potential. The average player won’t even be able to tell the difference. The balancing in the game is a mess and difficulty is front loaded into one shot mechanics, and obnoxious amount of CC.
Yes because it’s only good for speed farm content and it’s not needed for that content. For hard content, temerity is not good because most of your mitigation comes from chest and legs.
As a barb main at lv97 I appreciate your insights.
Some of this I figured out the hard way pushing tiers.
I’m still hoping one of these days we get a fun walking arsenal build with leap and/or charge
I raised similar question long ago regarding the site’s slobbish guides but got relentlessly attacked by hordes of fanboies. I always read more than 2 different sources against each other if I want some real guides, you can not trust one source in anything, not even NYT/BBC/CNN tells true story nowaday.
Barbarians do want to overcap fury as it makes whirlwind or any core skill do more damage.
Great post and good info
true and real, as somebody who played a lot of rogue, basically all of their builds look like they come from a gaming journalist who only glossed over the talent trees without playing the game
Maxroll keeps recommending conceited aspect. Conceited doesn’t work. For anything. This has been since the game launch, and has yet to be addressed, so why are they so stubborn about keeping conceited in their guides? It doesn’t work for sorc barriers, doesn’t work for temerity, doesn’t work for any class. It’s the same when they freaking recommended shako for the helm slot when hardly anybody can get it. I don’t think they are actually testing the game. This is why I think maxroll builds sucks.
I had not heard that conceited flat out didn’t work? I will have to probably test this. I was not aware of this either. Good to know! Thanks!
I didn’t read the Maxroll guide in question but
1 - Berserk Ripping is usually used for additional Disobedience stacks in NMD, not for DMG
3 - I wasn’t aware that there was a DR cap other than Armor, can you explain further? There are 4 available defensive slots - Disobedience (Ammy), Might, Iron Warrior, +1. I would put Iron Blood as a top contender for the 4th slot.
9 - Each point invested into Challenging Shout yield larger and larger returns, with ever increasing efficiency. This is why people get 12/5 for CS. But yeah no reason to invest points here if you’re only going to farm and not push high tier NMD.
13 - +18 Max Fury increases HOTA DMG by 6~9% depending on total Max Fury.
35.3% Vul DMG increases my DPS by 7.5%
31.5% CDMG increases my DPS by 4.6%
Maths says Max Fury on ring is decent for HOTA. Maybe not better than Vul DMG, but I wouldn’t call it bad.14 - You are wrong. UR does amplify Core DMG in the STAT screen, but this is a display error. I have personally tested this myself. UR correctly multiplies final DMG by 2.35x, Core DMG does not get double boosted from UR. So Close DMG is usually better than Core, since Close has higher roll potential (pick whichever has higher numerical value).
I agree with your other points.
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Good additional point of benefit from berserk ripping. You should never use berserk ripping and sword technique both, though. Their guide uses both and does not use disobedience at all. I notated in that build notes that berserk ripping is used for enabling bleed only.
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There are DR caps. I believe the cap was 55% on DRs. They also have less effectiveness the higher the number, so you need more than 55% to hit 55% I believe.
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I believe challenging shout is only 2% DR per point. so +4 to chest is not better than just getting flat dmg reduction mod or any other DR mod I don’t believe unless you’re capped on everything.
13 - This is true. Saying max fury is ‘bad’ is probably too harsh. You can get some max fury in paragon as well so it can reduce your effectiveness of the ring. Also, your crit dmg is multiplied by 15-30% if you have heavy handed on amulet or not as well so that increases its value to be similar to max fury. I think the problem is that is only the case if you have good crit dmg rolls on every weapon, otherwise, crit dmg is a superior pickup on rings in most cases.
- I have only recently seen this UR benefit of multiplicative and additive. I will have to test this then because I’m fairly certain that the other bonuses in the game that are multiplicative and additive are working, such as heavy handed and the iron golem sacrifice, etc. If what you’re saying is true, then close dmg is definitely superior.
I’m also not sure yet if counteroffensive, the 12% dmg when fortified is global multiplier or just additive into the ‘all damage’ bucket. It doesn’t appear to change the sheet dps but could be because I’m in town.