Faster than a charging paladin! PVP Frenzy Barb
I've been experimenting with making a pvp viable frenzy barb lately. This is the current build I have and the only one that's had any measure of success. It's still being refined as I tweak things
here and there and is far from finished. This barb is pretty much a bvc, here's what I use.
Skill distribution
20pts into frenzy
20pts into double swing
20pts into battle orders
20pts into sword mastery
1pt into natural resist
1pt into faster walk/run speed
1pt into whirlwind
1pt into prereqs
rest into ... i don't know yet
gear----
enigma
ik boots
ik gloves
ik belt
dual frost ravens and cats eye (stick in angelics if you really need ar)
dual grief pb's
arreats helm
the speed boost to the barb is about
155% faster walk/run speed
45% increased attack speed
(195% if you want full speed gear using mavina's belt and a rare barb helm with 20% speed mods)
I've also got about 20 3% fwr charms in the inventory boosting the barbs speed up to 215%, I think I need more :scratchchin:
The point of the high amount of fwr is so that the frenzy barb can chase down opponents very easily. If you land a few hits of frenzy...you're in for a wild ride :thumbup:, the speed will take off to incredibly high levels, desynchs, and is hard to control at first but becomes manageable after some experience with it :alright:
The reason for the dual grief pbs is so that you can start your frenzy near the 5fpa break point instead of having to charge up the attack speed. You want to either finish off your opponent the moment you catch them, or keep them stunned as you wail away at them. The only alternative I've tried is grief zerker with beast zerker but the problem was the start up attack speed is very slow, and the opponent lasts longer since beast is weak.
***************
My general strategy has been to run around the opponent at high speeds so they have trouble keeping track of me, then run in with a frenzy based name lock. After landing the first hit, if they manage to get away the fun begins
- the boost to the run speed by frenzy will make the barb faster than a high (probablybly max) fcr teleport and allows you to chase down paladins trying to charge away from you~ Running a way from this kind of frenzy barb is a terrifying situation because he's always on your *** :thumbup:
- running opponents have a very high chance of being successfully hit by frenzy (where's your shield block now?)~
***************
so far this build works suprisingly well against all kinds of sorcs (especially blizz), necromancers, all kinds of amazons (cs included) and hammerdins.
This can get fun in pub duels where if you take down one guy with frenzy, you can frenzy all over blood moor at desynch speeds chopping down people before they even know what hit them.
****************
This build is still in the experimental phase, next things i'm looking into are using leap stun than charging in with frenzy and also slapping on an arachnid and trang ouls to tele ahead of a fleeing opponent and run into them with frenzy. It seems frenzy can even against dual weilding whirl wind barbs so long as they whirlwind towards you and it's also possible to duel smiters as well (more on this as i do more experiments with it).
This build has alot of holes in terms of damage reduction and resistance. Luckily the attack speed of frenzy somewhat compensates for this as the opponent will need to dodge or shield block the sword swing coming in every 0.20 seconds the moment your on them. I've been near death and taken down people at close range simply because all they could do was shield block, dodge (amazon) or take the hit the moment i was on them.
Any constructive input is welcome, I really want to see more frenzy barbs in pvp.Things I want to implement with minimal effect to run speed is damage reduction resistance and fhr.
I've been experimenting with making a pvp viable frenzy barb lately. This is the current build I have and the only one that's had any measure of success. It's still being refined as I tweak things
here and there and is far from finished. This barb is pretty much a bvc, here's what I use.
Skill distribution
20pts into frenzy
20pts into double swing
20pts into battle orders
20pts into sword mastery
1pt into natural resist
1pt into faster walk/run speed
1pt into whirlwind
1pt into prereqs
rest into ... i don't know yet
gear----
enigma
ik boots
ik gloves
ik belt
dual frost ravens and cats eye (stick in angelics if you really need ar)
dual grief pb's
arreats helm
the speed boost to the barb is about
155% faster walk/run speed
45% increased attack speed
(195% if you want full speed gear using mavina's belt and a rare barb helm with 20% speed mods)
I've also got about 20 3% fwr charms in the inventory boosting the barbs speed up to 215%, I think I need more :scratchchin:
The point of the high amount of fwr is so that the frenzy barb can chase down opponents very easily. If you land a few hits of frenzy...you're in for a wild ride :thumbup:, the speed will take off to incredibly high levels, desynchs, and is hard to control at first but becomes manageable after some experience with it :alright:
The reason for the dual grief pbs is so that you can start your frenzy near the 5fpa break point instead of having to charge up the attack speed. You want to either finish off your opponent the moment you catch them, or keep them stunned as you wail away at them. The only alternative I've tried is grief zerker with beast zerker but the problem was the start up attack speed is very slow, and the opponent lasts longer since beast is weak.
***************
My general strategy has been to run around the opponent at high speeds so they have trouble keeping track of me, then run in with a frenzy based name lock. After landing the first hit, if they manage to get away the fun begins
- the boost to the run speed by frenzy will make the barb faster than a high (probablybly max) fcr teleport and allows you to chase down paladins trying to charge away from you~ Running a way from this kind of frenzy barb is a terrifying situation because he's always on your *** :thumbup:
- running opponents have a very high chance of being successfully hit by frenzy (where's your shield block now?)~
***************
so far this build works suprisingly well against all kinds of sorcs (especially blizz), necromancers, all kinds of amazons (cs included) and hammerdins.
This can get fun in pub duels where if you take down one guy with frenzy, you can frenzy all over blood moor at desynch speeds chopping down people before they even know what hit them.
****************
This build is still in the experimental phase, next things i'm looking into are using leap stun than charging in with frenzy and also slapping on an arachnid and trang ouls to tele ahead of a fleeing opponent and run into them with frenzy. It seems frenzy can even against dual weilding whirl wind barbs so long as they whirlwind towards you and it's also possible to duel smiters as well (more on this as i do more experiments with it).
This build has alot of holes in terms of damage reduction and resistance. Luckily the attack speed of frenzy somewhat compensates for this as the opponent will need to dodge or shield block the sword swing coming in every 0.20 seconds the moment your on them. I've been near death and taken down people at close range simply because all they could do was shield block, dodge (amazon) or take the hit the moment i was on them.
Any constructive input is welcome, I really want to see more frenzy barbs in pvp.Things I want to implement with minimal effect to run speed is damage reduction resistance and fhr.