Overkill Throw Barb

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mortimer_85
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Before you can sustain your mana with mana leech and mana regen due to more max mana from early charms and some Maek/leech from carfted jewels, simply put perf Saphires in the Weapon. Should help a bit...
BadGrahmmer
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mortimer_85 wrote:Before you can sustain your mana with mana leech and mana regen due to more max mana from early charms and some Maek/leech from carfted jewels, simply put perf Saphires in the Weapon. Should help a bit...

That would completely defeat the purpose of using Runemaster wouldnt it?
mortimer_85
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I thought as throw barb you might go Glad Dom for Magic Damage Bonus.
But regardless of Uberskill, Mana leech from early charms should help a lot...
BadGrahmmer
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mortimer_85 wrote:I thought as throw barb you might go Glad Dom for Magic Damage Bonus.
But regardless of Uberskill, Mana leech from early charms should help a lot...


Far as I know the first charm you can get that gives you a little leech is 110 then again at 115 and that's basically it. But I have to make it to 110, and 115, but even with a perfect 10% from those two items I'm pretty sure it's not going to anywhere near solve the problem. Make it less frustrating, yeah. But my question is to address what seems to be either an oversight in the build itself or perhaps just missing explanation from the guide. And while I do appreciate that you're making suggestions, it doesn't sound like you've read the guide, or how a firm understanding, at least, of this specific build.

Rereading this it sounds rude, but I'm not sure how to word it better. So I'll just say that if it does, its not at all my intention, and I really do appreciate the discussion.
mortimer_85
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Ok first of all, I read the guide and most of the comments. Mana issues when lvling, where mentioned several times. Also some suggestions to deal with it.
In the overall discussion some people even tried out Glad Dom, so I guess that is an issue the Guide writer has not run into, or maybe it is normal for him to drink mana potions every few seconds.

And for the rudeness: nvm, did not sound rude to me.

PS: I will try to stop giving advice on builds that I do not have actually played from scratch...
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Crash
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For a majority of barb builds that plan to use Gladiator's Dominance later, you'll 99% start as Runemaster because getting a comfortable amount of block isn't easy from lvl 90 forward. That's more of "get half the charms, lvl 120-125, then respec and build your dex to max block" thing.

**Assuming you're playing from scratch**

If you're twinking over a lot of gear, you can do GD early on.
BadGrahmmer
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Playing Glad would change the build subtantially in more ways than just that one skill placement. I feel like suggesting its the answer to my question is kinda like just saying don't use this build. I understand that Glad builds are an option, and I have played with it quite a bit last season. It felt, okay. But This guide stood out to me because it is similar, but still pretty different. I've run into the mana problem, and I'm trying to determine how its solved within the bounds of this specific build, not just playing an adjacent throw barb strategy.
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Crash
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BadGrahmmer wrote:I've run into the mana problem, and I'm trying to determine how its solved within the bounds of this specific build, not just playing an adjacent throw barb strategy.


Orb %mana leech on your weapon. This build should be doing almost all physical and maybe some magic damage so you should get plenty of leech from gear and charms. If you're low early on, just add some mana leech MOs.

If you're going straight for Gladiators, then youre better off with jewel crafting to get stuff with 2% dexterity, flat life as bonus affixes + whatever jewel you choose (Ber rune for life/mana leech, Ohm I think for max damage, Lem for all attributes -- to buff dex up more, but its not much so I'd skip this). I forget exactly what all the runes do, just skim through the jewel crafting in the cube recipes page in the docs.

If you're starting runemaster then transitioning later, just do a bunch of Jah runes (defense/damage), resist runes in armors (pul gul lo mal), whatever you think you need most.
riddyl
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Would the changes to Gladiators Dominance (bonus magic dmg to overkill and rebound) affect the skill tree recommendations?
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Seikun
Prowler
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Just a suggestion: using
Nimmenjuushin
Nimmenjuushin
War Axe (Sacred)

One-Hand Damage: (98 - 110) to (221 - 284)
Required Level: 100
Required Strength:
464
Item Level: 105
Strength Damage Bonus: (0.18 per Strength)%
8% Chance to cast level 10 Claw Tornado on Striking
+(4 to 5) to Druid Skill Levels
+20% Bonus Damage to Mark of the Wild
30% Attack Speed
50% Hit Recovery
+(115 to 140)% Enhanced Damage
+(101 to 150) to Maximum Damage
(151 to 175)% Duration Bonus to Mark of the Wild
(8 to 15)% Life stolen per Hit
(21 to 30)% to Strength
Requirements -20%
Socketed (6)
to boost MotW on crafted weapon is a waste when you can create
Instinct
Instinct
Axes

'Ohm'
Runeword Level: 57
+2 to Druid Skill Levels
+(40 to 60)% Bonus Damage to Mark of the Wild
25% Attack Speed
+(87 to 114)% Enhanced Damage
+(25 to 50) to Maximum Damage
+(16 to 25)% to Fire Spell Damage
-33% to Enemy Fire Resistance
5% to Vitality
much earlier and with much bigger bonus, and then upgrade it to
Instinct (Xis)
Instinct
Axes

'OhXis'
Runeword Level: 120
+6 to Druid Skill Levels
+(80 to 100)% Bonus Damage to Mark of the Wild
40% Attack Speed
+(172 to 200)% Enhanced Damage
+(80 to 125) to Maximum Damage
+(56 to 70)% to Fire Spell Damage
-50% to Enemy Fire Resistance
5% to Vitality
Cannot be Unsocketed
late-game (until you get
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: (0.26 per Strength)%
1% Chance to cast level 2 Gift of Inner Fire on Striking
+(2 to 3) to All Skills
+(30 to 40)% Bonus Damage to Bloodlust
+(30 to 40)% Bonus Damage to Mark of the Wild
60% Attack Speed
+(171 to 200)% Enhanced Damage
100% Bonus to Buff/Debuff/Cold Skill Duration
+1 to Gift of the Wild
+1 to Bloodlust
Socketed (3)
).

Also: what's with hirelings? I suspect A5 barb is not as good here as it is with different character classes, because his Gift of the Wild overrides our MotW and effectively debuffs us (I may be wrong about that, and I wish I AM wrong). In other hand, equipping him with
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: (0.26 per Strength)%
6% Chance to cast level 40 Pentagram on Melee Attack
15% Chance to cast level 34 Spike Nova on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(50 to 100)% Bonus Damage to Bloodlust
+(140 to 170)% Enhanced Damage
Adds 50-125 damage
Adds 167-334 fire damage
+(26 to 38)% to Fire Spell Damage
5% Reanimate as: Flesh Clan
+(100 to 250) Life after each Kill
Socketed (4)
almost eliminates the need for
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: (0.26 per Strength)%
1% Chance to cast level 2 Gift of Inner Fire on Striking
+(2 to 3) to All Skills
+(30 to 40)% Bonus Damage to Bloodlust
+(30 to 40)% Bonus Damage to Mark of the Wild
60% Attack Speed
+(171 to 200)% Enhanced Damage
100% Bonus to Buff/Debuff/Cold Skill Duration
+1 to Gift of the Wild
+1 to Bloodlust
Socketed (3)
- until our merc gets killed, anyway.
The other possible merc guide suggests is A2 exemplar, and I honestly see no reasons to pick him over A2 fighter mage. Latter has great support skills Glacial Nova and Chronofield, former can, in the best scenario, trigger WDM procs with his rather short-ranged Retaliate nova. Am I missing something, or A2 fighter mage is really the best possible companion for overkiller barb?

Finally, what about MO and UMO suggestions?