Poison Whirlwind Barb; A Comprehensive Guide (with 135 uber gear)

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Schlurpus
Skeleton
2 | 0
got a "dumb" question.
In the wiki it says
Passive poison damage:
Passive poison damage includes all the skills that passively add poison damage to your attacks. Poison damage added from items works in the same way.

affected by-
+spell/poison skill damage (only in melee, see note)
+skills (if it's a skill and not on an item)
weapon damage multiplier
+x poison damage over y seconds.

not affected by-
+poison duration
+spell/poison skill damage (only with missiles, see note)
Energy and Energy Factor / Strength Factor


why do you recommend increased duration in the late game through Gladiator's Dominance? i get the poison spell damage part cause we meele but inst duration wasted?
Siosilvar
Avalanche
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Schlurpus wrote:got a "dumb" question.

why do you recommend increased duration in the late game through Gladiator's Dominance? i get the poison spell damage part cause we meele but inst duration wasted?


Gladiator's Dominance is special and boosts Snake Stance duration directly. It's not the same as increased duration on gear.
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Taem
Kraken Guard
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IronMan wrote:Anybody found a good relic to use for this build yet


Snake stance 8-)
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magz_
Bone Archer
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Schlurpus wrote:got a "dumb" question.
In the wiki it says
Passive poison damage:
Passive poison damage includes all the skills that passively add poison damage to your attacks. Poison damage added from items works in the same way.

affected by-
+spell/poison skill damage (only in melee, see note)
+skills (if it's a skill and not on an item)
weapon damage multiplier
+x poison damage over y seconds.

not affected by-
+poison duration
+spell/poison skill damage (only with missiles, see note)
Energy and Energy Factor / Strength Factor


why do you recommend increased duration in the late game through Gladiator's Dominance? i get the poison spell damage part cause we meele but inst duration wasted?



The only reason we take glad dom is because of the duration boost to snake stance. It's actually more useful than you think in late fights where you may need to spend more time dodging than hitting. Poison (at least for this build) becomes about doing as big of a hit as possible and then running away. Cain's requires jewels so we won't be able to take advantage of runemaster so glad dom is the only thing that's not a wasted uberskill.
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Taem
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In terms of maximizing damage output, is it better to add Iths or Shaels? Have you factored in which provides more overall damage? From my observations, using all Iths works great *if* you don't mind mowing through the same mob twice. Adding just a few Shaels is nice because everything dies, but you won't see it die because you'll be far away from them by then. But I wonder what the optimum Ith to Shael combination is? From my testing, just adding 2 Shael to endgame gear is plenty, as all monsters in dunc, fautz, etc die over time with one ww. Adding more might be overkill. When your gear isn't so great, perhaps Shaels would work better than Iths? Thoughts?
Opgedronken
Cog
228 | 5
For bossing you can add a couple more shaels, but for normal gameplay/farming I don't have any.
Schlurpus
Skeleton
2 | 0
Opgedronken wrote:For bossing you can add a couple more shaels, but for normal gameplay/farming I don't have any.


but poison duration wont work for passive poison damage? (see above) The USkill seems different but the Shael rune should not work?
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magz_
Bone Archer
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Unsure regarding shaels. I know ith/xiths work so I tend to focus on those. I'll toss usually just a couple shaels on
Edit; specifically in the weapon, because IIRC shaels have the most impact there, whereas ith/xith are the same no matter what slot they're in.
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Taem
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magz_ wrote:Unsure regarding shaels. I know ith/xiths work so I tend to focus on those. I'll toss usually just a couple shaels on
Edit; specifically in the weapon, because IIRC shaels have the most impact there, whereas ith/xith are the same no matter what slot they're in.


Who could we ask about this? It is a pretty critical component to overall poison damage IMO. It's either wasted space, or MOAR damage with fairly significant consequences based on the increased length of damage. For example, extending 100K poison damage over 2 seconds by 50% would be 150K, but extending it by 100% would be 200K. In this case maybe 4 Shael runes would be equivalent to 8 Ith runes, but I'd need to plug the numbers into an Excel spreadsheet. Unfortunately, it's pointless to do the math until it's confirmed Shaels extend Snake Stance...
Siosilvar
Avalanche
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Shaels don't work on Snake Stance.

If y'all are getting a fair amount of your clearspeed from Blacktongue/Demhe procs on this build then the shaels are fine, but if it's just Snake Stance on Gale Force not so much (and I highly recommend considering
Tylwulf's Betrayal
Tylwulf's Betrayal
Bastard Sword (Sacred)

One-Hand Damage: (101 - 114) to (108 - 122)
Two-Hand Damage: (161 - 182) to (165 - 187)
Required Level: 100
Required Strength: 535
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
9% Chance to cast level 10 Time Wave on Melee Attack
1% Chance to cast level 1 Timefield on Kill
5% Chance to cast level 10 Time Strike on Striking
+(1 to 3) to All Skills
Adds 125-250 Magic Damage
(1 to 10)% Mana stolen per Hit
+(130 to 160)% Enhanced Damage
Slow Target (10 to 20)%
(10 to 20)% to Strength
Socketed (4)
or
Giyua's Grace
Giyua's Grace
Bronze Sword (Sacred)

One-Hand Damage: 226 to 305
(Barbarian Only)
Required Level: 100
Required Strength: 576
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 1 Devastation on Melee Attack
-40% Attack Speed
(-15 to 30)% Movement Speed
Adds 70-140 Damage
+200% Enhanced Damage
Enhanced Weapon Damage +(80 to 100)%
5% Chance to Avoid Damage
Socketed (6)
in mainhand and a
Crescent Moon


Crescent Moon
One-Handed Swords

'JahGulEld'
Runeword Level: 80
2% Chance to cast level 1 Devastation on Kill
75% Attack Speed
Adds (40 to 50)-(75 to 85) Damage
+(155 to 175)% Enhanced Damage
(1 to 5)% Chance of Crushing Blow
+(30 to 40) to all Attributes
Elemental Resists +(11 to 15)%
+1 Life on Striking
(15 to 20)% Weapon Damage Taken Restores Mana
in offhand for WDM procs).