1.13c Frenzy Barb Guide by In The Name Of Zod A. Purpose I've often read threads asking for help about building frenzy barbs. Questions pop up like 'what items should I get?' amongst others. It would be nice to answer them one by one but I've got to admit that the repetition is just too much for me. So this exists. ________________________ B. Contents Resources Why make a frenzy barb? Figures 20 frenzy barb tid bits Abbreviations Skills Itemisation Conclusion 1. Resources It can be easy to confuse opinions with facts or worse facts with poorly sorted references. Its good to have numerous sources but if they all come from the same singular source then what is achieved. So on this note, I urge anyone reading this to test out what is written here. ________________________ 2. Why make a Frenzy Barb? The massive amount of health that Barb's acquire with each investment in vitality grant the barb 4 health per point, the highest of any class. While frenzed you not only benefit from an increase in your attack speed but also your run/walk speed. With frenzy active you will find that you always have a chance to run away when things get too ugly(safety +1). You are not stuck swinging your weapon a set number of times until you can move freely again(safety +1). There is no cool down between applications of frenzy, the skill is always ready for use. Its a very low mana skill (3 mana). Requires only 3 skills in total to become fully functionally synergised. Also if your mana is fully depleted from a mana burn then a barbarian will automatically resort to a normal attack so you can still leech life(safety +1). ________________________ 3. Figures Section You need to grasp Breakpoints to understand some of this. Code: [I]3a. Faster Hit Recovery Breakpoints[/I] Base (9 frames) [LIST] [*]007% FHR (8 Frames) [*]015% FHR (7 Frames) [*]027% FHR (6 Frames) [*]048% FHR (5 Frames) [*]086% FHR (4 Frames) [*]200% FHR (3 Frames) [/LIST] [I]3b. Barbarian Natural Resistances Skill[/I] [LIST] [*]lvl 1 = +12% to all resistance [*]lvl 2 = +21% [SIZE="1"](+9 from previous)[/SIZE] [*]lvl 3 = 28% [SIZE="1"](+7)[/SIZE] [*]lvl 4 = 35% [SIZE="1"](+7)[/SIZE] [*]lvl 5 = 40% [SIZE="1"](+5)[/SIZE] [*]lvl 6 = 44% [SIZE="1"](+4)[/SIZE] [*]lvl 7 = 47% [SIZE="1"](+3)[/SIZE] [*]lvl 8 = 49% [SIZE="1"](+2 till lvl 13)[/SIZE] [/LIST] [I]3c. /Players ? = Monster AR & ED%[/I] [LIST] [*]/Players 1 - 00.00% [*]/Players 2 - 06.25% [*]/Players 3 - 12.50% [*]/Players 4 - 18.75% [*]/Players 5 - 25.00% [*]/Players 6 - 31.25% [*]/Players 7 - 37.50% [*]/Players 8 - 43.75% [/LIST] [I]3d. /Players ? = +Monster HP & XP[/I] [LIST] [*]/Players 1 - 100% [*]/Players 2 - 150% [*]/Players 3 - 200% [*]/Players 4 - 250% [*]/Players 5 - 300% [*]/Players 6 - 350% [*]/Players 7 - 400% [*]/Players 8 - 450% [/LIST] ________________________ 4. 20 Frenzy Barbarian Tid bits: Attack speed is calculated by 3 main factors: The averaging of both weapon's base speeds. Only the primary weapon's increased attack speed (IAS) is used. Non-weapon IAS's are used. Weapon range only counts for the primary weapon, the second weapon's range always equals the primary weapon's range regardless. Primary weapons always swing first. Important for CTC's. The graphic for the primary weapon always appears in the barbarians right hand in-game view (the running jumping guy). The Primary weapon is the weapon that is equipped first until Whenever you switch weapons the primary weapon gets reset. The new primary weapon is the weapon in the weapon slot on the left hand side of the inventory page (above the glove equip slot). Deadly Strike (DS) and Critical Strike (CS) do not accumulate. If you have both then they will be calculated separately. If CS succeeds then DS is skipped. What I'm trying to say is they don't stack, you don't get *4 damage by having both. Crushing Blow (CB) is affected by any monsters physical resistances despite the fact that CB isn't calculated as physical damage (no leeching with CB). Since most enemies in hell have 10-40% physical damage reduction its a good idea to get something that reduces this. Although negative physical resistances will not increase CB past its base effectiveness. Try to keep any CTC's, DS, CS, open wounds (OW) mods off your weapons (boots, gloves, etc) so both swings get to use them. CS/DS is added at the very end of all damage calculations. CB is not actually physical damage so Iron Maiden will not reflect its damage. In the case of the berserk skill, CS is applied prior to changing a % of damage to magic. Double Swing is a mana free skill at level 9, useful against mana burn monsters. If you plan on using a Lawbringer [runeword] for its chance to cast (ctc) decrepify then the slowing effect created by the holy freeze from a merc will stack bringing almost any monsters attack and movement speed to a crawl. Ghostly monsters have 80% physical resistance, unique monsters with the stone skin mod gives them +50% physical resistance. Sanctuary aura ignores any positive physical resistance or immunity of undead, this is applied after decrepify and amplify damage. Only the provider of the sanctuary aura benefits from the negative physical resists to undead. I don't know why they call it an aura but that's how it works. Sanctuary aura always reduces undead physical resistances to exactly 0% regardless. You need to cast decrepify on a monster for CB to benefit from a monsters reduced physical resistance. Sanctuary will not help CB on undead. If you can get your physical resistance to 100% you will be immune to CB. This is because players use the same formula as monsters for calculating CB. Its considered a bug by the D2 community in general. ________________________ 5. Abbreviations used in this text These abbreviations appear commonly throughout the D2 community as well. CB - Crushing Blow LL or LS - Life Leech or Life Steal respectively ML or MS - Mana Leech or Mana Steal respectively CS - Critical Strike DS - Deadly Strike OW - Open Wounds CTC - Chance To Cast DR% - Damage Reduction (physical only and measured as percentile of damage reduced by). FHR - Faster Hit Recovery /P or /PLAYERS - the players setting used in singleplayer mode ED or ED% - Enhanced Defence AR - Attack Rating (base) AR% - Attack Rating boost of AR base (100% = double). HP - Hit Points (health) XP - Experience Points IAS - Increased Attack Speed Str - Strength Dex - Dexterity Req - Requirement Lvl - Level ________________________ 6. Skilling Up Just max Frenzy and its 2 synergies (double swing & taunt) as in image above, put at least 1 point into your choosen weapon mastery and 1-5 in natural resistances skills. It will depend on how much plus skills you have that will tell if you want to boost these skills further. The Item Find skill is useful for magic finding barbs, if you have one or two Blades of Ali Baba's you can equip them on your switch weapons slots just for horking super unique's and champion's in hell. You always have respec these days, 3 of them in fact so there is little point going into how to spend attribute points. Just get the gear on and kill stuff, and watch your health. Remember, points spent in strength will increase you ED% which means you can LL more so a few too many points in strength isn't a lost cause.