IK Charge Barbarian Guide

Introduction

The Charge Barbarian (cBarb) is a very mobile and area of effect heavy build due to the Vile Ward's mechanic. The build uses Furious Charge in combination with Standoff and Movement Speed bonuses to deal damage. It has been the most effective tactic available (META) to farm experience back in Patch 2.6.4 due to massive Movement Speed bonuses provided by supports. This is also a very fast paced-build for solo key farming and is one of the few Barb hybrid builds combining two Sets: Immortal King's Call (6) Bonus and The Legacy of Raekor (4) Bonus!

Very Mobile ✔
Easy to Gear ✔
Fast Paced Playstyle ✔
High Area of Effect Damage ✔

Barely any Item Flexibility
Low Single Target Damage
Movement Speed Dependency
❌ Squishy without Band of Might



Charge Barb Group Speeds Greater Rift

Core Setup

Items

  • Immortal King's Call (6) Bonus for the damage buff and cooldown reducing mechanics
  • The Legacy of Raekor (4) Bonus to be able to permanently Furious Charge a single target as well as getting all runes with a and damage boost
  • Ring of Royal Grandeur to get all the set bonuses we need
  • Standoff for the crazy damage gain by the Movement Speed synergy which made this build viable for group play in the first place
  • Vile Ward for crazy area of effect damage in good monster density
  • Mortick's Brace mainly for the healing and toughness runes on Wrath of the Berserker
  • Optional items are Squirt's Necklace , Focus & Restraint or Convention of Elements for multiplicative damage and Band of Might for toughness


Global Stat Priorities
You do not need to pay much attention to Cooldown or Attack Speed breakpoints for regular gameplay. The Immortal King's Call (6) Bonus in combination with the Spender Seismic Slam Rumble and the Generator Furious Charge Stamina for massive Fury gain allows you to reset your Wrath of the Berserker and Call of the Ancients cooldowns within seconds. For speed runs however it can make sense to go for around 40% total Cooldown Reduction for our Merciless Assault "breakpoints" where we get 2 seconds back per target hit. With 40% the actual Furious Charge cooldown is 6 seconds, which allows us to perma charge 3 or more monsters. On top of that our The Legacy of Raekor (4) Bonus allows us to perma charge a single target which means we can fight any number of enemies, except exactly two.

The main skill element and elemental damage bonus from your gear does not matter! Choose the element you have the best gear for (usually decided by the Amulet and Bracer slots). Make sure to adapt the Furious Charge rune accordingly to match your highest element. That means if you have Fire Damage on gear, use Battering Ram, for Cold use Cold Rush, for Lightning use Dreadnought and for Physical any other rune or the unruned Furious Charge.

A common misunderstanding by players is the urge to go for a Physical element due to Battle Rage Bloodshed procs. This is not necessary as Bloodshed does not double dip! That means the elemental damage applies only once on the Furious Charge damage instance. The Battle Rage Bloodshed is based on that first damage instance but is not enhanced by elemental damage again. For an in-depth explanation check our this guide!

Item Stat Priorities

SLOTITEMSTAT PRIORITY
1-HandImmortal King's Boulder Breaker
Standoff
In-Geom (Cubed)
1. Damage Range
2. Socket Ramaladni's Gift
3. Cooldown Reduction
4. Elite Damage
5. Strength
6. Damage %
Off-Hand--
HelmImmortal King's Triumph
Raekor's Will
1. Socket Flawless Royal Diamond
2. Critical Hit Chance
3. Strength
4. All Resistance
5. Vitality
GlovesRaekor's Wraps
Immortal King's Irons
1. Critical Hit Chance
2. Critical Hit Damage
3. Area Damage
4. Strength
ShouldersRaekor's Burden
Vile Ward (Cubed)
1. Furious Charge Damage
2. Area Damage
3. Cooldown Reduction
4. Strength
5. All Resistance
Chest Immortal King's Eternal Reign
Raekor's Heart
1. Furious Charge Damage
1. Sockets Flawless Royal Diamond
2. Strength
2. All Resistance
3. Elite Damage Reduction
4. Vitality
PantsImmortal King's Stature
Raekor's Breeches
1. Sockets Flawless Royal Diamond
2. Strength
3. All Resistance
4. Vitality
BootsImmortal King's Stride
Raekor's Striders
1. Strength
2. All Resistance
3. Vitality
4. Armor
Left RingRestraint
Convention of Elements
Ring of Royal Grandeur (Bounties A1) (Cubed)
Avarice Band (Bounties A3)
1. Socket
2. Critical Hit Damage
3. Critical Hit Chance
4. Area Damage
5. Strength
Right RingFocus
Band of Might (Cubed)
1. Socket
2. Critical Hit Damage
3. Critical Hit Chance
4. Area Damage
5. Strength
BracersMortick's Brace
Nemesis Bracers
1. Elemental Damage
2. Critical Hit Chance
3. Strength
4. All Resistance
5. Vitality
AmuletSquirt's Necklace
The Flavor of Time
1. Socket
2. Critical Hit Damage
3. Elemental Damage
4. Critical Hit Chance
5. Strength
BeltImmortal King's Tribal Binding1. Strength
2. All Resistance
3. Life per Fury Spent
4. Life %
5. Vitality

Gems

  • Bane of the Trapped is the most common damage gem, and as we are a melee character, the rank 25 effect will slow all enemies within 15 yards providing us a flat 1,6x damage multiplier
  • Wreath of Lightning in combination with Standoff to give us more Furious Charge damage as well as Movement Speed
  • Other popular choices are Bane of the Stricken for solo Rift Guardian killing, Boon of the Hoarder for Torment farming and Molten Wildebeest's Gizzard for a shield in combination with Squirt's Necklace for double dps, toughness & insane healing. We can not use Simplicity's Strength as Furious Charge is a Generator, but not a Primary Skill!

Skills

  • Furious Charge on the skillbar as our main damage dealer amplified by Vile Ward for a crazy area of effect damage
  • Seismic Slam Rumble to reset our Wrath of the Berserker and Call of the Ancients cooldowns. Furthermore we use this skill to proc the Focus & Restraint damage buff. We use this skill over Ancient Spear Boulder Toss as it has a fast cast animation to further optimize Furious Charge damage output!
  • Wrath of the Berserker for an overall stat boost and Crowd Control immunity
  • Call of the Ancients Together as One for a permanent 50% damage reduction in combination with the Immortal King's Call (4) Bonus
  • Sprint Marathon for the movement and damage increase with Standoff
  • As our last skill we usually choose d3planner-skill-rune]Battle Rage Bloodshed[/d3planner-skill-rune] for an overall damage boost

Passives

  • Rampage is the strongest Barbarian passive there is with its 25% buff to total Strength. It provides a massive boost to both offense and defense (Armor)
  • Berserker Rage is used since we are almost always at maximum Fury due to our Furious Charge generating fury
  • Other damage options include Brawler, Ruthless and even Pound of Flesh for our Standoff damage increase. Use Nerves of Steel or Relentless as a defensive touch

Paragon Points

CoreOffensiveDefensiveUtility
1. Movement Speed1. Critical Hit Damage1. All Resistance1. Area Damage
2. Strength2. Critical Hit Chance2. Life %2. Pickup Radius
3. Vitality¹3. Cooldown Reduction3. Armor3. Resource Cost Reductio
4. Maximum Fury²4. Attack Speed4. Life Regeneration4. Life per Hit

¹ Add a bit of Vitality if you feel too squishy (aim for around 500.000 to 800.000 Life)
² Not really needed as your Fury pool in big enough to keep Wrath of the Berserker up easily with the Immortal King's Call (4) Bonus and Seismic Slam Rumble

Follower

The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around.

For the Skills pick Heal, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, include AoE hard-CC, which makes mobs harder to manipulate.

Follower's damage is completely irrelevant, so we stack Attack Speed for more on-hit procs and Cooldown Reduction for more Heals. The Items are:

  • Enchanting Favor to make follower immortal
  • Oculus Ring for 85% multiplicative damage boost
  • Hellfire Ring for 0.9% XP boost
  • The Ess of Johan to pull mobs together
  • Thunderfury, Blessed Blade of the Windseeker for the Attack Speed slow
  • Any Shield with Cooldown Reduction

Gameplay

Always start by casting your Wrath of the Berserker and Call of the Ancients Together as One or else you will not be doing any damage due to the Immortal King's Call (6) Bonus. After casting your Battle Rage and Sprint Marathon start blasting with Furious Charge. Cast your Seismic Slam Rumble for damage and cooldown resets. Aim for large groups of monsters to maximize Vile Ward damage or have your supports pull them together for you in groups!

Hardcore

Not recommended but it can be done. Like in most Barbarian builds make sure to always stay with Band of Might and Nerves of Steel instead of Brawler to not die!


Variants

Nephalem Rifts
Torments low Paragon

Concept
We stack up a lot of Movement Speed for your Standoff damage while also being able to move quickly with Furious Charge. With the 4th Kanai's cube slot during Season 22 we can finally add In-Geom for an almost non existing Furious Charge cooldown.

Gameplay
Keep up your Wrath of the Berserker and Call of the Ancients while moving from Elite pack to Elite Pack for In-Geom procs while killing trash monsters on the way. Use Ignore Pain Bravado and Sprint on cooldown.

Setups
We add Ignore Pain Bravado for additional Movement Speed and damage. You can change this to any other skill you like for example Battle Rage or War Cry.
It is possible to drop Standoff for an In-geom at high paragon levels to ensure a permanent Furious Charge even when not hitting any monsters.

Solo Greater Rift Push
Solo GR Push Greater Rift

Concept
Blast & utilize your Area Damage in combination with the Vile Ward scaling to clear trash monsters while damaging Elites. Hope for an add boss like Saxtris and use Bane of the Stricken to get it down!

Gameplay
You need an open map with a monster type that has many small monsters or even summoners in it. Try to group in open spots so monsters can follow you. Keep up your Wrath of the Berserker and Call of the Ancients at all times and use Seismic Slam Rumble or Ancient Spear Boulder Toss to heal back up, proc Bastions of Will and reset cooldowns. Use The Flavor of Time for a crazy 60 second long Conduit Pylon to finish off Elites.

Setups
Not too much you can switch around here as the Set Slots are already fixed. You can switch in Ancient Parthan Defenders for crazy toughness when loads of small monsters are stunned around you. On the passive side you can also go with Nerves of Steel or Relentless if you struggle to survive.

Group
cBarb Group Speeds Greater Rift

Concept
Support characters are the most important thing in this meta which is really refreshing as they can significantly buff you with their Movement Speed abilities and group up the monsters as fast as possible. This adds certain requirement cap to these runs, not just an auto attacking Rat Necromancer pet build! The base setup evolves around a zMonk, a zBarb and a Boss / Elite killer usually an Impale Demon Hunter or an AoV Crusader.

Gameplay
As the cBarb try to not lose your Furious Charge charges, that means you should not charge 2 monster consecutively. In many situations it is efficient to wait until the monsters are grouped before you Furious Charge in to maintain Charge stacks and maximize Vile Ward damage bonus in combination with Area Damage. This effect can further be increased by timing it with your Convention of Elements.
The zBarb can Ancient Spear Rage Flip Elites on top of each other so you can kill them together at the same time for more Area Damage as well as more Vile Ward stacks. It takes way less time to kill 2 yellow Elites together, than it would take killing them 1 by 1. Nothing is permanently frozen here like in Rat runs so the supports can do a lot more in terms of grouping and pulling enemies as fast as possible.
Same goes for the zMonk, you gotta be fast! Make sure that you are very close to cBarb when you use Breath of Heaven Zephyr because it has tiny. You want to be the first one in the new pull to get everything together before the cBarb charges in. Use your Dashing Strike after packs are finished (with In-geom buff) to get into position for the next pull very quickly. Communicate with your RGK to finish off last minions for In-geom up time.
The RGK tries to snipe Elites, finish off Minions and kills the Rift Guardian quickly. But most important of all: Have a lot of fun with your friends slaying demons!

Setups
Not too much you can switch around here as the set slots are already fixed. The only option to change would be Ancient Parthan Defenders for crazy toughness when loads of small monsters are stunned around you. Gem wise you can switch Wreath of Lightning to Bane of the Powerful or Zeis Stone of Vengeance for damage if you already have all the group Movement Speed buffs as these stack additively for Standoff. Feel free to add in Band of Might at lower Paragon levels, but try to switch to Convention of Elements as soon as possible to optimize damage.

For all the people interested here is a Gameplay Video.


Video

R1 Solo Charge Barb

Mechanics

Standoff

The damage formula for Standoff's damage increase is:

Base Example:
Furious Charge Damage * ( 1 + Movement Speed% * 5)

Solo Example:
25% Paragon, 40% Sprint, 20% WotB, 25% Wreath of Lightning = 110%
1 + 110 % * 5 = 6,50 damage multiplier

Group Example:
25% Paragon, 40% Sprint, 20% WotB, 25% Wreath of Lightning, 40% zBarb, 20% zBarb, 30% zMonk = 200%
1 + 200 % * 5 = 11,00 damage multiplier


As you can see here, the supports in your group can double your damage gain from Standoff on top of what you are already getting from the normal additive damage buffs. When we divide 11,00 / 6,50 we get a total of 1,69 times more damage in a 4-Player group just from the Movement Speed buffs alone!

Battle Rage Bloodshed

A great offensive skill that has been changed a lot in the past as it was a source of multiple bugs like double dipping of Physical damage etc. Here are the current mechanics:

  • Releases a 20 yard wave around you character every second
  • Damage is calculated from sum of your recent critical hits
  • The damage wave itself is not amplified by any damage bonuses, including Physical or any other Elemental Damage
  • Does not work with Area Damage
  • Diminishes the value of Area Damage

Summary

  • Fast moving high damage playstyle
  • Slow on bosses but awesome for killing trash monsters in a group
  • Decent speed farm options for Torments as well and speed Greater Rifts
  • Almost infinite damage scaling potential with Vile Ward

Let us hope for Immortal King's Call (6) Bonus or a Standoff damage increase to further boost this build's AOE ability and make this build great again! One can always hope for next patch but meanwhile enjoy blasting, my fellow Barbarians!
Rob