Frenzy Barbarian aka Frenzybarb is is a Diablo 2 Build in Blizzard North's cRPG of 2000, Diablo 2. The best weapons for Frenzy Barbs are 2x Grief PB, eBotDz / cb and eDeath. On-switch, we have eLacerators for Amplify proc. This represents an embarassment of offensive riches.
cf. Barbarian PC Games.
The Frenzybarb is a dual-wielding Barb build that focuses on chewing through mobs and bosses. The attack rate of Frenzy Barbs builds up or charges with each hit landed. Movement speed also charges up. This represents the frenzied state. While in this state, the barb is able to bounce from one mob to the next at lightning speed. Chew the mob out, bounce, chew the next mob out, bounce, rinse repeat.
Assuming you charge up fully, at 20th level Frenzy you're getting something like +40% IAS and +100 run/walk. As such, it's one of the most engaging and entertaining builds to play in Diablo 2. You won't fall asleep like you do playing a skellymancer.
However, this playstyle is dangerous without the right gear, and getting the right gear is not easy because Frenzy Barbs are exorbitantly expensive to twink out: you need to be an abundantly rich player in order to get a solid Frenzy Barb going. There is no "budget" Frenzy Barb.
However, this playstyle is dangerous without the right gear, and getting the right gear is not easy because Frenzy Barbs are exorbitantly expensive to twink out: you need to be an abundantly rich player in order to get a solid Frenzy Barb going. There is no "budget" Frenzy Barb.
Yes, you can get through Normal and Nightmare no problem, but that is true of any decent build. And let's face it: any idiot can solo Normal and Nightmare. But a build that cakewalks Nightmare is in for a shock come Hell. Suddenly, that great build, those great items? Well, they don't cut the mustard anymore. In fact, they probably suck now.
At the point I left him a few years ago, my Frenzy Barb was able to solo-slay Diablo and Baal in Hell mode difficulty, as well as any enemy including physical immune super-uniques. However, he still had difficulty chewing through some mobs, and he had major survivability issues under certain situations. This was on /players1 and I was about 80th level.
At the point I left him a few years ago, my Frenzy Barb was able to solo-slay Diablo and Baal in Hell mode difficulty, as well as any enemy including physical immune super-uniques. However, he still had difficulty chewing through some mobs, and he had major survivability issues under certain situations. This was on /players1 and I was about 80th level.
Frenzy Barb Weapons
Other than the build itself (stats and skills along with their synergies), weapon selection is of paramount importance to Frenzy Barbs. As with other barbs, he lives and dies by his weapons. When I last played, he was dual-wielding ethereal Breath of the Dying berserker axes aka eBotDz x2.
Can't argue with those mods, right? They plug lots of holes. The indestructibility will also save tens of millions of gold in repair bills over his career. But then, in revisiting my Frenzy Barb, I have found this setup to be subpar in regard to both damage and survivability.
Swaping out eBotDz for eDeath is an improvement due to the crushing blow and deadly strike flaunted by the latter. On my stat window it didn't look better but in practice I was chewing through Hell mobs much faster.
(This is a Colossus Blade.)
Frenzy barb Armor: Treachery in perfect superior Great Hauberk (for Fade), then Fortitude in Archon.
Frenzy barb Helm: Arreat's Face slayer guard or Guillaume's Face winged helm for Crushing Blow (socket with VJoF).
Frenzy barb Gloves: Laying of Hands bramble mitts
Frenzy barb Ring: Raven Frost x2 or Angelics
Frenzy barb Amulet: Highlord's Wrath
Frenzy barb Boots: Gore Riders or Wartravs
Frenzy barb Belt: String of Ears for Life Leach 8 + DR 15.
Frenzy barb Merc: Act II Might Merc wields ethereal Reaper's Toll and wears ethereal Treachery or ethereal Fortitude, and Guillaume's Face, ethereal Vampire Gaze or ethereal Andy's.
Some recommended charms:
Some recommended charms:
Ideally, we want stacks of:
- Fine Small Charm of Vita, perfect
- Sharp Grand Charm of Vita, perfect
- Shimmering Small Charm of Vita, perfec
- Shimmering Grand Charm of Vita, perfect
- Fine Small Charm of Balance, perfect
And maybe:
Frenzy barb Stats
Str and Vit are your main concerns. Balance them how you like.
- Strength: A few hundred points or enough just to equip gear
- Dexterity: Need 136 for Phase Blades
- Vitality: As much as you think you need for reliable survivability
- Energy: Nothing
Frenzy barb Skills
- Weapon Mastery (Sword, Axe): 20
- Double Swing: 20 max (+dmg to Frenzy)
- Double Throw: 1
- Frenzy: 20
- Berserk: 1 (for phys-immunes)
- Taunt: 20 max (+dmg to Frenzy)
- Shout: as high as you can get it (improves Berserk)
- Battle Orders: 1
- Battle Command: 1
FHR (Faster Hit Recovery): Since Frenzy is interruptible, get FHR to the 48 breakpoint. You don't need higher in PvM.
How to play the Frenzy barb build
Buff with Battle Command, Battle Orders and Shout (making sure your merc is in the AoE). Make sure the idiotic merc switches on his aura
Charge into the mob and start whaling away, prioritizing archers, spellcasters and super-uniques. Basically, whatever is most dangerous needs to die first.
Fade should proc pretty quickly, giving you perfect resists and %-based damage resistance that will stack with your other sources (I have three or four). The duration is also generous. Thus, you could switch wields once faded providing you have other means of Life Tapping (Dracul's Grasp), or have insane life leach.
As well, Life Tap should quickly proc due to the high attack rate. With Fade and Life Tap procc'd, you should feel pretty confident. I don't use Dracs, I use Laying of Hands.
Keep whaling away and your deep hit point pool will constantly be peaking at max.
If you get amplified or decrepified, it may not matter. Just keep an eye on that HP pool. If it drops to 50%, back out.
For physical immunes and stoneskins, go Berserk. This will chew great chunks out of such enemies. It's very powerful even with just one point in it. Don't go Berserk when mobbed unless you're supremely confident in your tanking ability (damage resistance, defense, HPs). As a rule, wipe out the squishies first and then crush the physical-immunes with Berserk. So satisfying.
Anyway, try to get those weapon runewords going, put them on switch, and experiment. Then you will get a feel for what dual-wield is best for you, which depends on what other items you have access to.
tl;dr of why this setup is solid (assuming you know how to build a cookie-cutter Frenzy Barb):
- Stacked Crushing Blow and Deadly Strike
- Godly survivability procs in Fade
- Might aura and Decrepify from merc
- Par-for-the-course but mandatory perfect resists (Fade) and Cannot be Frozen (Raven Frost or Cham'ed helm).
Notes:
Lightning resistance is by far the most important resistance to have and poison resistance is by far the least important. Why? Because lighting can slay you in the blink of an eye whereas even the most venomous poison can be endured through heal-potion quaffing (or even cured with a single antidote quaffing).
Physical Damage Resistance Breakdown (capped at 50%):
- Rockstopper (upped from sallet to hydraskull) + Ber: 18%
- Fade: 11%
- String of Ears or Verdungo's Hearty Cord: 15%
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