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Diablo III- Skills Article CLXVIII: Barbarian Elective Build Two- All Over the Map

Mouse Skills:
Bash (Punish)
Furious Charge (Merciless Assault)
Hotbar Skills:
Sprint (Run Like the Wind)
Leap (Death from Above)
Whirlwind (Hurricane)
Seismic Slam (Shattered Ground)
Passive Skills:
Animosity
Juggernaut
Unforgiving

The main focus of this Barbarian is actually Furious Charge, Sprint, and Leap.  Between these three skills, especially with Merciless Assault available, the Barbarian stops caring about where enemies are as much, leaving them free to commit horrific knockback with Bash and Seismic Slam.  Run Like the Wind is chosen to make sure that the Barbarian will always be dealing damage, even when just wandering around, and Merciless Assault accelerates Furious Charge’s cooldown as long as you’re actually using it to hit something- to the point where you may not even notice that it ever has to recharge.  Particularly not with Death from Above on tab, which will make things hold still so you can run them over.  If Run Like the Wind isn’t dealing enough damage when you run through things, then Whirlwind (Hurricane) is available to keep your speed up- you can even stack the two for some very intense mobile-damage shenanigans.  Since you don’t mind the knockback from Seismic Slam, Shattered Ground is an obvious pick for its increased damage.  Bash (Punish) is almost an afterthought, there just in case you need to generate Fury.

On passive skills, you have a suite that is selected for only two reasons- you want to run, and you don’t want to run dry.  With both Animosity and Unforgiving available, it becomes much easier to generate enough Fury to keep your skills funded, which can be a big concern when everything you do costs Fury, as with this build.  Juggernaut is an obvious choice- you can’t run around spreading damage if you can’t run around, and the added healing is vital against the champions and rare enemies who like to interrupt you with that sort of effect to begin with.

If you should find yourself in a group with a lot of ranged attackers and either very little crowd control or only slowing and immobilizing effects on crowd control, this build becomes an amazing way to take advantage of your enemies’ rooted feet.  What’s more, ranged attackers simply don’t care as much about knockback as other characters, and may not be bothered at all when your Seismic Slam sends a large wedge of enemies flying.  The high mobility of this build also makes it very easy to dash to the rescue of an ally who’s fleeing a melee mob, so it can be a boon both on defense and on offense.