Elemental Barbarian

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Kerchaak
Azure Drake
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mortimer_85 wrote:hey there always nice to see new people making guides. I can see reasoning for most gear choices except the weapon swaps.

Maybe I missed something but afaik you deal like zero physical damage because of Conflux as Ele barb and thus buffs like Bloodlust and MotW only affect the elemental damage on the direct melee hit due to slightly increased spell damage.
Unless your build is highly spell proc based or you are actually building a WW Ele barb, those buffs should do near nothing for your dps.
Maybe playing him for real proofes me wrong but I can't imagine the damage from the melee hits having a big impact compared to all the projectiles that EQ, Iron Spiral or Primordial Strike are generating.

I would probably use 2 crafted Throwing Axes with +6 to all skills on swap to push conflux' pierce and Life on melee attack (I know that pierce scaling has diminishing returns but the higher Loma can be worth it)

Thunder King of Sescheron
Thunder King of Sescheron
Kriegsmesser (Sacred)

One-Hand Damage: 53 to 57
(Barbarian Only)
Required Level: 100
Required Strength: 642
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
Stormblast: +1 Projectile
Thundergod Nova Deals 5000 Lightning Damage
Lightning Shield: +(18 to 30) Lightning Damage to Weapon per Skill Level
20% Chance to cast level 10 Life Spark on Melee Attack
Adds (200 to 300)-(450 to 600) Lightning Damage
-(30 to 40)% to Enemy Lightning Resistance
+10 to Stormblast
10% Chance of Crushing Blow
100% Bonus to Defense
Socketed (6)
is mostly used to add a good chunk of flat lighting damage along with
Thunderdome
Thunderdome
Assault Helmet (4)

Defense: (118 - 134) to (174 - 198)
(Barbarian Only)
Required Level: 8
Required Strength: 30
Item Level: 19
2% Chance to cast level 10 Tempest on Kill
Adds 1-(3 to 5) Lightning Damage
-4% to Enemy Lightning Resistance
+(41 to 60)% Enhanced Defense
(7 to 10)% to Strength
+3 Mana after each Kill
Socketed (2)
Defense: (391 - 435) to (542 - 602)
(Barbarian Only)
Required Level: 25
Required Strength: 60
Item Level: 36
2% Chance to cast level 20 Tempest on Kill
Adds 1-(9 to 18) Lightning Damage
-8% to Enemy Lightning Resistance
+(71 to 90)% Enhanced Defense
(15 to 18)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: (952 - 1090) to (1294 - 1481)
(Barbarian Only)
Required Level: 43
Required Strength: 210
Item Level: 59
3% Chance to cast level 30 Tempest on Kill
Adds 1-(43 to 50) Lightning Damage
-12% to Enemy Lightning Resistance
+(101 to 130)% Enhanced Defense
(23 to 26)% to Strength
+10 Mana after each Kill
Socketed (3)
Defense: (1631 - 1755) to (2201 - 2367)
(Barbarian Only)
Required Level: 51
Required Strength: 420
Item Level: 85
3% Chance to cast level 40 Tempest on Kill
Adds 1-(131 to 150) Lightning Damage
-16% to Enemy Lightning Resistance
+(151 to 170)% Enhanced Defense
(27 to 30)% to Strength
+18 Mana after each Kill
Socketed (4)
and
Nor Tiraj's Wisdom
Nor Tiraj's Wisdom
Heavy Belt (Sacred)

Defense: (2805 - 3315) to (3029 - 3580)
Required Level: 100
Required Strength:
687 to 937
Item Level: 105
+100 Spell Focus
-(20 to 25)% to Enemy Lightning Resistance
+(15 to 20) to Lightning Shield
+(15 to 20) to Stormclash
+(120 to 160)% Enhanced Defense
Maximum Mana +10%
(10 to 50)% Bonus to Defense
+2% to Experience Gained
Requirements +(10 to 50)%
Socketed (2)
after casting Lightning shield.


Interesting that it may not affect the damage as much as the stat sheet may show.
Thunderking's true use is kind of blowing my mind at the moment. I always thought it was an additional "Oh man get me out of this rough spot" weapon for Life Spark procs as well as the added benefit of being a sword for Cautious strike. I will definitely add that to the guide as a possibility in gearing section.

I will try to test the damage of MotW to see if it is worth using as much as I encourage it. I appreciate the potential better options! You also reminded me of why we're choosing Mammen axe over Hammerhead axes (not being ele weapons being able to pre-buff Conflux)
Kerchaak
Azure Drake
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Well then. MotW doesn't actually really makes no difference to damage dealt. You are completely right in your suggestion as well.
Thank you for that.
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Seikun
Abomination
154 | 8
By the way, which jewels you recommend for runewords? Does this build require crafted ones to close all speed breakpoints, or I'm better with just stacking lotteried
Demonstone Blood
Demonstone Blood
Jewel

Required Level: 40
Item Level: 40
Can be Inserted into Socketed Items
Adds 20-40 Fire Damage
Maximum Life +(0 to 1)%
?
Ruubel
Onyx Knight
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Seikun wrote:By the way, which jewels you recommend for runewords? Does this build require crafted ones to close all speed breakpoints, or I'm better with just stacking lotteried
Demonstone Blood
Demonstone Blood
Jewel

Required Level: 40
Item Level: 40
Can be Inserted into Socketed Items
Adds 20-40 Fire Damage
Maximum Life +(0 to 1)%
?


If you go for fire innate dmg, yes. With endgame ybergear you probably could get all ele pierce to 135 +, but usually not. Most of us - eventually have to make a choice - fire cold or lighning innate dmg and respective pierces.

Especially when you play as SSF or something.

I'm trying this set
Gathering of the Tribes
Gathering of the Tribes
(Barbarian Elementalist Set)

Bear's Warding
Snake's Battle Chant
The Coming Storm
Wolf's Fang

Set Bonus with 2 or more set items:
+50 to Strength
+100 to Vitality

Set Bonus with 3 or more set items:
250% Bonus to Attack Rating
Adds 1-500 Lightning Damage

Set Bonus with complete set:
30% Chance to cast level 20 Shockwave on Melee Attack
10% Innate Elemental Damage
+4000 Defense
+250 to Strength
Elemental Resists +75%
Physical Resist 10%
25% Chance to Avoid Damage

with intetion - how far I can go. Then we'll see.
Kerchaak
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Seikun wrote:By the way, which jewels you recommend for runewords? Does this build require crafted ones to close all speed breakpoints, or I'm better with just stacking lotteried
Demonstone Blood
Demonstone Blood
Jewel

Required Level: 40
Item Level: 40
Can be Inserted into Socketed Items
Adds 20-40 Fire Damage
Maximum Life +(0 to 1)%
?


Amn rune jewel crafts with flat dexterity, 2% dexterity, flat life as a bare minimum, or +10 or more dexterity, attack rating %. Capping out breakpoints for block speed, faster hit recovery would be good to do.
Kerchaak
Azure Drake
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Ruubel wrote:
Seikun wrote:By the way, which jewels you recommend for runewords? Does this build require crafted ones to close all speed breakpoints, or I'm better with just stacking lotteried
Demonstone Blood
Demonstone Blood
Jewel

Required Level: 40
Item Level: 40
Can be Inserted into Socketed Items
Adds 20-40 Fire Damage
Maximum Life +(0 to 1)%
?


If you go for fire innate dmg, yes. With endgame ybergear you probably could get all ele pierce to 135 +, but usually not. Most of us - eventually have to make a choice - fire cold or lighning innate dmg and respective pierces.

Especially when you play as SSF or something.

I'm trying this set
Gathering of the Tribes
Gathering of the Tribes
(Barbarian Elementalist Set)

Bear's Warding
Snake's Battle Chant
The Coming Storm
Wolf's Fang

Set Bonus with 2 or more set items:
+50 to Strength
+100 to Vitality

Set Bonus with 3 or more set items:
250% Bonus to Attack Rating
Adds 1-500 Lightning Damage

Set Bonus with complete set:
30% Chance to cast level 20 Shockwave on Melee Attack
10% Innate Elemental Damage
+4000 Defense
+250 to Strength
Elemental Resists +75%
Physical Resist 10%
25% Chance to Avoid Damage

with intetion - how far I can go. Then we'll see.


I'm confident you'll make it pretty far considering I've managed up to Fautz with TUs/honorifics.
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Seikun
Abomination
154 | 8
Kerchaak wrote:Amn rune jewel crafts with flat dexterity, 2% dexterity, flat life as a bare minimum, or +10 or more dexterity, attack rating %. Capping out breakpoints for block speed, faster hit recovery would be good to do.


O elder gods... how much AR do you think this build needs? Thousands of points in dexterity, maxed Ancient Blood and up to 600% AR from
Dawn
Dawn
Weapons

'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
are somehow not enough?
Siosilvar
Cow Ninja
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Seikun wrote:
Kerchaak wrote:Amn rune jewel crafts with flat dexterity, 2% dexterity, flat life as a bare minimum, or +10 or more dexterity, attack rating %. Capping out breakpoints for block speed, faster hit recovery would be good to do.


O elder gods... how much AR do you think this build needs? Thousands of points in dexterity, maxed Ancient Blood and up to 600% AR from
Dawn
Dawn
Weapons

'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
are somehow not enough?


If you can get enough AR you'll have 96% chance to hit.
Kerchaak
Azure Drake
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Seikun wrote:
Kerchaak wrote:Amn rune jewel crafts with flat dexterity, 2% dexterity, flat life as a bare minimum, or +10 or more dexterity, attack rating %. Capping out breakpoints for block speed, faster hit recovery would be good to do.


O elder gods... how much AR do you think this build needs? Thousands of points in dexterity, maxed Ancient Blood and up to 600% AR from
Dawn
Dawn
Weapons

'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
are somehow not enough?


More!
SinClaire
Lava Lord
94 | 2
How much dex is needed to reach 60% block without Gladiator?

I tried speccing without Glad but IIRC the highest block I've ever reached is in the high 50s.

Even so, I think its better to have 70% ctb with gladiator (and citadel with fort) than anything from the other reward skills. Since BIS are mostly RWs, rune master is not utilised to its maximum imo.