Frenzy: Max Damage and Uber Guide 1.11

If your going Beast and Lastwish, then go Zerker Axes.

Update:

No matter what i do to keep my merc alive, she just wont survive in Ubertrist.
If i prebuff her with fade lol, and use Lifetap instead of Amp Damage, she lasts quite a bit longer, but something eventually swarms her, even with consistant howling.
So the dual edeathettins or edeathz's with a Faith Merc aint such a good idea, in Ubertrist.
Awesome for general gameplay/baalruns though.
 
Thx for the update Spankeh. Do you have any suggestion for the most effecient weapons in ubertrist? (assuming lifetap)

-tallon
 
this might sound dumb, but is the good old Fury runeword of any use in this build? 40 ias, pmh, ow, ds, itd, 20% to AR, 6LL, and 5 to frenzy looks good to me, only thing is lowly 209 ed. thoughts?
 
Great work. Just wanted to find sth like this.
I'm going to make my uber barb with double LW zerks. I've seen that you forget that auras from 2 items give you 34 lvl might = 340%ED (!!!). It does not work with auras from skill and item (for example pala using conviction will not receive bonus from infinity and if you and merc have might auras, only higher lvl aura is effective)

ref. A1 faith merc - it is a crap. IAS from fana does not work with party - means you. It gives you little bit more dmg (120-130). It is quite a lot but will be usefull few second before merc die.

ref sanctuary: "Steal Life/Mana items work well with Sanctuary against immune to physical undead monsters; as long as they have positive drain effectiveness. (See Monsters Section.) Sanctuary does significant damage against undead compared to other auras, because it ignores the %50 Damage resistance which nearly all undead monsters have in Hell diffuculty." from "Arreat Summit"

I'm going to use CoH = NO TELE and I think that I can use 2 x Bloodletter on switch. WW is usefull to go through minions which usually are on your way to Mephisto. Spending 3 pts for WW is waste so Bloodletter would be helpfull. What do you think? Dmg very low (no sword mastery) but should works.

Stuff which I'm going to use:
Armors:
Arreat, Coh, Dungo, Draculs, Gore
Weapon:
2 x LW zerk
2 x Bloodletter on switch
Jewelery:
Highlord (considering atma because of AD vs PI)
Raven
Carrion wind (stun from twister can help)

With this gear I should have 100% CB (and I think that goreriders are not best choice maybe Nat boots for res?), 25% cast life tap - nice but I think just in case I can use marrow for LT cast where I want.
Any suggestions?

Last question. Are you sure that Meph has convition lvl 20? If yes pala with conv lvl 21 make it inactive (!) and best team would be avenger who help you with PI.
 
Awesome guide dude, you really know your bizz about Frenzy Barbs.

ref. A1 faith merc - it is a crap. IAS from fana does not work with party - means you. It gives you little bit more dmg (120-130). It is quite a lot but will be usefull few second before merc die.

That's where you're wrong, an Act1 merc with Faith DOES give you the IAS bonus to all party members in range. I know because that's what I used on an old Amazon to get to an 8 frame attack using Lycander's Aim, which is slow as hell (like 10 or 11 frames natural).

Skills to not waste points on:
Leap
I'm going to have to disagree with you here. Leap is one of those indispensible skills that make Barbs stand out from all the other characters. I believe it deserves 1 point in all Barb builds, regardless of what else you're doing. With enough +skills (which will be around +5-10 Combat skills on an Arreat's toting Barb) you'll get a range big enough to jump anywhere you want to go, and there's always that useful knockback when you land. It's basically the CoH-based or Fort-based Frenzy Barb's answer to Teleport, for those people who hate using Enigma on a non-caster character like me, who think "CoH>>>nig 4 frenzy" no matter what you say about it...

...anyway, I've said my piece about Leap. After all these years, it still cracks me up Leapfrogging in one spot for no reason. "whup, whup, whup, whup..." hehehe...

I'm going to use CoH = NO TELE and I think that I can use 2 x Bloodletter on switch. WW is usefull to go through minions which usually are on your way to Mephisto. Spending 3 pts for WW is waste so Bloodletter would be helpfull. What do you think? Dmg very low (no sword mastery) but should works.
.

Read the above paragraph. NO TELE = use Leap. Bloodletters have Sword Mastery on them for free btw, but it still doesn't justify using them.

Leap costs 2 mana and you don't get hit in the air, WW costs 25++ mana, and you can get hit and maybe even die if WWing through a dangerous pack.

With this gear I should have 100% CB
.
You will have up to 85% CB on each weapon. Two separate weapons do not add up CB. Same goes with CTC Life Tap, it's a separate chance for each weapon, the chances do not add up.

Last question. Are you sure that Meph has convition lvl 20? If yes pala with conv lvl 21 make it inactive (!) and best team would be avenger who help you with PI.

Nope, only the Paladin will benefit from the immune to Conviction with his own higher Conviction AFAIK. All other people will still get -res%.



 
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Thread unstuck, as it is linked in the guide thread, and has been stuck for far longer than the two-week standard.

-Hal
 
That's where you're wrong, an Act1 merc with Faith DOES give you the IAS bonus to all party members in range. I know because that's what I used on an old Amazon to get to an 8 frame attack using Lycander's Aim, which is slow as hell (like 10 or 11 frames natural).
Nice. Did not understand this well page:
http://www.battle.net/diablo2exp/skills/paladin-offense.shtml
Althought I've used fana merc did not seen difference, but maybe not achieved breakpoint or my eyes are too slow.
With pala I used double dream A3 merc. He awake meph very fast and die immediatelly but all skelies were "confused", what gave me time to get Meph.

Leap can be good solution - 1 pt only is enough. Ref. enigma - I use it on barbs, palas etc. but not in Tristram. CoH gives huge resistances and this is main reason to use it. Forti is little bit worse because no str bonus. ED from forti is similar to CoH, because all monsters in tristram are demons or undead.

You will have up to 85% CB on each weapon. Two separate weapons do not add up CB. Same goes with CTC Life Tap, it's a separate chance for each weapon, the chances do not add up.

Do not know what math function is it - variation, covariation or sth. Anyway 2 LW give more chances for CB then 1 LW. Normal gear for most popular uber killer is: Guillame and gore for CB and exile and dracul for LT (checked not enough).

The same with life tap. I hope that wand or knife with LT charges are not necessery. Maybe Mephisto explain me that I was wrong :).

Nope, only the Paladin will benefit from the immune to Conviction with his own higher Conviction AFAIK. All other people will still get -res%.
:cry:
It is a pity that only 2H weapons which barb can take in 1H are swords. 2 x infi would be great. Great aura and animation would be funny, especially leap :)



 
So, you think you could share your build/equipment? :)

-tallon

Sorry, didn't see this before. Build was just a regular frenzy build with like 10 pts into frenzy synergies. Equip was:

gui's helm
chains of honor armor
atma's amulet
2x grief zweihanders
2x leech rings with resists (ravenfrost vs uber-meph)
trang's belt with 16x full juvies
gore rider boots
laying of hands gloves
AR, life and resists charms
~3200 life after battle orders

merc had:
crown of theives helm, with ias jewel
eth duriel's armor
infinity eth cv

Strategy was to howl at minions to isolate ubers and take them down one-by-one. Diablo is pretty easy.

Meph is scary because his aura puts my resists in the mid 20's. Each hit of his cold orb would slice my health in half. But if you manage to tank him until amplify triggers, he goes down quite easily.

Baal is quite a pain. Not that he hits hard, but he does regenerate too quick and blocks a lot of hits. Amplify frequently wears out. You need to keep whacking at him until a couple of critical hits take his last slivers of health.

I haven't tried doing them as of lately, but if it were now I might try dracul's for gloves and/or a lawbringer/highlord combo. Another thing I'd consider is to use battle cry on all of them until decrepity or amplify trigger in.



 
If your going Beast and Lastwish, then go Zerker Axes.

Update:

No matter what i do to keep my merc alive, she just wont survive in Ubertrist.
If i prebuff her with fade lol, and use Lifetap instead of Amp Damage, she lasts quite a bit longer, but something eventually swarms her, even with consistant howling.
So the dual edeathettins or edeathz's with a Faith Merc aint such a good idea, in Ubertrist.
Awesome for general gameplay/baalruns though.
Have you tried using a doom in one hand? Wouldn't the doom keep the monsters focused on you more and a little slow to attacking your merc?



 
With this gear I should have 100% CB (and I think that goreriders are not best choice maybe Nat boots for res?), 25% cast life tap - nice but I think just in case I can use marrow for LT cast where I want.
Any suggestions?

Last question. Are you sure that Meph has convition lvl 20? If yes pala with conv lvl 21 make it inactive (!) and best team would be avenger who help you with PI.


1) Go with the Gores. Everything they have is useful against the ubers, not just the CB. You can always get more res from charms.
2) When ubering, you really don't want to have to worry about having to tap manually. With the % to cast LT that this guy has, it's as good as automatic. Those two seconds it takes to switch back and forth from LT manually might be your last two seconds on the face of the Earth. :wink3:
3) Nope, won't work. Meph will still convict you, and it's gonna hurt. :cry:



 
Thread unstuck, as it is linked in the guide thread, and has been stuck for far longer than the two-week standard.

-Hal

How can it be in the Guides thread with this:

Charms

02x 45 Masteries Gcs
26x 03 20 20 Scs.
05x 20 05 Res Scs.
01x 20 20 Annihilus
01x 20 20 Torch.

That's the charms section in the guide. I think that counts as suggesting dupes quite colourfully. Not that I personally would mind it, just that it seems to go against of your regular policy of no dupes.



 
Even so it's in the suggested gear section. Thus it's suggesting the usage of dupes. And such guides are clearly frowned upon in here.

So why?

Here's my take, though it be ever so humble... nowhere do the website's rules say "If you have any items that are likely duped on any of your characters, leave immediately." Heavily duped items aren't welcome to be traded here. There's a list. Those items on his guide are on that list. But they're also on the 'do not trade' lists. Should we delete them, too? They makes reference to them, and clearly imply that these are highly powerful items.

The Mods have passed judgement when it comes to mentioning dupes/hacks/exploits/bugs case by case, time and time again. But what's to stop someone from suggesting that somehow obtaining a potentially duped item would aid the character build they're outlining?

Should we pretend that these things don't exist, just because they can't change hands on dii.net? He's just saying they'd help the build, I think everyone knows that they can't be traded for/sold here.

Basically, whatever the Mods say goes. That's why they're always around, to pass judgement on these sensitive issues. And this thread has been around for quite some time, so I'd say that they've passed judgement already. :cool:

I also think it'd be just plain silly to completely forget these items are out there, though they're not welcome to be dealt here. Pretending won't make them go away. And heck, HRs and Baals eyes can be mentioned freely, obtaining them can be spoken of freely, and they've been deemed free to trade here. And in truth, odds are they're duped. How many times have you seen a BOTD suggested for any particular build? Countless! Now how many times have you seen a Zod drop? Defense rests.

In all things, defer to the Moderators. :grin:



 
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Here's my take, though it be ever so humble... nowhere do the website's rules say "If you have any items that are likely duped on any of your characters, leave immediately." Heavily duped items aren't welcome to be traded here. There's a list. Those items on his guide are on that list. But they're also on the 'do not trade' lists. Should we delete them, too? They makes reference to them, and clearly imply that these are highly powerful items.

The Mods have passed judgement when it comes to mentioning dupes/hacks/exploits/bugs case by case, time and time again. But what's to stop someone from suggesting that somehow obtaining a potentially duped item would aid the character build they're outlining?

Oh please. I guess you weren't around when Blobs posted his first and second BvC guides? Both had posts by Hal and both ended up being huge flamewars because of the clear suggesting of 32020s and classical dupes in them.

Also, in all the time I've been here, I've never seen a guide with dupes in them that wasn't locked or at least not stickied quite quickly, such as Camden's smiter guide.

Should we pretend that these things don't exist, just because they can't change hands on dii.net? He's just saying they'd help the build, I think everyone knows that they can't be traded for/sold here.

Again, that's not the point. The point is that the forum's common standpoint, at least up to now, has been that no guide with suggestions of dupes would ever be stickied. So why make the exception here?

Basically, whatever the Mods say goes. That's why they're always around, to pass judgement on these sensitive issues. And this thread has been around for quite some time, so I'd say that they've passed judgement already. :cool:

If I wanted to be a meanie, I would say that I don't give a damn about your opinion. And that's just about how it might be. This is because you are not a mod, thus you have no word whatsoever on whether a topic is qualified or not. Not that I would, either. I'm simply pointing out the fact that a guide suggesting dupes is actually in the guides sticky which has never happened before and I would like to have some really good reasoning to the recent change unless it was a simple "I didn't see it" in which case I'm quite ... shocked.

I also think it'd be just plain silly to completely forget these items are out there, though they're not welcome to be dealt here. Pretending won't make them go away. And heck, HRs and Baals eyes can be mentioned freely, obtaining them can be spoken of freely, and they've been deemed free to trade here. And in truth, odds are they're duped. How many times have you seen a BOTD suggested for any particular build? Countless! Now how many times have you seen a Zod drop? Defense rests.

That's not the point. And by the way, a charm with such perfect stats is much, much rarer than any rune and also much, much more valuable.

It's not about forgetting their existence, it's about the standing point of the mod in a topic discussing dupes. Such topics are quickly closed and all links to pictures of dupes are always deleted. Why so, if "they should not be forgotten"? Give me a good reasoning for that except that it breaks the rules and you are good.

Also, if you haven't noticed by now, unlike high runes, 32020s are on the Do Not Trade-list, as you mentioned. That makes the two extremely different in the eyes of the mods and the admins. This should make you realize that it's not about them being duped or not, but some other fact. It's a common known fact that almost all if not all 32020s in the market are dupes. Yes, there are individuals with self-found 32020s but the amount of such 32020s goes into the 0.00x%-region if you look at how many of self-found 32020s there are among all of them. Not that anyone sane would ever trade a self-found 32020 either.



 
OK guys, how about I do a bit of an update for the charm section of the guide...

What you will need from your charms:
Prefixes
- Resistance. These can either be single resistance charms or all-resistance ones if you can. Either is fine. Lightning and Cold are the most important to stack with single resistance charms when countering Mephisto's Conviction. All can be self-found with a little MFing.
- Attack Rating. SCs can spawn with up to +36 AR on them. GCs can have the highest AR boost, with a possible +132 AR on a charm, which equates to +44 AR per square. Max Damage/AR charms are alright as well, but plain AR charms would be better because of the higher possible AR on them per inventory square space. A small increase in Max damage isn't as important as your chance to hit, especially in Uber Tristram where you want to hit the Big 3 as many times as you can in the least amount of time...
- Mastery GCs. Can be useful, as they increase your damage, chance to hit, defense and resistance by a small amount.
Suffixes
- Life. Pretty much self-explanatory, The Great Booyaka once said: "Life is good when your life is good". Smalls can give the highest life bonus per square (up to 20), GCs the least (up to 15life/square for a perfect 45 lifer... how about that).
- FHR. Not as important, but if it gets you to the next FHR breakpoint, then it's inventory well spent. GCs can have 12%, LCs 7%, SCs 5% as suffixes.
 
Hi would like to know how to deal with Iron maiden and those physical immunes. I read the guide but dnt really understand. Enlighten me pls
 
Blob's guide wasn't stickied because of the references to classical item dupes; it had nothing to do with the 3/20/20 charms.

Point being, the rule in this particular forum has always been that if an item can still legitimately spawn, it can be included in a guide. Classical dupe items cannot spawn, which is why they are banned from comment. 3/20/20 charms can spawn (albeit at a very low likelihood), which is why I let them slide in guides. However, I strongly support the "x/xx/xx fine/vita" charm nomenclature, which avoids all of this in the first place.

3/20/20s are banned from trading on the forums due to the fact that they are overwhelmingly duped, and thus not a suitable trade item.

I will edit the original content of the guide to fit the x/xx/xx nomenclature.

-Hal
 
Iron Maiden: Tele away or get Merc to kill
Physical Immune: Decrepify or Amp Damage
Iron Maiden and Physical Immune: Tele away
 
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