- Jun 6, 2006
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Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy
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Max Damage and Uber Guide 1.14D Revised April 2020
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"...as long as the edge of your blade finds the back of their skull, you'll become unstoppable!"
Revised ideal Frenzy set-up for Ubers and Max Damage.
Huge Shoutout to All back over at Diabloii.net
The Frenzy Skill and Life Leech
Base Weapon Speed and Increased Attack Speed
Skill Allocation and Synergies
Attribute Allocation
Monster Attributes
Items
Charms
Auras
Curses
Weapons and Curse Casting
Pre-buffing
Max UberTrist Items
Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy Frenzy
*****************************************************
Max Damage and Uber Guide 1.14D Revised April 2020
*****************************************************
"...as long as the edge of your blade finds the back of their skull, you'll become unstoppable!"
Revised ideal Frenzy set-up for Ubers and Max Damage.
Huge Shoutout to All back over at Diabloii.net
The Frenzy Skill and Life Leech
Base Weapon Speed and Increased Attack Speed
Skill Allocation and Synergies
Attribute Allocation
Monster Attributes
Items
Charms
Auras
Curses
Weapons and Curse Casting
Pre-buffing
Max UberTrist Items
The Frenzy Skill and Life Leech
Frenzy deals physical damage, from 2 equipped weapons that attack alternatively, that increase in swing rate after 4-5 successful hits.
Damage is transferred to an enemy by way of physical damage being dealt by you from your 2 equipped weapons.
A Frenzier's absolute maximum swing rate or final breakpoint, is Five frames per attack (5fpa), and requires increased attack speed items.
Monsters aim to stop the above from happening, or at least, minimize the amount from happening.
They include: Chance to block, high defense, high physical resists, stun, freeze, mana burn, auras, cursing.
Frenzy is a high offense skill. Not surprisingly it is also a low defense skill.
What i mean by this is, although he can deal massive damage, it leaves a Frenzier constantly "looking over his shoulder".
By default, its his proximity to his enemies that makes him vulnerable, standing in the middle of, and being surrounded by, hordes of enemies.
A Frenzier has no shield, therefor no block, and in turn lower resists, and subsequently much lower defense.
A Frenzier also has no effective "area affect' damage, and hence, we start to look overwhelmed in Hell and beyond.
Your life bulb gets big chunks taken out of it when swarmed by a pack of Mana Burning Physical Immune Death Lords, while Black Souls zap lightning from a distance.
To counter this, a Frenzier hits so hard and fast, that monsters ain't around very long to take advantage of these drawbacks.
But how much death can a Frenzier surround himself with, face to face with certain doom, and live?
The answer is Life Leech!
What is it? Why is it good for a Frenzier? How does it work?
Life Leech steals life from a monster and adds it to your lifebulb when you successfully hit them with your weapons.
The amount of physical, elemental, poison, and magic damage you receive from multiple monsters is so high and so constant, that it's an essential safety device for a Frenzier.
Interestingly, a beneficial side affect/paradox presents itself.
Increasing the amount of leech allows a Frenzier to become more aggressive, in that you can ramp up his damage output, by maxing his offensive skill point placement, and neglecting his defensive skill point placement.
In turn, ramping up his damage, gives you more leech, because leech is tied to how much damage your target receives, not how much damage he deals.
They go hand in hand, giving mini life tap type leech per hit.
It gets to a point that as long as the edge of your blade finds the back of their skull, you'll become unstoppable.
But enemies have two tricks up their sleeve to stop you leeching. These are High Physical Damage Resist % and Low Drain Effectiveness %.
It varies from monster to monster, increasing their Phys Res % and lowering their Drain Effect %, as we progress to NM and Hell.
Ideally, a Frenzier would like his enemies to have 0% Phys Res and 100% Drain Effect.
And if they do, and you deal 5000 damage from each of your weapon, and you have say 10% life leech, you will steal 500 life per hit per weapon.
But as soon as your enemy has say, 50% Phys Res and 20% Drain Effect, you will now receive:
5000 x 50% Phys Res = 2500
2500 x 20% Drain Effect = 500
500 x 10% Life Leech = 50 life per hit.
That's a 90% reduction in life steal. Not good.
So, increasing your Life Leech % and minimizing your enemies Physical Resist % is a GG way to keep your Frenzier alive and kicking.
I will show you how to do this later.
But unfortunately, no player can change a monsters Drain Effectiveness %.
Base Weapon Speed and Increased Attack Speed
Frenzy checks the base weapon speeds in each hand and averages the difference.
Here's an example:
Phase Blade in main hand -30, and Champion Sword -10 in off hand.
-30 and -10 = -40
-40/2 = -20
-20 is the Base Average Weapon Speed for the above two weapons together.
It then checks for any Increased Attack Speed % on your Main Hand Weapon.
It also checks for any Increased Attack Speed % from other non weapon gear like amulets, gloves, belts, helms, armor etc.
It will never check for any Increased Attack Speed % from your Off Hand Weapon.
Equipping a weapon with zero Increased Attack Speed % on your Off Hand will not restrict you in your goal of attaining 5 attacks per second.
If you do equip a weapon with Increased Attack Speed % on your Off Hand it will not be counted.
The idea for a Frenzier is to crack the final 5 attacks per second breakpoint.
Another common term is 5 frame animations per attack, or 5fpa
Skill Allocation and Synergies
01 in Bash
01 in Double Throw
01 in Howl
01 in Iron Skin
01 in Natural Resist
01 in Shout
01 in Battle Command
20 in Battle Orders
20 in Weapon Mastery
20 in Double Swing
20 in Taunt
20 in Frenzy
Frenzy has 4 Synergies: Taunt | Double Swing | Weapon Mastery | Berserk
Max all except Berserk. Leave it well alone, it doesn't increase your physical damage, just converts a piddly amount to magic damage.
The magical damage when used as a skill, instead of a synergy is also irrelevant.
The other synergies add 8% damage per point, Mastery adds 5% damage and 8% attack rating.
If you didn't know, maximum skill points anyone can acquire (at lvl 99 with all quests completed), is 111, and this build requires 108, which makes it complete at lvl 96.
After that (if your feeling saucy) spend a point or so on Iron Skin, Shout or Nat Resist.
Skills to not waste points on:
Increased Stamina
Increased Speed
First of all, for general gameplay and Baal runs, Enigma is quite suited to frenzy barbs.
Don't bother blowing 2 points to run faster via the Barb skill Increased Speed, because you gain 45% faster run walk plus you get Teleport.
If your not using Enigma, frenzy boosts your run speed by nearly 50%, and is only second in speed to a teleporting Sorceress.
As for Increased Stamina, with the amount of hard points going into Vita, you'll have so much stamina you'll run forever. Why spend more points on it?
Stun
Concentrate
Berserk
Spending 3 points to get to Berserk was what I USED to do to kill PI's.
Later in this guide, you will see this is just a waste of points that you could add to your Frenzy synergies instead.
Berserk is literally a disruption to the Frenzy Damage | Life Leech machine.
Having zero defense and no life leech is the last thing you want to do to your Frenzier, especially on purpose.
Reserve those skills for a different build.
Whirlwind
Leap|Leap Attack
Warcry
Battlecry
Just NO to any of these. They require completely different build/items. Don't waste your precious points on these.
Attribute Allocation
Depends on your weapon choice.
Axes will need virtually no hard points spent in Strength and Dexterity.
Swords will need roughly 35 Strength and 15 Dexterity hard points.
But adding more in Strength will boost your damage output, and I have started putting +200 additional hard points here lately, and compensating the Vita loss with high life leech items.
Rest in Vitality
Zero in Energy
Monster Attributes
Monsters have 18 attributes: resists, hit points, defense, melee damage etc etc.. but Frenziers are only interested in 2.
Enemy Physical Resist %, and Drain Effectiveness %.
Yep, here they pop up again.
Everything else to be honest, means squat, besides maybe their Chill Effectiveness %, and Hit Points somewhat.
Enemy Physical Resist % reduces the damage that they receive.
Most monsters in Hell have a 30-50% DR, some higher with the Stoneskin mod at 80%, some even immune altogether. (+100%)
All a Frenzier wants to do, is reduce their Phys Res %, or remove their Phys Res % all together, or even go into negative Phys Res %.
If you can do the latter, they will receive more damage than what your Barb is actually producing.
Do this, and your Frenzier is GFG.
Why do nothing, and allow hell monsters to rob what your weapon is capable of?
You invest time and wealth on acquiring a new 415% eBotDz, but monsters are denying half your damage from ever touching them.
That's final damage.
If your LCS says your doing 3000-7500 Frenzy damage per weapon, your target monster is really only receiving 1500-3750.
To actually do 3000-7500 damage to your target, your LCS needs to display 6000-15000.
But how will you do that? Can you go out and get a lvl 60 Concentration Aura for 945% ED?
Is that even enough? Do we need a lvl 50 Fanata Aura as well?
You cant, basically.
It becomes exponentially impossible to keep ramping up your damage.
Especially when you already have all the GG runewords and ED% aura's maxed out.
And more surprisingly, monster Physical Resist % also effects your Crushing Blow 1:1
Crushing blow (when successfully "cast") reduces Uniques and Bosses life by 12.5% per attack.
But, as long as they have a Physical Resist of 50%, this comes down to 6.25%.
If your target has a Physical Resist of 100%, they wont receive ANY of this life reduction. Even if you have 100% Chance Of Crushing Blow.
Same happens if you have 100% Chance Of Deadly Strike, this doubling of damage is completely negated.
Not good.
Drain Effectiveness is the opposite end of the spectrum.
This attribute dictates the amount of life and mana you can leech, regardless of their physical resists.
When a target has 0% drain, you cannot leech, and there's no way to change a targets' drain property.
As long as a target has positive drain, you can leech. The higher the better.
Items
Here's a list of standard, all round general play items to equip your Frenzier, on a day to day basis.
Helm: Arreats Face - Skills Leech Resists Strength Dex AR Hit Recovery Soc 15ias jewel
Armor: Fortitude - Damage Resists Defence
Belt: String Of Ears - DR% LL
Boots: Goreriders - DS CB OW
Gloves: Laying Of Hands - 20% Ias 50% Fire res 350% Damage to Demons
Amulet: Highlords - Skills Lite Res Deadly Strike 20%IAS
Rings: Ravenfrosts - 2x 240+AR | 20 Dex
Weapons: Later in this guide...
A few of those items get changed about when battling Ubers.
Charms
Best possible stats for each charm listed in parentheses.
34x Fine/Vita Sml Charms (3/20/20)
03x Resist/Life Sml Charms (20/5)
01x Annihilus Sml Charm (20/20)
01x Torch. Lge Charm (20/20)
Auras
Might
Fanaticism
Concentration
Sanctuary
Blessed Aim
Holy Freeze
Conviction
All of these Paladin Auras are GG for a Frenzier, via items and Mercs.
Pity Conviction doesn't reduce physical resist like the elementals.
Of all the Auras, only one reduces physical resists. Sanctuary, although its only for undead.
Contrary to popular opinion, the 660% damage to undead seems to work, since one swing cuts them like paper, but I cant hard verify it.
Researching further, it seems Damage to UnDead and/or Demons doesn't work for Smite, and hence misinformation about it not working with other classes/sub classes is somewhat valid.
Damage +X% To Melee Attacks vs Undead is the actual wording. Although Smite deals physical damage, it isn't a mellee attack, hence why it doesn't work.
But for Frenzy, Sanctuary with ED% to undead, or any damage to undead/demons items work as fully intended.
Might, Concentration and Fanaticism all rock, by multiplying frenzy damage.
Auras can also stack. In that, you can have lots of different Auras all going at the same time.
Curses
For some players, curses are just glowy things, that don't really do much.
But with some research, specific curses can double or triple a Frenziers damage.
Actually, that's a lie. Curses can manipulate what the enemy receives, via reducing their resistances.
But as far as the enemy is concerned, its the same as doubling or tripling your damage.
You can only have one curse active at any one time.
If there is already a curse above a monsters head, and another curse is cast, the first curse will stop, and the new curse will start.
Herein, you will find pub players don't seem to bother fine tuning their chars to control their curse casting, with multiple players all overwriting each other.
It doesn't matter at all with auras, as they just add to the melting pot of goodies, regardless if you benefit or not.
The amount of times I've watched people "loving" their Delirium or Dream casting lame curses like Confuse, others casting weaken, and so on.. arghhh.
Monsters running blind ain't my idea of GG. [except uberminions in ubertrist]
Wouldn't the Lower Resist curse suit virtually all elemental damage casters?
I asked a few Sorceress players what curse they use to max their damage potential, virtually all went silent...
... ...
Eventually one said, "oh you mean conviction? yeah i use that to lower resists"
... ...
Eventually one said, "oh you mean conviction? yeah i use that to lower resists"
... ...
Last time I checked, Conviction was an Aura....not a curse!
The idea I'm getting at here, is to lower enemies resist with both an aura/s and a curse.
With Lower Resist curse and Conviction aura, your going to lower pretty much every monster in the game to well below zero.
But anyway, back to Frenzy Barbs...
Curses aren't really necessary in general PvM play all the time.
Although Player 8 Baalwalks become a hell of a lot better and fun with the right curse being cast at the right time.
And when you decide to try UberTristram, curses become essential.
For UberTrist, there really is only 3 curses that interest a Frenzier.
I wouldn't be going into Trist without knowing which curse applies best to your current stats.
Those 3 curses are:
Life Tap, Decrepify, and Amplify Damage.
Life Tap is a 100% defensive, 0% offensive curse.
Decrepify is a 50% defensive, 50% offensive curse.
Amplify Damage is a 0% defensive, 100% offensive curse.
Depending on your life, your phys resists%, elemental resists%, and life leech %, these curses will allow you to either:
Save your skin from certain death, or
Bring a balance of safety and increased killing power, or
Show Ubers who's boss.
If your Barb has,
4500+ Life, 10-25% Phys Res, 45%+ Elemental Res*, 00-15% LL : use Life Tap.
5500+ Life, 25-35% Phys Res, 60%+ Elemental Res*, 15-30% LL : use Decrepify.
6500+ Life, 35-50% Phys Res, 75%+ Elemental Res*, 30-50% LL : use Amplify Damage.
There's no point using Amp Damage if you're weak as piss, because your just going to get own'd. Badly.
There's no point using Life Tap if you're buff as an ox, since you'd be limiting your damage potential.
*Those elemental resists include UberMephisto's lvl 20 Conviction aura.
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