SSF WW Barb

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Wulf
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Tha_Chad_Man wrote:What runewords to put in once we find them? same runewords you stated leveling early game? Just not sure how these sacred bases could be better if i have all the TU's you said to get prior to Hell Act 1.

What runewords to put in the sacred bases is my question.
Says Base Setup
1) 2x Anak (sacred Hammerhead Axe): Use some weak jewelcrafts. (MO ed% before sockets). Add 2 atk speed MOs.
But then you say keep weapon sockets empty for Eld Runes? do i fill with eld runes? or use the rune word? im confused.

Im currently Act 3 Hell, and have done all UBER's and got charms listed to get up to Jitan using none of the sacred base's yet.

P.S.: So far im in love with this build and the guide...just confused on the sacred gear upgradeing part in Hell


the rws i recommend are in the item section. eidolon helm, dragonheart/erawan/rebel armor, mercy gloves, anak/gharaniq weap, wind runner boots, truce belt.

you should MO ed% in helm/weap/belt/chest before you put the rw in. but dont bother for boots and gloves because those armor slots give very little base def. its better to just mo max dmg and dex.


Seikun wrote:Why not use crafted hammerhead axe with +4 barb skills and +MotW, and
Clawscratch
Clawscratch
Blade (4)

One-Hand Damage: (8 - 10) to (25 - 36)
Required Level: 10
Required Dexterity: 61
Item Level: 19
Dexterity Damage Bonus: (0.11 per Dexterity)%
+1 to Druid Skill Levels
+3% Bonus Damage to Mark of the Wild
(11 to 25)% Duration Bonus to Mark of the Wild
15% Attack Speed
15% Hit Recovery
+(16 to 25) to Maximum Damage
+(24 to 46)% Enhanced Damage
10% Chance of Crushing Blow
Socketed (1)
One-Hand Damage: (21 - 24) to (66 - 78)
Required Level: 28
Required Dexterity: 95
Item Level: 36
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(1 to 2) to Druid Skill Levels
+6% Bonus Damage to Mark of the Wild
(41 to 55)% Duration Bonus to Mark of the Wild
25% Attack Speed
25% Hit Recovery
+(41 to 50) to Maximum Damage
+(69 to 92)% Enhanced Damage
15% Chance of Crushing Blow
Socketed (2)
One-Hand Damage: (40 - 45) to (106 - 119)
Required Level: 47
Required Dexterity: 188
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(2 to 3) to Druid Skill Levels
+9% Bonus Damage to Mark of the Wild
(71 to 85)% Duration Bonus to Mark of the Wild
35% Attack Speed
35% Hit Recovery
+(61 to 70) to Maximum Damage
+(115 to 137)% Enhanced Damage
20% Chance of Crushing Blow
Socketed (3)
One-Hand Damage: (52 - 57) to (132 - 147)
Required Level: 54
Required Dexterity: 373
Item Level: 85
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(2 to 4) to Druid Skill Levels
+12% Bonus Damage to Mark of the Wild
(86 to 100)% Duration Bonus to Mark of the Wild
40% Attack Speed
40% Hit Recovery
+(71 to 80) to Maximum Damage
+(138 to 160)% Enhanced Damage
25% Chance of Crushing Blow
Socketed (3)
(later upgraded to
Instinct



Instinct
One-Handed Axes

'IgnGurTyrZod'
Runeword Level: 115
+6 to Druid Skill Levels
+(48 to 60)% Bonus Damage to Mark of the Wild
+(18 to 20)% Bonus Elemental Damage to Mark of the Wild
110% Attack Speed
(150 to 250)% Bonus to Attack Rating
+(45 to 55)% to Fire Spell Damage
-50% to Enemy Fire Resistance
Physical Resist (10 to 15)%
+(215 to 265) Life after each Kill
), on switch? Is MotW that weaker than Bloodlust?

How about (very expensive, I know) buffing combo of
Berserrker
Berserrker
Backsword (Sacred)

One-Hand Damage: (130 - 144) to (138 - 153)
(Barbarian Only)
Required Level: 100
Required Strength: 526
Item Level: 120
Strength Damage Bonus: (0.16 per Strength)%
1% Chance to cast level 2 Gift of Inner Fire on Striking
+(2 to 3) to All Skills
+(18 to 24)% Bonus Damage to Bloodlust
+(18 to 24)% Bonus Damage to Mark of the Wild
60% Attack Speed
+(171 to 200)% Enhanced Damage
+1 to Bloodlust
+1 to Gift of the Wild
Socketed (3)
and
The Colonel
The Colonel
Military Pick (Sacred)

One-Hand Damage: 132 to 156
Required Level: 100
Required Strength: 500
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+500% Weapon Physical Damage
50% Chance to cast level 1 Snake Bite on Melee Attack
+24% Bonus Damage to Bloodlust
+24% Bonus Damage to Mark of the Wild
30% Attack Speed
+200% Enhanced Damage
10% Deadly Strike
Socketed (6)
? Something tells me it might beat double
Qarak's Will
Qarak's Will
Giant Sword (Sacred)

One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
, and in any case, it's FAR more convenient to cast Bloodlust and Mark/Gift of the Wild when you need them instead of relying on on-kill proc.


i dont recommend them because they felt very, very clunky to use when i tried them in beta. oskills seem to have a lower duration than procs, and sometimes, when youre ww'ing through dense packs and your bloodlust runs out, you dont have the time to switch weaps and cast bloodlust. you get hit by hundreds of things per second and get stuck on hit animation and could die (you need to keep hitting stuff to not die). however swapping weapons and keeping on ww'ing through enemies with tu mace or su giant sword felt very fluid. the duration is 3+ minutes. oskills iirc had a 1-2min duration, maybe it was changed but i doubt it.

also, the ewd given from procs is much higher than ewd given from oskills. motw is a very, very small bonus (like sub 30ewd). imo it isnt worth the hassle of switching every 2 mins in a farming run that lasts 10 mins. i dislike suggesting very, very rare items in a ssf playthrough when you dont even gain a 5% power gain. i feel its just empty information.
Opgedronken
Monkey King
274 | 8
Droggo wrote:I have tried astrogah, xazax etc..


Xazax is really easy to manage though, just walk around dodging most of his attacks and occasionally rock shower him.
Most of the times the rock shower triggers after he teleports so the rocks still fall on him.
I managed to kill him just outside the lvl lock time, not quick, but doable.
senatorstev
Fallen
1 | 0
Hey, total newb to Median XL. Love the guide, it's been pretty easy to follow (even as someone who's never played Median XL) and it's worked well. Leveling was a breeze, just hit 120 and done most of the challenges/ubers you've suggested to do (I think I need to find some upgrades though).

I FINALLY found my first item to upgrade off the Tiered uniques (Druid set armor), and your guide says to socket runes with "Armors: Eld → Ko → Mal → Elq"

I just wanted to ask for clarification on the progression there. Is it that Elq is the best option if you have them, otherwise use Mal, etc. Or is it that Eld is best, but the others are good options as well? I haven't found any Elq's yet, but basically wondering if I should dump 6 Mal's or 6 Eld's into my new armor.

Also... somehow I haven't seen a single sacred Great Sword (literally any quality)... is there a particular area I can go to farm for those? No luck finding Sacred Hammerhead Axes either...
Droggo
Vampiress
35 | 0
Opgedronken wrote:
Droggo wrote:I have tried astrogah, xazax etc..


Xazax is really easy to manage though, just walk around dodging most of his attacks and occasionally rock shower him.
Most of the times the rock shower triggers after he teleports so the rocks still fall on him.
I managed to kill him just outside the lvl lock time, not quick, but doable.


Its the adds that make it hard in the end, but ill give it a try. I wipe on about 10% health so its all about getting the right try.
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Wulf
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senatorstev wrote:Hey, total newb to Median XL. Love the guide, it's been pretty easy to follow (even as someone who's never played Median XL) and it's worked well. Leveling was a breeze, just hit 120 and done most of the challenges/ubers you've suggested to do (I think I need to find some upgrades though).

I FINALLY found my first item to upgrade off the Tiered uniques (Druid set armor), and your guide says to socket runes with "Armors: Eld → Ko → Mal → Elq"

I just wanted to ask for clarification on the progression there. Is it that Elq is the best option if you have them, otherwise use Mal, etc. Or is it that Eld is best, but the others are good options as well? I haven't found any Elq's yet, but basically wondering if I should dump 6 Mal's or 6 Eld's into my new armor.

Also... somehow I haven't seen a single sacred Great Sword (literally any quality)... is there a particular area I can go to farm for those? No luck finding Sacred Hammerhead Axes either...

first of all, congrats on reaching lvl 120 on your first playthrough, thats VERY impressive :) not a lot of people achieve this when they first start. keep it up my man :mrgreen:

on your eld to elq question, you understood perfectly. it basically reads "socket elqs, if you run out, socket mal, if you run out, socket ko, etc". elq you can craft yourself by cubing cham rune into zod, zod into ol rune, ol rune into elq rune. eventually youll have dozens of elqs to put into sockets.

as for sacred bases, the best area to drop them is invariably duncraig. it has a sacred item bias. from what i recall from memory, i find 1 sacred great sword/greaves/hammerhead on every full dunc run or two. the beauty of ww barb is that it isnt very item dependant. you can clear dunc just fine with tiered unique gear, and youll be able to clear fauzt just fine with basic midgame garanteed runewords.

that said, ive done a bunch of playthroughs during beta and a lot of times, you drop the base you want just lvling from 105 to 120 from random places in hell diff. make sure you have a drop notifier (d2stats) running with the bases you want in its script. for help on how to set it up, you can ask on discord general chat. people have been using it for years so its well known.

cheers
Lucifer
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BIS farming weapon? Go
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Wulf
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Lucifer wrote:BIS farming weapon? Go

item suggestions are in the guide.
Kerchaak
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I may be missing the point of "Sur" weapon for the Witch 125 Dungeon as well as the point of the re-skill and build specific to her. I<ve not given her a "serious" shot yet, but the few times Ive been in have been quite the pain.
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Wulf
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Kerchaak wrote:I may be missing the point of "Sur" weapon for the Witch 125 Dungeon as well as the point of the re-skill and build specific to her. I<ve not given her a "serious" shot yet, but the few times Ive been in have been quite the pain.


the respec is to go from a 8k hp setup to 20k hp with huge hp regen. "sur" weap is to slow down witch atks. chance of dying decreases significantly when you have big hp, big hp regen, and boss slowed down.

the reason i recommend this setup is because this charm is very important. youll need to rerun it several times to get 1 fire-cold-light for it to be worthy of a triune trophy. so if you rerun it several times, might as well make your runs time efficient and reduce your fail chances.
Kerchaak
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Wulf wrote:
Kerchaak wrote:I may be missing the point of "Sur" weapon for the Witch 125 Dungeon as well as the point of the re-skill and build specific to her. I<ve not given her a "serious" shot yet, but the few times Ive been in have been quite the pain.


the respec is to go from a 8k hp setup to 20k hp with huge hp regen. "sur" weap is to slow down witch atks. chance of dying decreases significantly when you have big hp, big hp regen, and boss slowed down.

the reason i recommend this setup is because this charm is very important. youll need to rerun it several times to get 1 fire-cold-light for it to be worthy of a triune trophy. so if you rerun it several times, might as well make your runs time efficient and reduce your fail chances.



I figured as much when I checked the Dungeon page with the effects. Pretty nutty charm. Asinine rift to spam yet still serves a few purposes. Thank you. Do you run duo Sur weapons or just 1 + shield?