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Charge Bleed Barbarian

constablecrab -
  • Season 3
  • Barbarian
  • Endgame
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    Rupture

    Rupture

    Skewer enemies in a line, dealing 13% damage, then rip your weapon out, damaging enemies for their total Bleeding amount removing all Bleeding damage from them.

    Charge

    Charge

    Become Unstoppable and rush forward pushing enemies with you then swinging through them for 180% damage and knocking them back (CC).

    Lunging Strike

    Lunging Strike

    Lunge forward and strike an enemy for 33% damage.

    Wrath of the Berserker

    Wrath of the Berserker

    Explode into a rage, Knocking Back surrounding enemies and gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing Direct Damage with Basic skills grants Berserking for 5 seconds.

    Rend

    Rend

    Cleave enemies in front of you, dealing 12% damage and inflicting 96% Bleeding damage over 5 seconds.

    Steel Grasp

    Steel Grasp

    Throw out a trio of chains that deal 23% damage and Pull In enemies.

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    GEAR VIEW

    SlotGemAspect/UniqueAspect/UniqueGemSlot
    helm2593128734.png Tuskhelm of Joritz the Mighty

    When you gain Berserking while already Berserk, you have a [40 - 60]% chance to become more enraged granting 15%[x] increased damage, 2 Fury per second, and 10% Cooldown Reduction.

    Iron Blood Aspect

    Gain 2 - 4% Damage Reduction for each Nearby Bleeding enemy up to 10 - 20% maximum.

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    Juggernaut's Aspect

    Gain # Armor, but your Evade has 100% increased Cooldown.

    X'Fal's Corroded Signet

    Your Damage over Time effects have up to a 50% chance to erupt, dealing # damage of the same type to Nearby enemies.

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    glovesAspect of Berserk Ripping

    Whenever you deal direct damage while Berserking, inflict [20-30%] of the Base damage dealt as additional Bleeding damage over [5.0] seconds.

    Ring of the Ravenous

    Damaging enemies with your Brawling Skills applies 2 stacks of Rend's Bleed. This can only affect each enemy once every 4 seconds. (Barbarian Only)

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    Tibault's Will

    You deal x 20 - 40% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

    boots Weapon Master's Aspect

    Your Weapon Mastery skills have an additional Charge.

    Lucky Hit: Damaging an enemy with a Weapon Mastery skill has up to a 37% - 55% chance to Stun (CC) them for 2 seconds.


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    Edgemaster's Aspect

    Skills deal up to x 10 - 30% increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.

    Fields of Crimson

    While using this weapon, damaging at least one enemy with Rupture creates a blood pool that inflicts # Bleeding (DoT) damage over 6 seconds. Enemies standing in the pool take x 20% increased Bleeding damage.

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    offhand
    weapon2670646987.png Aspect of Ancestral Charge

    Charge calls forth 4 Ancients who also Charge, dealing 20 - 30% of normal damage.

    Brawler's Aspect

    Enemies damaged by Kick or Charge will explode if they are killed within the next 2 seconds, dealing 1.5 - 1.8 damage to surrounding enemies.

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    PARAGON GLYPHS AND BOARDS

    Start
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    Ire

    • For every 5 Strength purchased within range, you deal + 1.3% (lvl 1) - 5.3% (lvl 21) increased damage while Berserking.
    • While Berserking, you take 10% reduced damage from Elites.
    Blood Rage
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    Seething

    • For every 5 Strength purchased within range, you deal + 1.3% (lvl 1) - 5.3% (lvl 21) increased damage while wielding a Sword.
    • While wielding a Sword, you gain 3 Fury when you kill an enemy.
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    Disembowel

    • For every 5 Willpower purchased within range, you deal + 2% (lvl 1) - 8% (lvl 21) increased Bleeding (DoT) damage.
    • Killing a Bleeding (DoT) enemy has a 10% chance to reduce the Cooldowns of your Non-Ultimate active Cooldowns by 1 second.
    Warbringer
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    Bloodfeeder

    • For every 5 Dexterity purchased within range, you deal + 2% (lvl 1) - 8% (lvl 21) increased damage to Bleeding (DoT) targets.
    Carnage
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    Might

    • Grants + 25% (lvl 1) - 125% (lvl 21) bonus to all Magic nodes within range.
    • You deal x 8% increased damage while wielding Two-Handed weapons.
    Bone Breaker
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    Territorial

    • For every 5 Dexterity purchased within range, you deal + 2% (lvl 1) - 10% (lvl 21) increased damage to Close targets.
    • You gain 15% Damage Reduction against Close enemies.

    BUILD AND PARAGON BOARD VIEW

    BUILD EXPLANATION

    This is a variation on the typical Charge/Rend build that relies heavily on the effects of the Fields of Crimson two-handed sword and the Ring of the Ravenous. You also wan’t to equip Tibault’s Will as soon as possible. For the best synergy, you should manually set all of your attack skills to use your two-handed sword.

    X’Fal’s Corroded Signet is not 100% required, but its unique effect and other affixes are very desirable for the build. If you don’t equip X’Fal’s, you should use a weapon technique other than Polearm, since you will not be reliant on lucky hit chance.

    Tuskhelm of Joritz the Mighty is always a good barbarian helm. Until you have one, a legendary helm with your choice of defensive aspect will suffice. Note that you won’t be using your basic attack often with this build, so Disobedience and Might are of minimal use. Crowded Sage might be a better choice.

    A large part of your attack power comes from the Blood Rage legendary paragon node, so your top priority for item affixes should always be Damage While Berserking, followed by Strength and enough All Stats, Dexterity, or Willpower to fully activate all of your rare nodes. With the Juggernaut’s aspect, you won’t need %Armor on more than one item to reach the armor cap, so focus on maxing out your elemental resistances.

    NOTE: If you’re playing in Eternal or using a Seneschal configuration that doesn’t include Fortify Support, you may want to replace the Iron Blood affix on your amulet with Numbing Wrath, or else alter your choice of passive skills.

     

    GAMEPLAY LOOP

    You will almost always open by using Charge. Try to position yourself to hit as many enemies as possible and push them into terrain. As long as you’re hitting multiple targets, Charge will have little or no cooldown time and can be used repeatedly until everything is dead. Aiming for the farthest enemy in a pack helps ensure you hit everything. In confined situations (like a vault trap room), your Ancients from Ancestral Charge cover a wide area and will continue moving past the point where you stop, and can thus be used to deal damage at range without moving yourself into danger.

    If Charge is on cooldown, or you’re facing a tougher target, use Rupture to heal yourself and inflict AoE bleeding damage. Rupture has the highest chance to trigger explosions from your X’Fal’s ring, so it’s a good idea to pull enemies in with Steel Grasp before Rupturing. Steel Grasp also helps maintain berserking and is your only reliable way to make enemies vulnerable.

    You will only normally need to cast Rend vs. bosses. Use Rupture to create a blood pool under the boss, Rend until your fury is depleted, then Charge to regain fury.

    Because you can reliably gain fury by killing enemies and using Charge, you won’t normally need to use your basic skill to generate resource, but Lunging Strike is useful as a gap closer and a quick way to take out individual, soft targets,

    Wrath of the Berserker should be reserved for when you need to be Unstoppable.

    QUICK SKILLS VIEW

    SkillRank
    Lunging Strike

    Lunging Strike

    1
    Upgrade Hub

    Enhanced Lunging Strike

    1
    Rend

    Rend

    5
    Upgrade Hub

    Enhanced Rend

    1
    Upgrade Hub

    Violent Rend

    1
    Imposing Presence

    Imposing Presence

    3
    Charge

    Charge

    5
    Upgrade Hub

    Enhanced Charge

    1
    Upgrade Hub

    Power Charge

    1
    Aggressive Resistance

    Aggressive Resistance

    3
    Battle Fervor

    Battle Fervor

    3
    Thick Skin

    Thick Skin

    3
    Defensive Stance

    Defensive Stance

    3
    Rupture

    Rupture

    1
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    Enhanced Rupture

    1
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    Fighter's Rupture

    1
    Hamstring

    Hamstring

    1
    Cut to the Bone

    Cut to the Bone

    3
    Wrath of the Berserker

    Wrath of the Berserker

    1
    Upgrade Hub

    Prime Wrath of the Berserker

    1
    Upgrade Hub

    Supreme Wrath of the Berserker

    1
    Unconstrained

    Unconstrained

    1
    Steel Grasp

    Steel Grasp

    1
    Upgrade Hub

    Enhanced Steel Grasp

    1
    Upgrade Hub

    Fighter's Steel Grasp

    1
    Pit Fighter

    Pit Fighter

    3
    Martial Vigor

    Martial Vigor

    3
    Heavy Handed

    Heavy Handed

    3
    Counteroffensive

    Counteroffensive

    3
    Upgrade Hub

    Battle Lunging Strike

    1

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