Rating +10 Finlay's Guide to Support Barbarian [WW] Seasonal Group BBCode Link Edit Delete

Skills Whirlwind Hurricane Whirlwind Cost: 10 Fury



Deliver multiple attacks to everything in your path for 340% weapon damage.



While whirlwinding, you move at 100% movement speed. Hurricane Pull enemies from up to 35 yards away towards you while whirlwinding.



Whirlwind's damage turns into Cold.

Ancient Spear Rage Flip Ancient Spear Cost: 25 Fury



Throw a spear that pierces enemies and deals 500% weapon damage. Rage Flip Add a chain to the spear to throw all enemies hit behind you and Slow them by 60% for 1 second.

Threatening Shout Falter Threatening Shout Generate: 15 Fury

Cooldown: 10 seconds



Shout with great ferocity, reducing damage done by enemies within 25 yards by 20% for 15 seconds. Falter Enemies instead take 25% increased damage for 6 seconds.

Ground Stomp Jarring Slam Ground Stomp Generate: 15 Fury

Cooldown: 12 seconds



Smash the ground, stunning all enemies within 14 yards for 4 seconds. Jarring Slam Enemies hit have a 10% chance to drop a health globe.

War Cry Hardened Wrath War Cry Generate: 20 Fury

Cooldown: 20 seconds



Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 120 seconds. Hardened Wrath For the first 5 seconds, gain an additional 60% increased Armor.

Ignore Pain Mob Rule Ignore Pain Cooldown: 30 seconds



Reduce all damage taken by 50% and gain Immunity to all control-impairing effects for 5 seconds. Mob Rule Allies within 50 yards also gain 25% damage reduction and Immunity to control-impairing effects for 5 seconds.

Weapons Master Weapons Master Gain a bonus based on the weapon type of your main hand weapon:

Swords/Daggers: 8% increased damage

Maces/Axes: 5% Critical Hit Chance

Polearms/Spears: 8% attack speed

Mighty Weapons: 2 Fury per hit

Pound of Flesh Pound of Flesh When you are healed by a health globe, gain 2% Life regeneration per second and 4% increased movement speed for 15 seconds. This bonus stacks up to 5 times.

Nerves of Steel Nerves of Steel Fatal damage instead reduces you to 15% Life. For 3 seconds afterward, you take 95% reduced damage and are immune to all control-impairing effects.



This effect may occur once every 60 seconds.

Inspiring Presence Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 100 yards regenerate 3% of maximum Life per second for 120 seconds.



Your shouts are:

Battle Rage

Threatening Shout

War Cry



Kanai's Cube

Solanium Legendary Mace Primary Stats + (32–39) – (39–49) Holy Damage +3 Random Magic Properties Secondary Stats Critical Hits have a 3–4 % chance to spawn a health globe. Empty Socket Solanium

Pride of Cassius Legendary Mighty Belt Primary Stats +85–108 Strength + 11–20 Resistance to All Elements +3 Random Magic Properties Secondary Stats Increases the duration of Ignore Pain by 4–6 seconds. Pride of Cassius

Ring of Royal Grandeur Legendary Ring Primary Stats Attack Speed Increased by 2.0–3.0 % +27–60 Life per Hit +2 Random Magic Properties Secondary Stats Reduces the number of items needed for set bonuses by 1 (to a minimum of 2). One of 3 Magic Properties (varies) +24–29 Dexterity +24–29 Strength +24–29 Intelligence Ring of Royal Grandeur



Cooldown Reduction: Priority #1. You need enough cooldown that combined with Ring of the Zodiac you keep Ignore Pain up 100% of the time with absolutely zero downtime. That usually means you want CDR everywhere it's obtainable. If you can only have one thing, make it CDR.

Pickup Radius: Priority #2. This leads to more health globe pickups, which mean more mana for your DPS (especially Firebat Witch Doctor). It also means extra heals, and lastly less backtracking when your group kill elites as you'll quickly pickup the progress globes. Unlike the Support Monk, you want radius over Health from Globes because your skills don't scale with health from globes. See gameplay section for how this affects playstyle.

Health from Globes: Priority #3. Makes those globe pickups keep your group alive. (I don't know if it affects how much others are healed)

Defensives: Vit > Elite Dmg. Red (chest) > All Resists > Life% > RCR > LoH* = LoFS > Att.Spd. > Str > Arm. > CHC

A lot of your survivability will come from vit from paragon 800+.

*Life on Hit: Some believe that it lags the game, and you technically don't need it with careful play. There are gr118 clears with full LoH gear, and then those that avoid it like the plague. There is no consensus like there is for Area Damage. Make your own decision, though having it in your weapons might make some PUGs angry.

Do not take Area Damage on any gear, it lags the game.

Shoulders: Legacy Corruption have 7 pickup, but aren't available in seasons so you need to already have them. Current Corruption are still an easy craftable Ancient with 2 pickup and Health from Globes guaranteed. You don't need more damage reduction if you play carefully and are high paragon, but Mantle of Channeling with Globe pickup would be a more greedy choice for 25% damage reduction only to yourself as you'd lose the group Health from Globes bonus. Another option for more survivability would be to use wastes shoulders and cube Band of Might, as long as you use the ground stomp skill.

Bracers: You take nemesis for the group as you have greatest pull and mobility. If for some reason someone else is take strongarms for damage.

Belt: Equip Pride of Cassius if you have a 5-6 seconds with 2 pickup, and cube the harder to get perfect Chilanik's Chain. But if your chain has pickup or your Cassius sucks, do the reverse. You need 100% Ignore pain.

Amulet: Rondal's Locket has guaranteed 4-6 Pickup and Health From Globes, so is an easy choice. Make sure to get CDR on it.

Rings: 3 rings, cube the worst one. Try to get CDR, Attack Speed and vit.

Cube Weapon: There's no good options. Solanium now has an internal timer so you don't need CHC on gear, you'll hit the timer first. Otherwise pick whatever you like, lots of joke entries out there. Eun-jang-do might be good but mobs will be cc immune very quickly.

Gems: White Helm (CDR), White Chest+Pants (Resists), Purple Weapons (Life on Hit)

Leg Gems: Toxin* for group damage, Wreath* for mass mob agro and movement speed, gogok for toughness and attack speed. In 2s or without support monk swap wreath out for Esoteric for more toughness. Gem of Ease in weapon does not make a noticeable difference.

*Cap at Lv25 is followed by most players, though conclusive proof that higher causes more lag is inconclusive. It certainly isn't worth the gem levels though, which are better spent on augs.

Augs: Aug for vitality, but you can go very high with paragon alone.

Paragon Priorities

Core Movement Speed Maximum Resource Vitality Primary Stat Offense Cooldown Reduction Attack Speed Critical Hit Chance Critical Hit Damage Defense Resist All Armor Life Life Regeneration Utility Resource Cost Reduction Life on Hit Gold Find Area Damage

Core: Movement speed until 25% cap, Maximum Resource (optional) allows for more Ancient Spear while maintaining Aquila Cuirass damage mitigation. Vitality is worth more than Strength (which is just flat 1:1 armour for this build).

Offense: CDR for all buffs but 100% uptime Ignore Pain especially. Attack speed to trigger Obsidian Ring of the Zodiac more through WW hits. Last 2 are unimportant. Crit Chance to proc Solanium more, though you will likely hit the internal cooldown. Crit Damage so you can steal the last hit from your DPS and laugh.

Defense: As a Strength character you're going to have a lot of armour, so pick Resists first to maintain the 10:1 Armour:Resists ideal ratio for damage mitigation. More hitpoints before pitiful regen.

Utility: Resource Cost for more Ancient spear and keeping Aquila Cuirass up. Life on Hit (optional, see gear section above for note on Life on Hit) to stay alive. Gold Find for when you pop into a rift and are too lazy to switch. Do not assign any points to Area Damage, it lags the game.