At the time of this writing I have a level 57 barb tank and
wanted to say a couple things here and give my spec that
I have been using from the start of nightmare mode in the hopes
that some people find it useful as there seems to be alot of people really disliking the barb upon reaching
the higher difficulties.
I must say my spec is a sword/board spec so DD's need
not concern themselves too much, however I have had
multiple melee tell me that the only time they could go
almost full damage spec was when I was tanking (they still
had good gear and vitality though) so even if your a DD passing
this on to your barb tank friend may actually allow you to
have a better time and more success while doing damage.
My current stats at 57 are:
HP - 64,000 (70k with monk hp buff)
Armor - About 73% damage reduction
Resistances - Around 12-15% red each.
Damage - 3.2k (remember I am a tank)
Click Here For My Build!
Basically the idea here is to keep mobs on you or as close
to you as you can so your DD's can do their thing,
whilst being able to take a beating. I have had numerous times
on hell difficulty where I have been tanking 20+ mobs and 3 out of
the 4 of my group have died and I have solo'd the mobs
to death via revenge.
So a brief rundown:
Left click - Cleave + gathering storm
I find cleave to be the best for
tanking as its AOE, however bash with stun glyph or
frenzy with stun are better for bosses. The idea is that,
one you have mobs on you (see other skills) you cleave
the crap out of them and they are slowed so much they
cant get past your DPS.
Right Click - Threatening Shout + demoralise
So AOE damage reduction + 3 sec taunt = This is Good!
1- Leap + Call of Arreat/Death from above or Furious
Charge + dreadnaut
Leap is amazing because it offers so much mobility you can
be defensive and jump over terrain and get out of
situations where mobs block you in or be offensive and use
it to pull mobs to you (the range isn't as big as ground
stomp) or for a smaller radius (8y instead of 16y for
the grip) you can make leap stun for 3 seconds at 60 which
combined with your stomp and taunt is 10 seconds at a time you
can be sure mobs are on you and not your DPS with only
seconds in between before you can repeat, But using leap
to stun or pull can leave you in a sticky situation of your
surrounded by mobs and you need to get out ASAP and you just
used your leap to tank, which is why you may want:
Furious charge + regen glyph - the times you want
to get out of a pack of mobs in a hurry is normally when
your low on HP and they just threw down some nasty
ability and you need to move it, move it
this way you get to get out of that nasty spot as it allows
u to go through mobs but it also heals you for 8% hp per
mob which is great.
2- Revenge + provocation -
this is my only really interchangeable ability.
Revenge IMO is one of the best abilities in game and
even more so for a tank, this essentially means the more
mobs on your face the more your survivability actually goes
up, pre 52 use the extra rage and hp glyph and after 52
use the 30% proc chance instead of the 15% + extra
This ability is one of your biggest sources of damage along
with cleave and the main source of your hp regen and I
have had it heal me for 30k+ numerous times and if you
have 10+ mobs on you which I do almost always it is almost
always proceed) you will learn to love this!
3- War cry + invigorate
So 20% armor buff and 10% hp buff and hp regen, this
ability is so so good, nice buff for you and your group.
this is like 8k HPs alone, obviously less for the DPS but
its such a huge buff for you and every bit of it helps the group, its great
IMO (also the hp regen on this plus my
passive inspiring presence which I will come to has me
at about 1100 hp regen a second combined).
Armor isn't linear, the more armor you get the more armor you
then need to get the same gains in reduction.
Armor needed to get from 0-5% damage reduction is very
small, armor needed from 70-75% damage reduction is huge
So effectively the better your gear and the more armor you
have standard the less and less benefit you will receive
from the glyph (I think the extra 20% armor is only 2.5%
damage reduction for me ATM).
However, the 10% hp glyph actually gets better the
better your gear gets, the more vitality you have and more
hp standard the more this increases your hp, also all of
your ways to regen health through passives and abilities
is %hp based so the more hp you have the more hp you can
So overall at lower gear levels you may wish to use the
extra 20% armor but as you get better gear hp glyph wins
The only other glyph I would consider is the 15% dodge
glyph as flat out avoiding damage is great. I would say
this is probably better for slow swinging hard hitting
bosses where your not gonna get a huge chance to regen
alot of hp from abilities.
4- Ground stomp + wrenching smash
Great all around spell, stun works on everyone except a
couple of bosses, also pulls mobs to you, great synergy
with your taunt and leap into cleave or revenge spam.
Nerves of Steel- increases armor by 100% of your
currently have 1200 or so Vit so 1200 armor).
Tough as nails- Armor increase by 25%, also increase
thorns damage (kind of not taken for this but every little
Invigorating presence- after you use a shout (taunt/damage
red, armor/hp buff for this build or damage and crit shout
for DPS) you regen 1% max hp a second also doubles the
time on your shouts (taunt is still 3 sec but the damage red
gets doubles as does the uptime on your armor buff).
Ok so now you know what I picked and why let me tell you how
I use them:
Normal mobs/elites (non bosses): basically the idea is
to chain your leap > stomp > and taunt in amongst cleaves
to keep mobs on you or close to you 24/7 using revenge as
needed to keep your hp topped (revenge easily heals half
my hp with a decent amount of mobs), I don't know if I am
imagining this but since I glyphed cleave to have the
80% slow I have noticed alot more mobs on me even when
my taunts and pull to my abilities are down, I don't
the 80% slow affects the AI so they know they are slowed
and just hit what's close (me) instead of chasing a DPS-
seems so from what I have seen but may be wrong.
Bosses: The only things I change are cleave to bash or
frenzy with the chance to stun proc- when I get the
increase damage per frenzy stack at 59 I will take that for
those bosses you cant stun, Belial and the Black Soulstone
guy (Soulstone guy can be stunned by stomp but not your basic
attack it seems).
I also swap my damage reduction shout + taunt (bosses are
immune to the taunt) for our 65% damage cooldown ignore
pain + mob rule glyph to give my party the damage reduction
Ok my gear isn't the best by along way, at least 4 pieces
are slightly behind in terms of armor and maybe slightly
low in either STR or VIT per piece but paying attention
to AH and putting in the correct gems makes a world of
I have currently have 1200 vitality and around 1k
strength, everything but my
weapon has an amethyst in it (purple gem).
When I look ah its best to search per slot (helm, legs,
MH, shield etc etc) in the additional stats bit put str
and vit and type in the amounts you currently have (if you
don't know this just leave blank, do a search and hover
over an item, it will also show your current item and you
can fill in the boxes and search again), next sort by
buyout price/armor value/DPS (whatever you like) and see
if you can get a good deal
This is very important so I am giving it its own section
separate from gear. Remember the main source of your damage is from your weapon!
What people seem to think is they need a ton of strength
and that a 12.5 DPS increase on bracer ot 20 on legs is
worth giving up 2-3k hp, well its not.
Your main DPS stat (STR for barbs) is only a multiplier,
all your damage is based on your weapon damage and then
multiplied by your DPS stat which has its own % multiplier
(shown in your char sheet when you press details).
I wouldn't go all out vitality and ignore STR completely
but try keep them on balance however if its a piece of
gear not your weapon and you would lose a good chunk of hp for
a small DPS increase, I would say no. Best thing you can do is keep your weapon damage up to date for
the biggest damage increases.
What weapon stats do I want?
1. Get highest damage spread possible (ability damage comes
from the damage spread, e.g a 3-5 damage weapon with a 1 sec speed
would be 4 DPS but your damage multiplier from strength would
multiply anywhere between the 3-5 weapon damage).
The easiest way to explain is that a 1h and 2h weapon may
have the same DPS but the 2h will hit alot harder this
is because its alot slower at attacking so its damage per
second may be the same as a 1h but as it has maybe
double the attack speed it means its damage spread would
also be double in this case allowing for much larger
hits even though the damage per second is the same).
2. Does it have a socket? if so then you just added alot
of damage to your weapons damage spread = more damage for your damage
modifier = huge DPS gains :)
3. Does it have good stats?
This is your lowest priority on a weapon I have seen so
many people take weapons with tiny damage because they have
super high stats on them and this is so bad because your
damage modifier from your STR multiplies your weapon damage spread so
u can have 100000000000 STR but if you have no DPS on your
weapon 100000000000x 0 still equals 0
However, if you can find a weapon with a high damage spread and a
socket and desirable stats then your laughing and you will
probably use it for a good while, but most times you can
settle for the high damage and socket with small stats on
A lot of people don't realize yet how strength and
weapon damage work
together so you can find sick DPS weapons with sockets
and low stats for cheap cheap cheap on the AH.
Also, I should explain when I say you want a high damage
spread this doesn't mean you want a big gap between the min
and max damage on your weapon this means you want the min and max
to be as high as possible.
I search the AH after every act or maybe more just to
see if there is good deals on there.
GEAR IS PROBABLY THE MOST IMPORTANT THING TO KEEP UP TO
DATE WITH IN GAME AND A PROMINENT REASON WHY PEOPLE HAVE
A HARD TIME AND CLAIM BARBS CANT CLEAR STUFF AFTER NIGHTMARE,
KEEP YOUR GEAR UP TO DATE AND I PROMISE YOU WILL SEE
Here are my specs for INFERNO difficulty:
Changed my passives to include superstition and my leap
now stuns and war cry from max hp to dodge percent.
Shout now slows passives include 20% cc reduction
with chance to heal you and war cry changed from dodge to
Most elite packs have super gay combos where is more
favorable to kite than stand in melee this allows you to
so this, you have better resistances, permanent slow on
enemies (stuns if you need) and if you get cc'd you have cc
reduction and a chance to get 15% max hp heal (which as
a tank is alot of hp).
Damage red and slow changed to 65% damage reduction for group.
Cleave changed to frenzy + chance to stun (if the boss
cant be stunned, switch to damage per frenzy stack).
Passives changed to include relentless, under 20% hp you
have a 50% damage reduction (20% hp sounds like your on
deaths door already but with tank hp this passive has
saved me on bosses a couple of times already).
War Cry, choose resistance or dodge depending on the boss.
I am trying to keep my 5 stacks for better lootz yo,
cant change abilities:
If you don't want to change cause your trying to keep your stacks
from elite kills so you get better boss drops then I
stick with the elite pack spec, bosses IMO are easier
than these packs so having the best spec to clear the
packs is the way to go.
Will update this as I play, hope this helps and sorry I
wrote this kind of in a hurry! Will proof read later :)
Also, I got some of my strategy builds from
Diablo 3 Secrets, there's a small fee for it, but worth