Weapon Swap Barb - some thoughts

Good evening I figured I’d start by saying that this build is not meta, it is probably not the best though it has some good things going for it. I didn’t want to play the standard meta shout and was looking for something to change up my play from my twisting blades rogue, I wanted a tactile feel that was more meaningful and heavy hitting.

I really found Iron Maelstrom appealing and the living arsenal passive had a huge bonus. So here are a few things I focused on:
1: I needed my basic skill and my core skill to consistently take care of two of the weapons. Hota fits perfectly into bludgeon and two weapon can be used for lunge, which is versatile and provides good movement.
2: We need to think about 1-2 other skills to fulfill the third weapon type while also looking at making our core skill useful. Killing Blow quickly became my favorite for both activating berserk and and vulnerability on demand. IT also happens to hit really hard when you need it.
3: Survival - this is the part I hate… Right now unstoppable is rough, being a barb we all know this, rallying cry and charge is what we got. I also considered iron skin, it’s an option but it sucks up an aspect slot but does have a shorter cooldown.

While playing the build I focused heavily on increasing my overall and scaling hammer of the ancients and killing blow. Iron Maelstrom became a room clearer removing chaff and allowing my main skills to decimate larger targets. Killing blow can effectively be used to do heavy damage to bosses and elites while activating key states for increased damage. My damage scaling was focused largely on:

  • Damage close
  • Vulnerable Damage
  • Critical Damage
  • Critical Strike
  • Overpower
  • Damage while stunned
  • Damage with weapon swap skill

The last two may be confusing but I found with a majority of my damage coming from HOTA (Hammer of the ancients) that running concussion allowed me to consistently put down stuns both with HOTA and lunge. You could also run the vulnerability on core skill lucky hit if you wanted. In addition to stating for lucky hit weapon swap has an aspect that gives a huge amount of lucky hit while all three passives are going, which is easy to maintain with our core and basic skill and a secondary skill (killing blow) that refreshes itself if used properly. Weapon swap can also consistently force overpower every 10 weapon swaps.

Things I liked:
I hit hard… I’m sitting at 75 ish now and I often crit for 800k - 1.3 mil when things align. Combat has a nice tempo and each of the abilities feel impactful. The build is punchy and I supported by survival with heavily with fortify and paragon support for armor. Fortify also doubles as an increase in damage for overpower.

The hard stuff:
While I felt very tanky, it was very easy to get overwhelmed with CC. Unstoppable is absolutely neccesary and right now I suspect investing into lowered CC impaired duration may be absolutely neccesary. I also run unstoppable while injured in addition charge and rallying cry. One area that really felt bad was getting caught in an Iron Maelstrom. The skill really needs to have unstoppable as it changes your entire skillset while its active removing access to your normal methods of unstoppable.

Other options:
I’ve been testing scaling brawling and weapon master skills with some of the core charging aspects. These seem to be extremely powerful providing 200-300x increase in damage to skills in those categories with very low investment into them. As you always rotate your core and basic with this build you should always have high fury meaning you can also look at aspects and paragon traits that interact with that high fury to increase damage.

I encourage others to explore the options out there, Barbarian is rough around the edges, it really needs more options for unstoppable on a more consistent basis (like giving charge extra charges, leap unstoppable, Iron Maelstrom unstoppable). The class really needs this given its nature of being up close 24/7. In playing nightmare dungeons I felt comfortable up to a point with most encounters but certain combos are just brutal. Long duration unstoppable (like rallying cry or ironskin) are a must.

I’ll probably update the thread sometime tomorrow with a build… for now have a good night and I hope this post inspires others to try something outside of the norm.

Edit:
Had a 1.3 mil crit last night, just wanted to bump the thread and let folks know I will be posting the guide over at Wowhead under the title: Brahtos - Bro of War: Living Arsenal Iron Maelstrom. I’m not sure if there is a better standard for posting builds here because links can’t be posted.

2 Likes

Dope, cant wait to see the build once its posted! This is what Im trying to build towards

I’m running a similar build, I’m only 71 not sure where to test out how much I need unstoppable. I just drink a Curative Elixir when I start doing stuff and that pretty much handles CC for the most part, idk, going fine so far anyway.

Also went down the Fortify route and am super beefy now, 48.3% damage reduction while fortified and another 31.3% damage reduction from close enemies (warbringer and bone breaker paragon boards, territorial glyph, sapphire gems in armor).

Only time I feel useless is in big group events, by the time a single HotA swing animation happens people have killed the entire screen lmao.

Yeah, the biggest problem right now is Unstoppable being necessary.

I really want my build to be more dynamic but if perma shout is the only way to survive, i might have to switch.

I’m running charge and rally for unstoppable, it’s not bad at all if you are smart about it. I also recommend building impairment defense and taking the when injured unstoppable aspect. Since I can’t post links here’s the breakdown:

Lunging Strike (1) > Enhanced and Combat
Hammer of the Ancients (5) > Enhanced and Furious
Rallying Cry (1) > Enhanced and Strategic
Imposing Presense (Passive - 1) > Martial Vigor 3
Charge (1) > Enhanced (can take either passive if you like them)
Pit Fighter (Passive 3) > No Mercy (3) > Expose Weakness (3)
Thick Skin (Passive - 1) > 3 Counter Offensive
Iron Maelstrom > Supreme
Tempered Fury (Passive - 1) > Furious Impulse (3)
Heavy Handed (Passive - 3)
Wallop (Passive - 3) > Concussion (3)
Keystone Passive - Walking Arsenal

Optional:

  • Expose can be replaced for pressure point also
  • you can pick up Brute Force if you like

Rotation is pretty free form, just try to use each skill once then rotate to maintain your passive when you can. Rage Dumping with HOTA is also fine when needed. You should be attempting to keep your rage high to contribute to HOTA damage through aspects.

Aspects
There is a lot of flexibility here but the aspects I have up are generally a good mix of defensive and offensive. Big aspects are largely going to be the overpower every 10 swaps, raw damage, and defense aspects. +1 charges on weapon master skills feels nice but isn’t absolutely necessary.

  • Defense:
    Aspects of steadfast, eluding, and might provide a good well rounded baseline of defense and option to quickly build fortify while berserking. With high enough crit a single pack can top off your fortify with a HOTA slam. It’s important to note, the mortal draw glyph seems to scale its stat better than many of the other glyphs on level up.

  • Offense:
    Ancestral force, Encroaching wrath, Accelerating, and Edgemaster round out our weapons. There is flexibility here on whether you want more general damage or to specialize, give it a try and swap out the offensives as you like for the two handed bonus. Earthstriker’s aspect activates our overpower through weapon swapping.

Stats to Focus:

  • Anything while fortified
  • Anything while berserking
  • Attack speed > this makes big hard hitting builds just feel better
  • General damage resistance to your liking, especially armor, it is currently broken and should be 100% taken in lieu of resistances at this time.

Damage: these are the most consistent but others can be mixed (while stunned, ultimate damage, etc)

  • Close
  • On weapon swap
  • Overpower
  • Vulnerability
  • Crit
  • Max fury (This directly contributes to HOTA damage)

Key Glyphs and Boards to start:
Glyphs: Territorial, Ire, Mortal Draw (scales really well)
Boards: Warbringer and Bone Breaker are great starter boards.

Genuinely believe the game would be better in every way if enemy crowd control outright did not exist. Soft CC like slows, etc. fine. Hard CC, no.

I think there’s an argument for CC, but they would have to reduce the amount, the duration, implement diminishing returns, etc. and I just don’t have the faith in the devs to put that work in.

Further, who enjoys getting CC’ed? In a game with great visual clarity, it can make for a more thoughtful gameplay experience, but half of the time you can’t even see the CC coming.

In one way, it would dumb down the gameplay. In theory, at least. In reality, CC isn’t making the game anymore thoughtful anyways, and it’s certainly making builds much less varied and interesting.

Nice build. I’m leveling my barb at the moment using triple shouts just due to convenience and ease of use but I want to eventually play an overpower build similar to this. Death blow with all the modifiers from aspects seems like it could hit incredibly hard on an overpower. 200% increased damage after spending 100 fury if you put it on a weapon