Diablo 3 Attribute Dmg
How to Build a Barbarian in Diablo III. Updated: September 5, 2019. Explore this Article Knowing the Right Skills Learning About Stats Obtaining the Necessary Equipment Ask a Question Related Articles. Get +Critical Damage and +Attack Speed on your gloves and bracers. Stat Priority guide for Diablo 3. Stat Priority Patch 2.1.2. Managing Primary (Strength, Dexterity, Intelligence, Vitality) and Secondary (Critical Chance, Critical Damage, Attack Speed, Weapon Damage, Armor, etc.) stats is critical for maximizing your Barbarian.
Diablo 3's Patch 2.6.4 brought significant changes to Raekor's Set bonus damage which now increases the damage of Fury spenders by up to an astounding 27500%! This is one of the highest damage bonuses out of all Diablo 3 sets, and on top of that, it's one that can be easily reached within a matter of seconds and selected Fury Spenders can be spammed with the set's full benefit.
This is currently the best Barbarian Build for Season 16 and Patch 2.6.4, which is apparently slightly better than Charge Barb based on the Immortal King's and Raekor sets combined. I guess we will have to see over the course of the Season how it ends up.
To check the full list of our Best Diablo 3 builds visit: The Best Diablo 3 builds by Odealo
Table of contents
- General information
- Recommended items
- Recommended skills
General information
The entire build is based on The Legacy of Raekor set which provides the following bonuses:
- Furious Charge refunds a charge if it only hits one enemy (2/6 pieces)
- Furious Charge gains the effect of every rune and deals 1000% increased damage (4/6 pieces)
- Every cast of Furious Charge grants a stacking effect that increases the damage of the next Fury-spending attack by 5500% per stack. Every cast of a Fury-spending attack consumes up to 5 stacks (6/6 pieces)
The Legacy of Raekor is a truly fitting set for a Barbarian. It's fully oriented on raw DPS, and unlike the majority of sets in Diablo 3, it grants no defensive bonuses. Luckily, Barbarian class offers various items and defensive skills that are more than enough when pushing High-level Greater Rifts.
The gameplay mechanics for HotA Raekor are rather simple, but spamming skills mindlessly will not bring you good results (yes, for some builds it does :) ). First of all, you need to accumulate stacks for the 6 piece bonus, by Charging into enemies with your Furious Charge. After you have 5 Stacks ready, you should use your Hammer of the Ancients for maximum damage. You can lower the stack count versus thrash, as you won't need the entire bonus ready for weaker enemies, but that heavily depends on your current gear, Paragon level, and the difficulty level you are playing currently (or the Tier of Greater Rift). You should adjust it for maximum clear speed.
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Recommended items
Equipment | |
Head - Raekor's Will Stat priorities: 1) Critical Hit Chance 2) Strength 3) Increased HotA damage 4) Vitality (if you can't roll HotA damage) 5) Secondary res. Socket: | |
Chest - Raekor's Heart Stat priorities: 1) Strength 2) Vitality 3) All elemental resistances 4) Reduced damage from elites/Secondary res. Sockets: (replace with Rubys if you feel comfortable with having less all res.) | |
Pants - Raekor's Breeches Stat priorities: 1) Strength 2) Vitality 3) All elemental resistances Sockets: (replace with Rubys if you feel comfortable with having less all res.) | |
Gloves- Raekor's Breeches Stat priorities: 1) Strength 2) Critical Hit Chance 3) Critical Hit Damage 4) Area damage% / Vitality 5) Attack speed 6) Secondary res. | |
Boots - Raekor's Striders Stat priorities: 1) Strength 2) Vitality 3) All elemental resistances 4) Increased HotA damage | |
Pauldrons - Raekor's Burden | |
Bracers - Bracers of the First Men Stat priorities: 1) Critical Hit Chance 2) Fire damage% 3) Strength 4) Life on Hit 5) Vitality 6) Secondary res. Special power: Hammer of the Ancients attacks 50% faster and deals 375-500% increased damage | |
Amulet - Traveller's Pledge Stat priorities: 1) Socket 2) Critical Hit Damage 3) Critical Hit Chance 4) Fire damage% 5) Strength (Part of the Endless Walk set) Set bonuses:
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Ring - Compass Rose Stat priorities: 1) Socket 2) Critical Hit Chance 3) Critical Hit Damage 4) Area damage% 5) Strength 6) Vitality (Part of the Endless Walk set) | |
Ring - Convention of Elements | |
Belt - Pride of Cassius Stat priorities: 1) Strength 2) Vitality 3) All elemental resistances 4) Life gained per Fury spent 5) Life% Special power: Increases the duration of Ignore Pain by 4–6 seconds | |
Weapon 1/2 - Little Rogue Stat priorities: 1) Socket 2) High average damage 3) Damage% 4) Strength 5) Attack speed% Sockets: (Part of the Istvan's Paired blades set) Set bonuses:
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Weapon 1/2 - The Slanderer Stat priorities: 1) Socket 2) High average damage 3) Damage% 4) Strength 5) Attack speed% Sockets: (Part of the Istvan's Paired blades set) | |
Bonus Items for Season 16 (thanks to built-in Ring of Royal Grandeur power) | |
Chest - Aquila Cuirass Stat priorities: 1) Strength 2) Vitality 3) All Elemental Resistances 4) Reduced damage from elites Sockets: (replace with Rubys if you feel comfortable with having less all res.) Special power: While above 90–95% of primary resource, all damage taken is reduced by 50% | |
Kanai Cube powers | |
The Gavel of Judgement Hammer of the Ancients deals 600–800% increased damage and returns 25 Fury if it hits 3 or fewer enemies | |
Magefist Fire skills deal 15–20% more damage. | |
Band of Might After casting Furious Charge, Ground Stomp, or Leap, take 60–80% reduced damage for 8 seconds | |
Legendary Gems | |
Bane of the Trapped
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Bane of the Stricken
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Esoteric's Alteration
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Recommended skills
Active Skills | |
Hammer of the Ancients | |
Furious Charge Rush forward, knocking back and dealing 600% damage as Physical Battering Ram Damage type changes to Fire and the damage is increased to 1050% Core ability in every Raekor build. It used to transition fast between groups of monsters, as well as generate charges for the 6 piece Set bonus | |
Wrath of the Berserker Enter a berserker rage which raises the following attributes for 20 seconds: Critical Hit Chance, Attack Speed, Dodge Chance, and Movement Speed Insanity Increases damage dealt by an additional 50% Your core utility ability. It grants terrific bonus damage and damage reduction. Should be used against Bosses and tougher packs of monsters. | |
Threatening Shout Shout, reducing damage done by nearby enemies by 20% for 15 seconds Demoralize Affected enemies become taunted by the Barbarian Good defensive utility skill. It reduces monster's damage and makes it easier to group them up for your big hit with Hammer of the Ancients | |
Battle Rage Enter a rage which increases Player's damage by 10% and Critical Hit Chance by 3%. The buff lasts 120 seconds Bloodshed Deal 20% damage of your recent critical hits to enemies within 20 yards radius every second Battle Rage provides very high bonus damage and should be up all the time | |
Ignore Pain Reduce all damage taken by 50% and gain Immunity to all control-impairing effects for 5 seconds Ignorance is Bliss While under the effect of Ignore Pain, you will be healed for every point of Fury spent Mandatory defensive skill for this build. It grants a very high defensive bonus which is critical when playing Raekor's set | |
Passive Skills | |
Ruthless You deal 40% extra damage to enemies below 30% Life | |
Brawler Increases your damage by 20% if there are at least three enemies within 12 yards | |
Boon of Bul-Kathos
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Berserker Rage You deal 25% extra damage while near maximum Fury (approximately 95% and up) |
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We hope you will enjoy this build as much as we did. And see you soon in the world of Sanctuary.
Diablo 3 Attributes Explained
If you have any ideas how we could improve this build, or if you believe the Immortal King's Hammer of the Ancients Barbarian is not suitable for this title please let us know in the comments below.
Pictures used in this article are the intellectual property of Blizzard Entertainment.
Class build guides will take care of very specific stats to acquire on gear, but I feel it’s important as a Diablo 3 player to understand why we pick the stats we do. Players should be able to experiment with different builds by generally knowing how to support those builds with their gear without needing a precise gearing manual or spreadsheet at hand.
Diablo 2 Attributes
Increased Damage: Elemental, Skills, Weapon
Elemental percent is what we mean by those amulets and bracers that have a stat line about “[Element] skills deal X% more damage,” with [element] being one of Diablo 3’s elemental schools of damage: Arcane, Cold, Fire, Holy, Lightning, Poison, or Physical. The abbreviations for this stat vary, from the general “ele %” to the specific “lightning %” for a particular class build. Most class skill builds are built around one main elemental school in order to take advantage of this stat. If a class build has skills in two or more different elemental schools, then the school of whatever skill is the biggest damage source is what elemental school you’ll aim for in elemental percent damage.
Mac photo duplicate cleaner free. Skill damage is also not set in Diablo 3. Ability damage in WoW is often set by a certain percentage of spell power or attack power and then some modifiers. Skill damage in Diablo 3 can be increased by gear through stat lines like “Increases [skill] Damage by X% ([Class] Only).” Otherwise, skill damage is at its core based as dealing some multiple percentage of your weapon damage.
Weapon damage is a tad confusing and illustrates one problem with Diablo 3’s conflict of UI and gearing vision. One of the goals of Diablo 3 was to get away from all the spread-sheeting that comes with WoW’s theory crafting territory and to provide simple conclusions of whether an item is an upgrade or not. Unfortunately, tooltips lie. This isn’t to say that they tell untruths in Diablo 3, it’s more that they don’t tell you the whole truth about what’s being factored into a number. And in weapon damage’s case, sometimes they highlight the wrong number to look at.
The visibly big number on weapon tooltips is the weapon DPS number, and the game gets it by taking the average of the base weapon damage range listed below it and multiplying by the base attack speed listed on the weapon. Already you can see that this does not take into account the increased elemental damage that can appear on the weapon or other gear nor does it take into account increased attack speed from Paragon points or gear. What you should instead focus on with weapon damage are two things: the range of weapon damage (low and high damage) and your desired attack speed (slow or fast).
Attack Speed versus Cooldown or Resource Reductions
There are two very general styles of skill builds. One style values increased attack speed (IAS or AS or AttS) because it focuses on hitting things very often all the time. Pet builds tend to value increased attack speed, as it passively buffs the various pets and guardians you can have out hitting things for you. Dual-wield builds also often value attack speed since each weapon hits for less than what a slow two-hander would do.
The other general style of build is a resource-based skill build, where attack speed doesn’t matter so much because of cooldowns and abilities that don’t stack. These builds are often wielding slow two-handed weapons that hit hard when they do hit and focus on stats like cooldown reduction (CDR) and resource cost reduction (RCR). Sometimes the two stats are both priorities for the build; sometimes only one stat is desirable and the other doesn’t do much for the build. Cooldown reduction is found as a stat on items, but often the biggest chunk of CDR is found by socketing a big diamond into your helm. Resource cost reduction is only found as a stat on gear pieces rather than as a socketable addition.
Diablo 1 Attributes
Cooldown reduction helps when your build is heavily focused on crowd control (CC) or abilities with cooldowns that buff your damage. For example, Spirit Walk is arguably the most important Witch Doctor skill, despite being a defensive cooldown rather than an offensive ability. Spirit Walk has a 12-second base cooldown, but if my Doctor could grab 25% CDR, that Spirit Walk now only has a 9.6 sec cooldown.
Resource cost reduction helps when your build is heavily focused on abilities that hit hard but rather than having a long cooldown, they have instead a large resource cost. A Wizard who casts Meteor as a main damage ability can spam it only so long as she has 40 Arcane Power to spend. A 25% RCR would mean she only has to spend 32 Arcane Power to cast a Meteor.
Critical Hit Damage and Chance
Critical hit chance (CHC) is something familiar: It’s the chance your damage is going to crit. The critical hit damage (CHD) in WoW is a fixed number — twice what the original hit was. In Diablo 3, you can control how much harder your critical strikes hit for by increasing the CHD stat on your gear. Base critical hit damage is +50.00% and base critical hit chance is 5.00%.
CHD and CHC go together. That is, stacking CHC doesn’t do you much good if your CHD is also low — and vice versa, a ton of extra critical damage doesn’t help much if you rarely crit. The eyeballing-it rule about CHD and CHC is that your CHD should be about 4-5 times your CHC.
An example: my current CHC is low at 27.70% (or my CHD is too high), because my CHD is 207.00%, or about 7 times my chance. The green gem I have socketed into my weapon is a huge source of critical hit damage — a whopping +125.00%. My problem is largely because I want to socket a needed legendary gem, but my current amulet with a socket is otherwise inferior in stat allocation because it doesn’t have my preferred trifecta with some juicy CHC.
A trifecta is the perfect set of three stats sought out for on a piece of gear, with the extra stat usually being the primary stat for your class (Strength, Dexterity, or Intellect) or a guaranteed item stat like bonus weapon damage. Often you’ll see trifectas composed of CHC, CHD, and then another stat we’ve already mentioned, like IAS, ele %, CDR, or RCR.
Movement speed
Movement speed helps you defensively so you can move out of floor fire and bad missiles more quickly. It helps you offensively as well, because you can keep up buffs that depend on hitting mobs while you are moving more continuously, mob pack to mob pack, with less downtime in between. It also helps you in pure time efficiency because you can travel across the map more quickly.
Movement speed (move %) is often mentioned only once or not mentioned at all in skill build guides, because it’s often assumed you’re working to maximize it. The tooltip spells it out: The maximum movement speed increase you can have from gear and Paragon points is 25.00%. You can get all 25.00% from devoting 50 of your Core-category Paragon points into movement speed, but that assumes you have accrued at least 197 Paragon levels (50 + 49 + 49 + 49). Usually, you get this stat from your boots, and then you fill the remaining difference from 25% with Paragon points.
Survival of the fittest
Dishing out the damage is what most players will focus on, but surviving the damage done by monsters is just as important — especially when playing hardcore or solo! I should be discussing ten important gear stats in Diablo 3, not nine, but that tenth item isn’t just one stat. Defensive abilities, armor, resistances, vitality, percent life, and the three Life-per stats all factor into being able to take hits or heal back hits. So we’ll talk later in more detail on the myriad ways to survive adventuring in Hell.
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