Tantrum Barbarian

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Fumbles
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No longer being updated. Too many changes in M2017 that negatively affected the build. Leveling with tantrum is way harder. End game is doable but the build is far worse for many areas where is was previously great/okay.
[MXLU:XVc] Tantrum Barb
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With the addition of the new skill planner and improved item code, I've decided its time to update the guide, slowly. I did a play through on realm last ladder(solo), took some notes and managed to add a few ubers. This update includes a brief leveling section as well. There aren't many significant changes, though a few items will appear briefly while leveling and acquiring charms



Pros:
  • Great starting build for new player or new ladder
  • Most ubers are farmable with main skill, a few are achieved with cheap crafts + respec
  • Endgame is very tanky - High life/defense/dr%/leech and some avoid
  • Gear is cheap throughout leveling and end game making it SP friendly
  • Playstyle is simple with mild skill-switching for stances/teleporting


Cons:
  • Tantrum is awesome but can't complete all endgame content
  • Lots of crafting and crystal farming so it can feel "grindy" at times



Table of Contents: Click to skip to section



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Where you use your stat points changes depending charms/gear and how far your are in the game.

Strength: Enough to equip gear - Make sure to remove ALL gears when respeccing and have enough strength to equip everything before you re-equip gear. This will prevent loss of gear when when your inventory is full and/or you mistakenly pick up an item while retrieving your body.

Dexterity: Enough to equip your bow while naked + more for attack rating if your lacking after you've put on all gear and finished speccing . 90% chance to hit enemies is a good amount throughout the game for normal enemies. My endgame is 25k which sufficient for Destruction.

Vitality: All of your leftover go here, including 500 signets you get from farming nihlithak.

Energy: :nope:


SKILLS

Like stat points, skill point allocation will change as you progress through the game. My focus here is late game and is as follows:

Reward Tree
Immortal - Grants avoidance % and hit recovery - 20 POINTS
Thundergod - Full screen stun every 15 seconds - 1 POINT
Runemaster - Defense bonus for socketed runes - 20 POINTS

Spirit Tree
Putting points into this tree is optional but does serve two purposes.
(1)Having access to the summons benefits ubers that require dark summoning as they keep enemies occupied while your pre-blasted tantrum rips everything apart. I use these in addition to Edyrem.
(2)Spirit Walk grants stances to reanimates/summons within a radius, while this isn't crucial to the build, I have the points to spare late game.
Again this tree is optional but I feel that the additional summons alone make it worth it if you have points left over - 1 POINT EACH

Special Tree
Wolf Companion - Wolves cast doom on enemies which works extremely well with tantrum because of its multi-hitting awesomeness. They are also required to benefit spirit guides defense bonus. Mid-game, enough for 6-7 wolves is ok and enough for 8 late-game is highly recommended. Remember additional wolves are added every 5 points so add in increments of 5 - 35 POINTS

Ancient Blood - Increases max life and adds +1 to max skills for every 4 points invested - This skills helps us reach 35 points in wolf companion for 8 wolves. Your charms/gear will determine how many points you need here - 8 POINTS+

Fortress - Prerequisite - 1 POINT

Spirit Guide - This skill is the main reason for maxing Wolf Companion - When near wolves, Spirit Guide grants a huge tcd bonus and increases our damage. The more wolves, the more likely they will be close enough to continually keep the bonuses active. 25 POINTS+ (I have 31)

Mountain King - Adds bonus to all attributes. When respeccing, put a point here before doing stat points, as it does save some unnecessary points from being used in str/dex. 1 POINT WONDER!

Stance Tree
95% of the time, wolf stance is our primary on RMB. When killing bosses, we will be using kraken stance, which spawns on rare/crafted barbarian helms. Kraken stance adds fire/light/cold damage to attacks which again works very well because of how often tantrum hits. Kraken stance gets a damage boost from additional hard points in the stance tree. For this reason, some players like to pump points into snake and eagle stance. Some will argue that eagle stance is a great because of its regen properties but our main weapon will have enough leech to rival the healing effects of eagle as long as we keep moving and keep killing. As far as snake stance, some players will even switch to snake just before thundergod activates to poison the entire screen. While this is clearly the work of a genius its not an effective use of skill points. We will get a healthy enough elemental damage boost from MOTW anyways, so with that being said - 1 POINT EACH

Melee Tree Points in this tree are optional

Earthquake - Prerequisite - 1 POINT

Ice Burst - Since Griswold blocks tantrum in terror, this is helpful on switch for special box runs - 1 POINT

Thunder Slam - This isn't necessary until late game, but with this skill farming Toraja becomes a reality - 1 POINT

Dual Tree

Daedalus - This skill is newer to the tantrum world with the addition of the new skill trees - adds max life, lite damage and some much needed attack rating - 1 POINT

Throw Tree - :nope:


GEAR SECTION

Early Game

Weapon - You won't be able to use tantrum until at least lvl 21. Find a *short bow* as it has the lowest dex requirement and throw an ort rune into it. Don't focus on adding enhanced dmg orbs as we rely on dmg from armor. Add leech orbs and ar orbs as needed. Find a second short bow, roll it to superior and keep trying til you get double mo. A double mo bow will get you through terror and early destruction without issue, just keep your attack rating up(ar orbs are 50% on double mo bow) and get as much leech as you can.

Arrow Quiver - You can use a rare or use some arcane crystals to roll a
Locust Hive
Locust Hive
Arrow Quiver

Required Level: 1
5% Chance to cast level 1 Arrow on Striking
Adds 13-25 poison damage over 2 seconds
Poison Length Reduced by (11 to 15)%

, If you get
Hanabigami
Hanabigami
Arrow Quiver

Required Level: 60
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Ice Lance on Striking
60% Faster Run/Walk
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(6 to 8)% to All Enemy Resistances
-15 to Vitality

, keep them as the added fire/lite/cold dmg will substantially increase your damage output once you hit lvl 60. Save any additional locust hives for lottery upgrade as these are perfect for endgame.

Body Armor -
Jitan's Kamon
Jitan's Kamon
Splint Mail (6)

Defense: (184-208) to (370-418)
Required Strength: 61
Required Level: 6
5% Chance to cast level 4 Guard Tower when you Kill an Enemy
100% Chance to cast level 7 Singularity when you Die
Adds (3 to 4)-(7 to 8) fire damage
Adds (3 to 4)-(7 to 8) lightning damage
Adds (3 to 4)-(7 to 8) cold damage
+(24 to 40)% Enhanced Defense
Damage Reduced by 5%
Socketed (2)

Defense: (346-386) to (661-736)
Required Strength: 88
Required Level: 15
6% Chance to cast level 7 Guard Tower when you Kill an Enemy
100% Chance to cast level 14 Singularity when you Die
Adds (4 to 8)-(8 to 15) fire damage
Adds (4 to 8)-(8 to 15) lightning damage
Adds (4 to 8)-(8 to 15) cold damage
+(41 to 57)% Enhanced Defense
Damage Reduced by 6%
Socketed (3)

Defense: (592-656) to (1106-1225)
Required Strength: 128
Required Level: 23
7% Chance to cast level 10 Guard Tower when you Kill an Enemy
100% Chance to cast level 21 Singularity when you Die
Adds (8 to 15)-(16 to 30) fire damage
Adds (8 to 15)-(16 to 30) lightning damage
Adds (8 to 15)-(16 to 30) cold damage
+(58 to 75)% Enhanced Defense
Damage Reduced by 7%
Socketed (4)

Defense: (957-1050) to (1748-1918)
Required Strength: 186
Required Level: 32
8% Chance to cast level 13 Guard Tower when you Kill an Enemy
100% Chance to cast level 28 Singularity when you Die
Adds (16 to 30)-(31 to 60) fire damage
Adds (16 to 30)-(31 to 60) lightning damage
Adds (16 to 30)-(31 to 60) cold damage
+(75 to 92)% Enhanced Defense
Damage Reduced by 8%
Socketed (4)

Defense: (1466-1596) to (2663-2898)
Required Strength: 270
Required Level: 41
9% Chance to cast level 16 Guard Tower when you Kill an Enemy
100% Chance to cast level 35 Singularity when you Die
Adds (31 to 60)-(61 to 120) fire damage
Adds (31 to 60)-(61 to 120) lightning damage
Adds (31 to 60)-(61 to 120) cold damage
+(92 to 109)% Enhanced Defense
Damage Reduced by 9%
Socketed (5)

Defense: (2175-2352) to (3925-4244)
Required Strength: 391
Required Level: 49
10% Chance to cast level 19 Guard Tower when you Kill an Enemy
100% Chance to cast level 42 Singularity when you Die
Adds (61 to 120)-(121 to 240) fire damage
Adds (61 to 120)-(121 to 240) lightning damage
Adds (61 to 120)-(121 to 240) cold damage
+(109 to 126)% Enhanced Defense
Damage Reduced by 10%
Socketed (6)

- The tri-ele dmg from this armor is one of the main sources of damage so upgrade it when your lvl/stats permit. Also has %dr and plenty of mo space. Farm Andy for shards to make this asap.

Gloves -
Featherclaw
Featherclaw
Chain Gloves (6)

Defense: (28-30) to (49-54)
Required Strength: 38
Required Level: 5
15% Faster Run/Walk
5% Increased Attack Speed
(21 to 50)% bonus to Attack Rating
(3 to 5)% Chance of Open Wounds
+(18 to 29)% Enhanced Defense
+(6 to 10) to Dexterity
+(101 to 150) Maximum Stamina
Socketed (1)

Defense: (72-78) to (110-119)
Required Strength: 55
Required Level: 13
20% Faster Run/Walk
10% Increased Attack Speed
(51 to 80)% bonus to Attack Rating
(6 to 8)% Chance of Open Wounds
+(30 to 40)% Enhanced Defense
+(11 to 15) to Dexterity
+(151 to 200) Maximum Stamina
Socketed (2)

Defense: (149-161) to (203-218)
Required Strength: 80
Required Level: 22
25% Faster Run/Walk
15% Increased Attack Speed
(81 to 110)% bonus to Attack Rating
(9 to 11)% Chance of Open Wounds
+(41 to 52)% Enhanced Defense
+(16 to 20) to Dexterity
+(201 to 250) Maximum Stamina
Socketed (2)

Defense: (250-268) to (334-358)
Required Strength: 116
Required Level: 31
30% Faster Run/Walk
20% Increased Attack Speed
(111 to 140)% bonus to Attack Rating
(12 to 14)% Chance of Open Wounds
+(52 to 63)% Enhanced Defense
+(21 to 25) to Dexterity
+(251 to 300) Maximum Stamina
Socketed (3)

Defense: (393-420) to (519-554)
Required Strength: 168
Required Level: 40
35% Faster Run/Walk
25% Increased Attack Speed
(141 to 170)% bonus to Attack Rating
(15 to 17)% Chance of Open Wounds
+(64 to 75)% Enhanced Defense
+(26 to 30) to Dexterity
+(301 to 350) Maximum Stamina
Socketed (3)

Defense: (581-617) to (759-807)
Required Strength: 244
Required Level: 48
40% Faster Run/Walk
30% Increased Attack Speed
(171 to 200)% bonus to Attack Rating
(18 to 20)% Chance of Open Wounds
+(75 to 86)% Enhanced Defense
+(31 to 35) to Dexterity
+(351 to 400) Maximum Stamina
Socketed (4)

- These help keep your attack rating in check and reduce the amount of orbs you'll have to put into your double mo bow. So get these as soon as you can and uptier when your lvl/stats permit.

Belt -
Deadfall
Deadfall
Heavy Belt (6)

Defense: (135-159) to (178-210)
Required Strength: 63
Required Level: 7
5% Chance to cast level 3 Shower of Rocks when you Kill an Enemy
3% Chance of Crushing Blow
+(24 to 46)% Enhanced Defense
+(16 to 25) to Strength
Lightning Resist +(11 to 15)%
(3 to 5)% Chance of Uninterruptable Attack
Socketed (1)

Defense: (270-310) to (352-405)
Required Strength: 91
Required Level: 15
6% Chance to cast level 5 Shower of Rocks when you Kill an Enemy
3% Chance of Crushing Blow
+(47 to 69)% Enhanced Defense
+(26 to 35) to Strength
Lightning Resist +(16 to 20)%
(6 to 8)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (485-551) to (616-700)
Required Strength: 132
Required Level: 24
7% Chance to cast level 7 Shower of Rocks when you Kill an Enemy
4% Chance of Crushing Blow
+(69 to 92)% Enhanced Defense
+(36 to 45) to Strength
Lightning Resist +(21 to 25)%
(9 to 11)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (804-896) to (1017-1134)
Required Strength: 192
Required Level: 33
8% Chance to cast level 9 Shower of Rocks when you Kill an Enemy
4% Chance of Crushing Blow
+(92 to 114)% Enhanced Defense
+(46 to 55) to Strength
Lightning Resist +(26 to 30)%
(12 to 14)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (1270-1400) to (1595-1758)
Required Strength: 278
Required Level: 41
9% Chance to cast level 11 Shower of Rocks when you Kill an Enemy
5% Chance of Crushing Blow
+(115 to 137)% Enhanced Defense
+(56 to 65) to Strength
Lightning Resist +(31 to 35)%
(15 to 17)% Chance of Uninterruptable Attack
Socketed (2)

Defense: (1918-2095) to (2403-2626)
Required Strength: 404
Required Level: 50
10% Chance to cast level 13 Shower of Rocks when you Kill an Enemy
5% Chance of Crushing Blow
+(138 to 160)% Enhanced Defense
+(66 to 75) to Strength
Lightning Resist +(36 to 40)%
(18 to 20)% Chance of Uninterruptable Attack
Socketed (2)

- Shower of rocks proc, crushing blow, flat str, lite res and ua makes this a great choice for us. Shower of rocks is awesome and will carry the ele dmg from body armor. Be wary of the strength requirement as it jumps from 278 at tier 5 to 404 at tier 6.
Wormtongue
Wormtongue
Light Belt (6)

Defense: (53-58) to (71-78)
Required Strength: 27
Required Level: 3
(31 to 50)% bonus to Attack Rating
Adds (1 to 2)-(2 to 3) poison damage over 1 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)

Defense: (114-123) to (148-159)
Required Strength: 39
Required Level: 12
(51 to 70)% bonus to Attack Rating
Adds (3 to 6)-(6 to 13) poison damage over 2 seconds
(5 to 7)% Life stolen per Hit
+(30 to 40)% Enhanced Defense
+(16 to 20) to Dexterity
Socketed (2)

Defense: (214-231) to (259-279)
Required Strength: 57
Required Level: 21
(71 to 90)% bonus to Attack Rating
Adds (10 to 19)-(19 to 38) poison damage over 3 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)

Defense: (352-378) to (424-454)
Required Strength: 82
Required Level: 29
(91 to 110)% bonus to Attack Rating
Adds (25 to 50)-(50 to 100) poison damage over 4 seconds
(11 to 13)% Life stolen per Hit
+(52 to 63)% Enhanced Defense
+(26 to 30) to Dexterity
Socketed (2)

Defense: (544-581) to (649-693)
Required Strength: 119
Required Level: 38
(111 to 130)% bonus to Attack Rating
Adds (63 to 125)-(125 to 250) poison damage over 5 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)

Defense: (801-851) to (946-1006)
Required Strength: 173
Required Level: 46
(131 to 150)% bonus to Attack Rating
Adds (151 to 300)-(301 to 600) poison damage over 6 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)

- you should stick with deadfall but if you find this before its also very cool. Attack rating, poison dmg, leech and flat dex make this the second best option imo.

Boots - Not many choices in the unique department so make honorifics for resists/tcd

Helm -
Auriel's Halo
Auriel's Halo
Tiara (6)

Defense: (31 to 67)
Required Dexterity: (19-20)
Required Level: 8
+1 to Paladin Skill Levels
Adds (3 to 4)-(6 to 9) fire damage
Adds (3 to 4)-(6 to 9) cold damage
Cold Resist +(11 to 15)%
Fire Resist +(11 to 15)%
Requirements -(5 to 3)%
Socketed (2)

Defense: (54 to 106)
Required Dexterity: 34
Required Level: 16
+1 to Paladin Skill Levels
Adds (4 to 8)-(9 to 18) fire damage
Adds (4 to 8)-(9 to 18) cold damage
Cold Resist +(16 to 20)%
Fire Resist +(16 to 20)%
Requirements -(8 to 6)%
Socketed (2)

Defense: (86 to 162)
Required Dexterity: (54-55)
Required Level: 25
+(1 to 2) to Paladin Skill Levels
Adds (8 to 15)-(18 to 35) fire damage
Adds (8 to 15)-(18 to 35) cold damage
Cold Resist +(21 to 25)%
Fire Resist +(21 to 25)%
Requirements -(11 to 9)%
Socketed (2)

Defense: (127 to 232)
Required Dexterity: (82-84)
Required Level: 34
+(1 to 2) to Paladin Skill Levels
Adds (16 to 30)-(36 to 70) fire damage
Adds (16 to 30)-(36 to 70) cold damage
Cold Resist +(26 to 30)%
Fire Resist +(26 to 30)%
Requirements -(14 to 12)%
Socketed (3)

Defense: (180 to 322)
Required Dexterity: (122-124)
Required Level: 43
+(1 to 3) to Paladin Skill Levels
Adds (31 to 60)-(71 to 140) fire damage
Adds (31 to 60)-(71 to 140) cold damage
Cold Resist +(31 to 35)%
Fire Resist +(31 to 35)%
Requirements -(17 to 15)%
Socketed (3)

Defense: (247 to 437)
Required Dexterity: (176-180)
Required Level: 51
+(2 to 3) to Paladin Skill Levels
Adds (61 to 120)-(141 to 280) fire damage
Adds (61 to 120)-(141 to 280) cold damage
Cold Resist +(36 to 40)%
Fire Resist +(36 to 40)%
Requirements -(20 to 18)%
Socketed (4)



This one gets some special attention because of how awesome it is and because no one seems to really know about it. The fire/cold dmg at tier 6 can be higher then then fire/cold dmg from jitan's armor if you get a good roll. It even has decent fire/cold res which is always welcome. This helm+jitan's+hanabigami quiver is an early game equivalent to kraken(which isn't available early on) and we get to use wolf stance :flip:

Amulet - Lots of good options here. Depending on where you are in the game, rolling a rare might be ok. I won't suggest rolling uniques because there is 10 of them and you can waste a lot of crystals doing this. If you happen to get
Athulua's Oracle
Athulua's Oracle
Amulet

Required Level: 60
+1 to All Skills
10% Faster Run/Walk
10% Increased Attack Speed
(101 to 250)% bonus to Attack Rating
(16 to 20)% Chance of Uninterruptable Attack

it can have up to 250% attack rating which very beneficial.
Hangman
Hangman
Amulet

Required Level: 1
33% Chance to cast level 10 Pain Spirit when you Kill an Enemy
+(3 to 5)% to Physical/Magic Spell Damage
Drain Life -5
(26 to 38)% extra gold from monsters

,
Teganze Pendant
Teganze Pendant
Amulet

Required Level: 60
+1 to All Skills
+(8 to 10)% to Fire Spell Damage
+(8 to 10)% to Lightning Spell Damage
+(8 to 10)% to Cold Spell Damage
Increase Maximum Life (11 to 15)%
Increase Maximum Mana (21 to 30)%
All Resists +10%
+100 Mana after each Kill

,
The Dreamcatcher
The Dreamcatcher
Amulet

Required Level: 80
+2 to All Skills
15% Faster Cast Rate
-(3 to 5)% to All Enemy Resistances
All Resists +(21 to 25)%
+(31 to 40) Mana after each Kill

and
Angel Heart
Angel Heart
Amulet

Required Level: 40
+1 to All Skills
(6 to 10)% Bonus to Dexterity
(6 to 10)% Bonus to Strength
Total Character Defense Plus (16 to 20)%
+(3 to 4) to Light Radius

are also ok but don't worry about this too much just use what u got.

Rings -
Empyrean Band
Empyrean Band
Ring

Required Level: 40
1% Chance to cast level 7 Singularity when you Kill an Enemy
(3 to 5)% Bonus to All Attributes
Increase Maximum Life and Mana 10%
(26 to 50)% extra gold from monsters

are great here but don't waste years of your life trying to get them.
Ring of Truth
Ring of Truth
Ring

Required Level: 20
15% Faster Hit Recovery
25% Faster Block Rate
(31 to 50)% bonus to Attack Rating
Total Character Defense Plus (11 to 15)%
Slows Attacker by (3 to 5)%
+2 to Light Radius

has fhr/tcd/ar and tons of mo space.
Xorine's Ring
Xorine's Ring
Ring

Required Level: 80
15% Chance to cast level 9 Punisher when you Kill an Enemy
(51 to 100)% bonus to Attack Rating
Adds 88-306 poison damage over 7 seconds
Poison Resist +(31 to 40)%
(11 to 15)% Chance of Uninterruptable Attack

also has good ar and source of poison dmg but a lvl 80 req.
Xorine's Ring
Xorine's Ring
Ring

Required Level: 80
15% Chance to cast level 9 Punisher when you Kill an Enemy
(51 to 100)% bonus to Attack Rating
Adds 88-306 poison damage over 7 seconds
Poison Resist +(31 to 40)%
(11 to 15)% Chance of Uninterruptable Attack

Ripstar
Ripstar
Ring

Required Level: 60
+(0.25 per level) to Maximum Damage (Based on Character Level)
(31 to 50)% Chance of Open Wounds
+(11 to 20) Life on Attack

are also nice for adding max dmg. You can also use some rares but the modifers depend on how far you've progressed in the game. Just use whatever u have.

I know I mention attack rating a lot and the reason I do so is because of how important it is endgame. Without a shield we have no block and because of the small dmg radius that tantrum has we have to get up close and personal with enemies frequently. Having a high attack rating means our fast hitting attack will hit enemies more, which means more opportunities for leech which will help keep the red bulb full and that shitty message about dying off the screen. This is the reason why kids love cinnamon toast crunch.

Aside from jewelry I didn't list more than one option for most of the body armor and thats because most of them play a vital role in early game play. That doesn't mean you won't survive without every single piece. Feel free to test whatever you like and let me know if you find something awesome that I missed so I can add it.

MID/LATE GAME

There is plenty of info on shrine crafting and making runewords all over the forum if you aren't sure where to start.


The more expensive items listed are just suggestions if you happen to stumble across them but aren't required for this build.

Weapon
This build requires a rare/shrine crafted bow with the o-skill tantrum and hopefully arrow/knife throw. The o-skill itself is not a common affix that spawns on bows which means it can take a while to craft one. The arrow/knife throw procs are also not very common so getting the o-skill + proc combo can be very difficult/frustrating. There have been a couple ladders where I was so unlucky that I couldn't get knife or arrow and had to settle for time strike or shower of rocks. These aren't bad procs but arrow and knife >all. Aside from those modifiers the others notable affixs are:

enhanced damage - up to 350%(max) which is nice as it leaves more room for mystic orbs
attack rating - abandoned shrines are good for this
min/max damage - both are gladly accepted
Life after each kill - why not?
% Magic find - every bit helps!

Once you get your bow you can add orbs(remember they are worth double on crafted items) depending on your needs/play style. I start by getting the enhanced damage to 350% if it isn't already. Add Jah runes then continue with leech orbs til the item requirement hits 120. If there is still room for orbs which occasionally happens when a bow has a low requirement level, you can then add max damage orbs or crushing blow. If your not sure what to orb just hold off until and decide what you want to use later on. Make sure you add the leech orbs though as they are a great source of healing due the the awesomeness that is tantrum.

This is a ss of the bow I crafted this ladder. Somehow it only had a level 70 requirement which left more orb room that most bows have.
Image
It doesn't look special but its everything a guy could ask for as far as this build is concerned.

I should also mention again that tantrum is available on the amok (ort runeword) bow. When used on a double mo bow, its still very effective through mid and into some late game ubering.



Helm

The primary helm used in this build is a rare/shrine crafted helm with +xx to Kraken stance. Kraken spawns on barbarian helms and the avenger guard is recommended as it has the highest base defense. Besides Kraken, other desirable affixes include:

+2 to Barbarian skill levels
+% enhanced defense
Target takes additional damage (it is important to have 1 source of ttad)
+% bonus/flat bonus to vitality/dexterity - strength is useless as we spec naked
10% Ctc lvl 3 Spike Nova when Struck by a Missile - worth mentioning because of all the on strike procs

Image
Heres a pic of a pretty standard helm

As far as sockets are concerned:

Resistance runes if your lacking
Ohms for more life
Lums for magic find

Others I feel are worth mentioning include:

Witchhunter's Hood
Witchhunter's Hood
Witchhunter's Attire Set
Cap (Sacred)

Defense: (2219-2540) to (2245-2570)
Required Strength: 228
Required Level: 100
+(87 to 114)% Enhanced Defense
(16 to 20)% Bonus to Dexterity
(16 to 20)% Bonus to Strength
+5% to All Maximum Resistances
All Resists +(31 to 40)%
Damage Reduced by 5%
Total Character Defense Plus (16 to 20)%
Requirements -50%
Socketed (4)

Royal Circlet
Royal Circlet
Tiara (Sacred)

Defense: (1769-1964) to (2000-2222)
Required Dexterity: 392
Required Level: 100
+2 to All Skills
+150% Damage to Demons
+150% Damage to Undead
+(144 to 171)% Enhanced Defense
(21 to 25)% Bonus to All Attributes
All Resists +(31 to 40)%
Damage Reduced by 5%
(21 to 25)% better chance of getting magic item
Socketed (4)


Lilith's Legion
Lilith's Legion
Avenger Guard (Sacred)

Defense: (3691-4041) to (4067-4455)
Required Strength: 461
Required Level: 100
(Barbarian Only)
+(1 to 2) to Barbarian Skill Levels
150% bonus to Attack Rating
20% Bonus to Strength
10% Bonus to Vitality
+(172 to 200)% Enhanced Defense
+300 Defense
Damage Reduced by 10%
(1 to 2)% Reanimate as: Celebrant of the Triune
1% Reanimate as: Morlu
(375 to 475)% extra gold from monsters
75% better chance of getting magic item
Socketed (4)



Body Armor

When choosing an armor the two most important things I look for are high defense and % damage reduction. There are lots of armors available in the game to suit our needs but one the cheapest armor available is also one of the best.
Erawan
Erawan
Body Armor

'Nih'
Runeword Level: 100
-10% Slower Run/Walk
10% Bonus to Buff/Debuff/Cold Skill Duration
5% Chance of Crushing Blow
25% Bonus to Vitality
25% Bonus to Strength
+(144 to 171)% Enhanced Defense
Damage Reduced by (11 to 15)%
Total Character Defense Plus (11 to 20)%
(Nih runeword) armor can have up to 15% dr + 2% from blessed oil upgrade. Yes Erawan is a runeword and we lose 5 sockets that could benefit from runemaster but a properly made Erawan has excellent defense and makes up for it anyway. The 5 available sockets can be used for crafted jewels that have some much needed attack rating(jewels can have up to 50%), resists, leech or whatever else you need. Erawan also has 10% cb, %vitality and tcd.
Use Ancient Armor if making this runeword as it has the highest base defense.

Other Armors worth mentioning are:
Linga Sharira
Linga Sharira
Body Armor

'Auhe'
Runeword Level: 100
10% Chance to cast level 50 Punisher when Struck
+1 to All Skills
200% Faster Hit Recovery
3% Deadly Strike
+(172 to 200)% Enhanced Defense
Regenerate Mana +45%
Damage Reduced by 15%
Total Character Defense Plus 50%

Hratli's Craft
Hratli's Craft
Ring Mail (Sacred)

Defense: (6628-7311) to (7292-8043)
Required Strength: 307
Required Level: 100
+1 to All Skills
25% Faster Cast Rate
50% Faster Hit Recovery
+(41 to 50)% Bonus to Summoned Minion Life
+(172 to 200)% Enhanced Defense
+75 to Dexterity
Damage Reduced by 10%
63% better chance of getting magic item
Repairs 1 Durability in 25 Seconds
Requirements -40%
Socketed (6)


Mage's Denial
Mage's Denial
Splint Mail (Sacred)

Defense: (6375-7081) to (7395-8214)
Required Strength: 563
Required Level: 100
+(144 to 171)% Enhanced Defense
+100 to Life
+5% to All Maximum Resistances
All Resists +(50 to 75)%
+(5 to 10) Magic Absorb
+(5 to 10) Cold Absorb
+(5 to 10) Lightning Absorb
+(5 to 10) Fire Absorb
Damage Reduced by 15%
Cannot Be Frozen
Poison Length Reduced by 50%
Socketed (6)

(expensive)
Natasha's Legacy
- extremely expensive but a good roll beats all.

Quiver

There are only 3 quiver worth mentioning and 2 of them are dirt cheap.

Locust Hive
Locust Hive
Arrow Quiver

Required Level: 1
5% Chance to cast level 1 Arrow on Striking
Adds 13-25 poison damage over 2 seconds
Poison Length Reduced by (11 to 15)%

is a cheap tiered unique that can be made with arcane crystals, has a 5% weapon damage proc(awesome) and tons of orb space.
Hanabigami
Hanabigami
Arrow Quiver

Required Level: 60
1% Chance to cast level 36 Flamefront on Striking
1% Chance to cast level 36 Forked Lightning on Striking
1% Chance to cast level 36 Ice Lance on Striking
60% Faster Run/Walk
Adds 25-50 fire damage
Adds 25-50 lightning damage
Adds 25-50 cold damage
-(6 to 8)% to All Enemy Resistances
-15 to Vitality

can also be made using crystals, has -fire/lite/cold enemy res and 3 ele procs(that can't reproc) and half the orb space of locust quiver. This quiver is fine but can be laggy if you have an older rig.
Bag of Tricks
Bag of Tricks
Arrow Quiver (Sacred)

Required Level: 100
2% Chance to cast level 1 Javelin on Striking
2% Chance to cast level 1 Arrow on Striking
2% Chance to cast level 1 Knife Throw on Striking
20% Increased Attack Speed
Adds 1-125 fire damage
Adds 1-125 lightning damage
Adds 1-125 cold damage
50% extra gold from monsters
Reduces all Vendor Prices 5%

- most expensive of the three but it does have 3x 2% weapon damage procs and added ele damage.

Image
I use these (lotteried) and added some -enemy resists and additional mf


Gloves

I always run into the issue of not having enough attack rating during early/mid game and
Featherclaw
Featherclaw
Chain Gloves (6)

Defense: (28-30) to (49-54)
Required Strength: 38
Required Level: 5
15% Faster Run/Walk
5% Increased Attack Speed
(21 to 50)% bonus to Attack Rating
(3 to 5)% Chance of Open Wounds
+(18 to 29)% Enhanced Defense
+(6 to 10) to Dexterity
+(101 to 150) Maximum Stamina
Socketed (1)

Defense: (72-78) to (110-119)
Required Strength: 55
Required Level: 13
20% Faster Run/Walk
10% Increased Attack Speed
(51 to 80)% bonus to Attack Rating
(6 to 8)% Chance of Open Wounds
+(30 to 40)% Enhanced Defense
+(11 to 15) to Dexterity
+(151 to 200) Maximum Stamina
Socketed (2)

Defense: (149-161) to (203-218)
Required Strength: 80
Required Level: 22
25% Faster Run/Walk
15% Increased Attack Speed
(81 to 110)% bonus to Attack Rating
(9 to 11)% Chance of Open Wounds
+(41 to 52)% Enhanced Defense
+(16 to 20) to Dexterity
+(201 to 250) Maximum Stamina
Socketed (2)

Defense: (250-268) to (334-358)
Required Strength: 116
Required Level: 31
30% Faster Run/Walk
20% Increased Attack Speed
(111 to 140)% bonus to Attack Rating
(12 to 14)% Chance of Open Wounds
+(52 to 63)% Enhanced Defense
+(21 to 25) to Dexterity
+(251 to 300) Maximum Stamina
Socketed (3)

Defense: (393-420) to (519-554)
Required Strength: 168
Required Level: 40
35% Faster Run/Walk
25% Increased Attack Speed
(141 to 170)% bonus to Attack Rating
(15 to 17)% Chance of Open Wounds
+(64 to 75)% Enhanced Defense
+(26 to 30) to Dexterity
+(301 to 350) Maximum Stamina
Socketed (3)

Defense: (581-617) to (759-807)
Required Strength: 244
Required Level: 48
40% Faster Run/Walk
30% Increased Attack Speed
(171 to 200)% bonus to Attack Rating
(18 to 20)% Chance of Open Wounds
+(75 to 86)% Enhanced Defense
+(31 to 35) to Dexterity
+(351 to 400) Maximum Stamina
Socketed (4)

chain gloves give up to 200%(t6) which is pretty decent for a tiered unique. Featherclaw also has IAS, FRW, OW and flat dex and with only a required level of 48 at t6 its got tons of room for mystic orbs.

Baron Sludge's Bonecrushers
- My favorite gloves and probably the rarest item in this build(not including crafts)
IAS, +max damage and 8% damage reduction make it an easy decision. Bonecrushers also have a delicious source of TTAD which you need a source of so make sure you get it here, from a crafted helm or rare amulet.

Facebreaker
Facebreaker
Chain Gloves (Sacred)

Defense: (1107-1251) to (1214-1372)
Required Strength: 514
Required Level: 100
Stun Attack
(6 to 8)% Chance of Crushing Blow
-10% Penalty to Dexterity
+(115 to 143)% Enhanced Defense
15% Bonus to Strength
Damage Reduced by 5%
+1 Life on Striking
Socketed (4)

are also an option here

Demonic Touch
Demonic Touch
Leather Gloves (Sacred)

Defense: (1136 to 1143)
Required Strength: 908
Required Level: 100
1% Chance to cast level 16 Cataclysm on Striking
30% Faster Run/Walk
Adds 7-13 damage
+666 Defense
All Resists +(15 to 20)%
Damage Reduced by 5%
1% Reanimate as: Edyrem
Requirements +100%
Socketed (4)

wouldn't be bad but the strength requirement isn't very sexy.


Boots

Vita crafted boots work fine here. I used the orb space for tcd but add whatever your lacking. Crafts work great cause you can always make new ones as you progress through the game. Other good options include:
Toesie Warmer
Toesie Warmer
Chain Boots (Sacred)

Defense: (1381-1581) to (1497-1714)
Required Strength: 527
Required Level: 100
10% Chance to cast level 57 Lava Pit when you Kill an Enemy
25% Faster Run/Walk
Adds 38-100 fire damage
(21 to 25)% Bonus to Vitality
+(87 to 114)% Enhanced Defense
Fire Resist +(31 to 50)%
Total Character Defense Plus (11 to 15)%
Socketed (4)


Clawfeet
Clawfeet
Chain Boots (Sacred)

Defense: (1803-2002) to (1954-2170)
Required Strength: 527
Required Level: 100
+1 to Druid Skill Levels
+25% Bonus Elemental Damage to Mark of the Wild
+50% Bonus to Poison Skill Duration
+150% Bonus Damage to Mark of the Wild
30% Faster Run/Walk
10% Increased Attack Speed
Adds 13-38 damage
50% bonus to Attack Rating
+(144 to 171)% Enhanced Defense
Socketed (4)


Angel's Wrath
Angel's Wrath
Chain Boots (Sacred)

Defense: (1588-1795) to (1722-1946)
Required Strength: 527
Required Level: 100
+(0 to 2) to Assassin Skill Levels
+(0 to 2) to Amazon Skill Levels
+(0 to 2) to Barbarian Skill Levels
+(0 to 2) to Druid Skill Levels
+(0 to 2) to Necromancer Skill Levels
+(0 to 2) to Sorceress Skill Levels
+(0 to 2) to Paladin Skill Levels
50% Faster Run/Walk
+(115 to 143)% Enhanced Defense
Increase Maximum Life 10%
Damage Reduced by 10%
Socketed (4)

- Expensive but can have 2 barb skills and the 10% dr is nice
Titan's Steps
Titan's Steps
Heavy Boots (Sacred)

Defense: (1301-1489) to (1378-1577)
Required Strength: 492
Required Level: 100
Adds 38-50 magic damage
Adds 38-50 fire damage
Adds 38-50 lightning damage
Adds 38-50 cold damage
(5 to 8)% Chance of Crushing Blow
+(87 to 114)% Enhanced Defense
+200 to Life
All Resists +(21 to 25)%
+(25 to 50) Life after each Kill
Attacker Takes Damage of (300 to 500)
10% Damage Taken Goes To Mana
Socketed (4)

- Also expensive but they are the best boots for the build. I'm still using vita craft as I haven't located these yet.
Knight's Grace
Knight's Grace
Greaves (Sacred)

Defense: (2249-2481) to (2537-2799)
Required Strength: 714
Required Level: 100
3% Chance to cast level 35 Arrow on Striking
+1 to All Skills
25% Increased Attack Speed
Adds 9-17 damage
+(172 to 200)% Enhanced Defense
+(21 to 25) to all Attributes
Damage Reduced by 5%
10% Chance of Uninterruptable Attack
Requirements +20%
Socketed (4)

- Only mentioning so no one complains about why they weren't. Good boots but expensive and the strength requirement isn't friendly.

I keep a second pair of boots in my stash(shown below) that I use for some bosses with heroic shields. The boots help to reach -100 enemy fire/lite/cold res. I'm aware that -199 is better for heroics but for 3 different elements would require a lot of gear changes and affect overall survivability.
Image

Amulet


Plenty of good options here. I prefer a good rare with skills and doom, after that the rest is a bonus. Amulets can also spawn with TTAD if you still haven't found a source of it yet. Plenty of orb space on rares for -enemy res and thunder hammers or whatever your lacking.

Other good amulets include:

Dyers Eve
Dyers Eve
Amulet (Sacred)

Required Level: 100
5% Chance to cast level 5 Time Strike on Striking
+(2 to 3) to All Skills
Adds 7-13 damage
5% Life stolen per Hit
All Resists +10%
Damage Reduced by 5%


Beads of the Snake King (realm only)
Quov Tsin's Talisman
Quov Tsin's Talisman
Amulet (Sacred)

Required Level: 120
-25% to All Enemy Resistances
- Good on swap for farming bosses with shields

Yes these are all expensive but aren't necessary and honestly a rare is probably the best option so just use what you have.

Rings

Empyrean bands are cheap, have great stats and lots of orb space. My only issue is that the singularity proc locks out teleport skills just long enough for barrels to kill me consistently in Duncraig. I have since switched to two
Assur's Bane
Assur's Bane
Assur's Bane (Sacred)

Required Level: 100
+1 to All Skills
Adds 7-13 damage
+150% Damage to Undead
+1 to Purify
Increase Maximum Life and Mana 10%
+2 to Light Radius

which are similar enough to empyrean bands and they work just fine. I do keep 2 empyrean bands in my stash with -10 enemy fire/lite/cold and thunder hammers orbed to them. These I swap out for farming heroics.
Bad Mood Ring
Bad Mood Ring
Ring (Sacred)

Required Level: 100
+1 to All Skills
Adds 63-125 fire damage
Adds 63-125 lightning damage
Adds 63-125 cold damage
-(8 to 11)% to Enemy Fire Resistance
-(8 to 11)% to Enemy Cold Resistance
-(8 to 11)% to Enemy Lightning Resistance
+(11 to 16) to Disintegrate

are also fine if you can afford them but if I had the choice I'd stick with the Assur's.

Belt

Lots of options here -
Truce
Truce
Belts

'Vith'
Runeword Level: 98
-5% Decreased Attack Speed
-5% Slower Cast Rate
Stun Attack
+(172 to 200)% Enhanced Defense
+5% Increased Healing Rate from Apples
Damage Reduced by 10%
Slows Attacker by 5%
is what I use most of the time. Good defense, 10% dr and room for an indestructible jewel. Some other options include:

Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: (1687 to 1760)
Required Strength: 529
Required Level: 100
+(21 to 25) Energy Factor to Spell Damage
+(11 to 15)% to Spell Damage
(11 to 15)% Bonus to Energy
+500 Defense
All Resists +(21 to 30)%
Damage Reduced by 10%
Socketed (2)

- 10% dr and all resists
Lilith's Temptation
Lilith's Temptation
Plated Belt (Sacred)

Defense: (3707-4089) to (4060-4479)
Required Level: 100
5% Chance to cast level 2 Time Strike on Striking
+(172 to 200)% Enhanced Defense
-25 to all Attributes
100% better chance of getting magic item
Requirements -100%
Socketed (2)

- Time strike proc and 200% mf, not bad if you can live without the dr
Black Void
Black Void
Heavy Belt (Sacred)

Defense: (3111-3455) to (3359-3731)
Required Strength: 568
Required Level: 100
20% Increased Attack Speed
Adds 7-13 damage
(10 to 15)% Life stolen per Hit
Slows Target By 10%
10% Bonus to Dexterity
10% Bonus to Strength
+(144 to 171)% Enhanced Defense
Target Takes Additional Damage of (25 to 50)
50% better chance of getting magic item
Socketed (2)

- I like it better then Lilith's but still no dr (expensive)
Dementia
Dementia
Belt (Sacred)

Defense: (3052-3384) to (3209-3561)
Required Strength: 634
Required Level: 100
Adds 7-13 damage
-(7 to 18)% to All Enemy Resistances
+(13 to 23) to Fowl Fight
Slows Target By 5%
+(115 to 143)% Enhanced Defense
+500 Defense
+(20 to 25) to all Attributes
Increase Maximum Life 5%
+3% to All Maximum Resistances
Damage Reduced by 5%
Requirements +20%
Socketed (2)

- The best belt to compliment Kraken stance, everything about it is awesome (also expensive)

On Switch

On switch I use one
Nimmenjuushin
Nimmenjuushin
War Axe (Sacred)

One-Hand Damage: (98-111) to (221-286)
Required Strength: 426
Required Level: 100
Current Strength Damage Bonus: (51/256 per Strength)%
8% Chance to cast level 10 Claw Tornado on Striking
+(5 to 8) to Druid Skill Levels
+(41 to 50)% Bonus Damage to Mark of the Wild
50% Faster Hit Recovery
+(115 to 143)% Enhanced damage
+(101 to 150) to Maximum Damage
(151 to 175)% Duration Bonus to Mark of the Wild
(8 to 17)% Life stolen per Hit
(21 to 30)% Bonus to Strength
Requirements -20%
Socketed (6)

and one Crafted Hammerhead axe with Mark of the Wild(MOTW) both are filled with Nih runes for the duration bonus. These axes are great for beefing up our damage output and the difference is quite noticeable. If you don't have Nimmenjuushin just use another Hammerhead with MOTW and fill it with nih runes.

Secondary Switch

I mentioned in the skills section that we could put a point into thunderslam and use it to farm Toraja. Toraja isn't easy to farm without having a good charm base and having eaten most/all of the 500 signets so don't get discouraged if this doesn't work right away. Just come back and try once in a while as you progress and eventually its pretty easy once you get in a few runs.

I only started farming Toraja this ladder and was surprised how effective it is. As long as you followed the skill plan closely and opted to put a point in to Thunder Slam, you're pretty much ready to farm Toraja. Here is how it works:

First check your defense - Mine is at 1.3kk with my bow setup

Damage reduction - Mine is at 40% - 17% from erawan/8% Baron gloves/10% from Ashaera's armor belt (don't use truce runeword belt) and 5% from sunstone of the gods. Apparently slow attacker doesn't stack with slow target and they screw each other up which is not what we want with the weapons we are going to use.

Double check that you have 20 points(or as close as you can get) into immortal - very awesome to have for celebrants in Toraja

For the weapons, use two rare/crafted hammerhead axes(6 sockets) and look for up to 30% slow target for each one and maybe some barb skills. You can add ix runes for fcr(not really sure what the cap is) or ohm runes for more life. All the other gear is the same.

To start I re-equip all my gear due to the runemaster bug, then summon wolves, activate thundergod and switch to my MOTW axes for the buff and the switch out the axes for the slow hammers. Then I adjust hotkeys for Toraja. You can do this however you like, and if anyone wants to know what how I do it, I can explain my set up. Then general idea is to enter toraja and summon all 10 edyrem. Then teleport north, bypassing the fence and bringing my summons along. Then use thunder slam to stun and slow the enemies. Then summon more edyrem in between thunder slams(every 4.3 seconds for me). Thundergod also activates every 15 seconds which works out almost perfectly if you can time your tslams correctly. If it gets to crowded just move back quickly with wolf and pick off the smaller crowds and continue to move forward. I move towards the top of Toraja and then in a clockwise motion and typically finish in 20-25 minutes. I don't know how that compares time wise to other builds but its fast enough for me and I've farmed a handful of sha'ad and plenty of auhe/krys this ladder.



Uberquests


Dungeons

Death Projector - Pretty straight forward - Lure the priests away and dodge the laser beams. Blast with tantrum+kraken and collect your charm. Open a tp in an area free of preists and safe from the laser in case you get zapped.

Creature of Flame - Not hard but kind of annoying. When you get near the boss just hide around the corner and summon all your edyrem any summons from your spirit tree. Then move and teleport near the boss and switch to wolf so your summons surround him. While hes occupied move close and blast tantrum+kraken. It might take a few times but use wolf to avoid death. Keep a tp up at the entrance for body recovery.

Infernal Machine Takes a little finesse but doable. I usually run in and blast tantrum to kill the first mob. Then rush the machine and blast with tantrum and run the hell away(wolf) to avoid death strike. After you see the strike switch quickly to kraken so the last of the tantrum you spammed deals more damage. Usually if done right the first spam is enough to kill the first time. Then kill the rest of the enemies and pick up the charm. Keep a tp open outside the entrance just in case.

Rathma Square - Not easy but not hard - If your getting raped by gore crawlers just come back after you have more charms. I've found the easiest way to kill the boss is to move to the top right room from the entrance and follow the room down to the corner, just to the next door way. Primus will almost always come at you so just blast tantrum. So times he disappears which sucks if your gear/charms are lacking so find him quickly or make a new game. This charm has the potential for lots of attack rating so the sooner you can grab it the better. Remember its 1/6 to drop so don't get too frustrated.

Azmodan - It can be tough without the right gear/charms. When you enter, teleport over the wall and pray that hes in the middle. Blast him with tantrum+kraken and hope that you can kill him before the other enemies in the room kill you. Its just requires luck here if your gear sucks. After you kill him grab the charm or kill what you need to until its safe to pick up.

Cathedral of Vanity - Not too bad - Try to lure the pack of enemies from the big room back to the entrance room and then teleport down and avoid the laser. Blast the totem with tantrum until it drops and kill the rest of the enemies and grab the charm.

Vizjun - Hard - moving through and surviving the hordes is the key. Then fast reflexes to hit mcs with purify before getting mobbed and you're done. Having teleport helps a lot here.

Toraja
- already explained in the gearing section :D

Startled Witch - Haven't tried but I'm guessing it won't work with this build

Uldyssian - Haven't tried but many have said its possible, can't confirm though. I do know what respeccing is required as tantrum won't work for some of the memories.


Summoning

The Butcher - Easy - After summoning, use any spirits or edyrem 1-2 at a time until the pentagram appears. Then run to the pentagram and blast tantrum as he runs towards you and dies.

The Binding of Baal - Easy-ish - First put up a tp somewhere safe in case you don't make it. Then move to a corner of the map and summon all your edyrem and as many of whatever spirit you choose, all around you in the corner. Then spam tantrum for at least as many seconds as a single cloud lasts(you can see how long by checking the skill itself, the duration is dependent on the level of the skill), and then dark summon. Right after summoning use wolf to move out of the way and switch to Kraken asap. Your summons will die quickly but their job was to occupy the minions long enough for the kraken+tantrum to kill them. It should kill most if not all of them and then you can kill the boss and profit. Remember to buff with MOTW as this usually ends the fight quickly.

Assault on Mt. Arreat - Easy - Same as Binding of Baal. Make tp, move to corner, summon everything, spam tantrum, dark summon and move out of the way and switch to Kraken. Kill any stragglers and then the boss and pick up charm.

Akarat - Tricky - Best to do it in the building where the entrance is to Kabraxis. Same as other dark summonings, corner, summon everything, spam tantrum, dark summon and then run out of the building and pray you dodge the hammers. Run out the main road and walk back. If it worked, Akarat should walk out of the building towards you with his shield down so kill him quickly with kraken+tantrum and grab the charm. If there a couple of his followers you should be able to tank them and then finish off Akarat. Remember MOTW

Legacy of Blood - Pretty similar to others. after you prep and summon, try to get close enough to bartuc to kill him with tantrum+Kraken. The golems are the real issue here. Because of our high defense and avoid, its hard for them to get a successful attack in which makes their shield drop. Use more summons to help them along. Then grab the charm.

Lord Aldric Jitan - This is pretty straight forward - prep your summons and blast tantrum in the small room right in front of the entrance of Nihlithak's temple and then dark summon. Have wolf stance already up so you can run outside, just to the steps of the entrance. You should be safe from the guards and all the fortress that is happening inside. Once you stop at the steps quickly switch to Kraken (as always) and your summons should keep the guards busy enough until they die. After your summons are dead, Jitan and any stragglers will walk towards you so make sure your already blasting tantrum and moving slowly away from them as they near. All the guards must be dead before jitan can be killed so make sure you prep with MOTW before you even start. Once you get the hang of it its easy. Just remember its 1/6 for the charm to drop.

Judgement Day - Hard - I've seen other do it with tantrum but haven't done it myself. The issue is getting both of avatars to appear and killing them without getting nuked. A barbarian with smax eagle and high defense/dr makes an excellent tank though.

Zorun Tzin - Tried several times but its painfully slow and probably not the best build.

Brother Laz - Nope

MarcoNecroX - Nope

Inarius - Easy - Just like the rest, summon everything in a corner, blast tantrum, dark summon and run like hell to avoid the death strike. Then finish off the boss an pick up the Spirit of Damnation.

Uberlevels

K3kba - Easy - Since sets don't drop as much here you can just rush to the first Necromancer every game until the hammer drops. This level is pretty easy to clear though.

IOTSS - Average - Move slow through this level and everything should go fine. If you can't survive it just means you aren't ready. Draw the enemies away from malic and kill them where he can't 1-shot you. Then use summons to distract him long enough for you to blast him or use summons+kraken which takes a little longer but is safer. Either way dodge his attack and grab 1/2 of the charm. Continue back moving slowly to Lucion and try to draw as many enemies away from his so they lose their shield and you can kill them. Lucion himself dies pretty fast from Kraken+tantrum. Pick up the second piece and cube with the first.

Khalimgrad - Average/Tricky - Use Kraken to kill the angels after you've killed some ethereals. Watch out for poison bolts as they are the biggest threat. Once you get the hang of it, this is a fun uber to farm. Keep trying til you get a perfect ear.

Tran Athulua - Kinda Hard - This is merely a gear/charm check - Either you can do it or you need to come back later. Defense, dr, avoid and leech are the keys to success here. Try to avoid arrowsider and keep killing to keep the bulb full.

Fauztinville - Very Hard - This uber requires that you do have most of the charms and have eaten all your sigs. Kraken is needed to kill necrobots. Other than that just keep moving and keep killing to survive here.

The Triune - Very Hard - This is a tricky uber to get use to but the monsters are farmable. I'm sure the boss is killable but after 2 hours one night of trying to figure out what to do with a few other noobs, I gave up.

The Unformed Land - Very Hard - This is another uber where having most charms, sigs eaten and right gear makes all the difference. If you get hit your gonna take damage so keep moving quickly and bring pots. For Terul just tp across when you enter and make sure you have MOTW active. Spam tantrum+Kraken until he dies and hope he drops the goods.

Kingdom of Shadow - Not with this build, but easy with the right gear/spec

Ghosts of Old Bremmtown - Average - This place is easy once you know which way to go. Use kraken+tantrum and blast, move, repeat. They usually pounce right behind you and get caught up in the previous cloud and die. Just watch out for the laser from the dragon and upgrade your charm when you get swirlies.

Duncraig - Hard - I mentioned in the gearing section about how the singularity proc from empyrean bands blocks teleport/jitans gate so I won't use them here. Having teleport is way better then jitan's gate especially after teleporting over a wall into a mob of enemies. Having Rathma's supremacy and knowing where to go makes this place a breeze. Necromorbs flee too much so don't waste too much time on them. For Assur(original map) try to clear out his room or clear the first area and lead him back into it. Then just dodge as he tries to piss fire all over you while countering with purify. If you hit him, quickly run up and try to blast tantrum and he should go bye bye. For the new map its more difficult because the room is much smaller and there is usually drops sprinkled on the ground which can screw a guy up when trying to dodge his attacks.

Yshari Sanctum - Haven't tried yet.

Wretched Hive - I'm sure this is the wrong build for this uber.


Heroic

Bull Prince Rodeo
- Average - Either you can tank him or you can't. The tricky part is getting to the "sweet" spot after summoning him. Then all you have to do is kraken+tantrum until he dies. Might need a pot or two depending on your gear/charms. having -100 enemy fire/lite/cold res makes this one go quick. Remember to buff with MOTW.

Quov Tsin - Nope

Belial - Haven't tried but my guess is nope.

Athulua - Nope - The old one in Tran was a different story.

Astrogha - Nope

Kabraxis - Kinda Hard - Again a gear check. Having
The Endless Loop
The Endless Loop
Light Belt (Sacred)

Defense: (1739-2047) to (1805-2125)
Required Strength: 490
Required Level: 100
15% Chance to cast level 1 Teleport when you Take Damage
40% Increased Overall Speed
+(58 to 86)% Enhanced Defense
+(351 to 400) Maximum Stamina
Socketed (2)

makes this boss much easier. After destroying the pillar, just blast tantrum with kraken. Balefire will keep you on the move with the teleport from the belt. If you see broadside, move away quickly. Also try to avoid punisher barrage when possible. The skeletons should keep the bulb full but bring some pots with for when you get low on life.


Hopefully this is enough to convince some players who haven't played this build to give it a shot. I hope those of you who do enjoy it as much as I have.
Thanks for reading my first guide. Feel free to leave some comments :)
Edited by Fumbles 1 month.
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GTD
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gd
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GregMXL
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Legend.
:thumb: Nice Guide.
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GregMXL
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Legend.
Wondering what your early game gear selection/suggestions are in case newbies ask? Like helm, armor and belt?
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RustySpork
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Slightly off topic, but I rolled a pretty awesome bow with +42 to OHMAN. How would that oskill work do you think?
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Fumbles
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@ Greg - I'll add early gear section soon.

@ RustySpork - Ohman works but not with this skill plan and gear. It costs 9k mana per use so one would need a good source of mana leech/mana after kill. Most builds involving OHMAN are for necromancer. That isn't to say it won't work on barb but I've only briefly looked into it.
RustySpork
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Oh! Gotcha. That's a ton of mana. Thanks
RustySpork
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You know, I'm not too far yet but this is pretty cool. Level 20, players 8, and with a tier 1 amok short war bow I smoked andariel QUICK. Also act 2 sewers on p8 is cake. Got high hopes for this one
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Fumbles
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Added early gear section per Greg's request.
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Jaedong
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i wonder about your honorific boots with the tal rune
1. why waste 8 orbs on the tal rune
2. why not use t6 with 4 socket places, to get additional 20% vitatilty instead of the tal rune and the 24% tcd?

idk i always do, but you could use the Bul Kathos' Teaching (Kriegsmesser) in the early game on switch for inner fire healing