Wanna have a fun trip with the new Charge and wondering if it could make Hota better?
This brand new Charging Hammer variant will help you Bonk! the season while still relying on the stapple Overpower + resource spending mechanics.
Charging Hammer - Charge/Hota
Build Overview
Assigned Skills







Aspect & Uniques















Skill Tree
13Paragon Board
How it Plays
Rotation
- Pop your Rallying Cry to start running fast
- Charge in the general direction of the enemy (best if you can finish your course into a wall) to proc berserk
- Pop Wrath of the Berserker if you haven't snapshotted your Berserking buff yet
- Bonk everything !
- Repeat
- Use War cry if you feel like you could use the extra heal/dmg
Pro tips
- Pocket Commanding Shout and Wrath of the Berserker if you feel like they could be better used later (Hard bosses or packs)
How it Works
This build is all about using a Machine Gun Generatorless Hammer of the Ancient with Charge as a support and mobility tool !
Damage wise, Hammer of the ancients will be our main offensive tool and we'll juice it up by using multiple Damage boosts based off Berserking, Resource spending, Max resource, and ;everyone's season 2 favorite; Overpower. Attack speed will be the nitro of that beefy engine, and increase the rate at which we benefit from above mechanics.
For defense, we'll rely on Multiple Damage Reduction sources, loads of Fortify and Max Health, Capped armor and resistances and well, making sure mobs are reduced to bits before they can even hit you !
Supporting this simple gameplay will be performed by our dear Triple Shouts + Wrath of the Berserker combo, making sure we always have a skill ready for unexpected scenarios.
DISCLAIMER: This is NOT a 700m oneshot build (you'll be in the 50 to 90m range before ubers) but I can vouch for the fast and very enjoyable gameplay
Pros and cons
PROS
- One hit KO and Large bonks are always very satisfying to watch
- Fast zooming around thanks to Charge (Skill)
- Smooth gameplay with loads of attack speed
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CONS
- Not leveling friendly as you need a complete Paragon board setup
- Uniques and Unrelenting Fury (Aspect) are MANDATORY
- Requires a good Defensive Chest armor (make sure to check out the recommended gear stats tab) to feel nice and cosy
Leveling / Uber version
Leveling
Reload & Bonk - Hota OP/UC (Leveling)
Main Skills and Gameplay
How do we put the build in motion ?
To answer that we'll split the gameplay in 3 sections
Damaging Skills
Our main damage output will be performed through a combo of :
- Charge as an Unstoppable (Resource), Packing, Berserk generating and Bleed (USE 2H SWORD HERE) tool !
- Hammer of the Ancient (Bonk) as a main damage and resource spending source
Supporting Skills
To support the main damage combo, we will use our 3 shouts that you can pretty much launch before engaging every other pack of monsters.
- Rallying Cry : For a 7.5sec buff that gives us %resource gen, Unstoppable (proccing Tibault's Will and GhostWalker Aspect) and Movement speed.
- War Cry : For a 7.5sec buff that gives us Berserking and a 15% Damage boost
- Challenging Shout : For a 7.5sec buff that gives us 40% DR
- Wrath of the Berserker: See below
On demand Skills
In case of emergencies, some skills are better saved, in our case Wrath of the berserker is the golden one, here when to use it and why.
- (First Pack) Start of the dungeon : Wrath of the Berserker allows you to start Berserking and doubles up your Berserking buff bonus (25% extra damage becomes 50%) for its 5 sec duration (or more ?). So if the density is high, go and use it.
- (On demand) Boost/Unstoppable/Resource : Wrath of the Berserker also gives you the Unstoppable status for the duration of the buff on top of the aforementionned damage boost. So if you're stuck in a trap, freezing to death in the middle of 50 mobs, lacking resource, or in need of killing a big target fast (bosses), saving it for that moment could come in handy !
You will find In Depth details below regarding each mechanics this build is using.
In Depth Mechanics 1/3 (Offense, Resource)
Berserking
Our goal here is to maintain Berserking at all time, in order to do so we will use :
- Reliable Berserking sources to start berserking such as: Battle Fervor 3/3 (Skill tree) and Wrath of the Berserker (Skill),
- Berserking extensions sources to keep berserking such as: Relentless Berserker's Aspect (Aspect), Blood Rage (Paragon legendary node)
Combining those will manage to always make you go angry during combat.
Resource management
HotA must be used at max fury for bonus damage thanks to Furious Hammer of the Ancient 1/1 giving us bonus dmg for each point of fury you had when using it.
In order to reach that resource cap, it's very important to have:
- Flat fury gain sources such as: Lunging strike (Skill), Furious Impulse 3/3 (Skill tree), 2H mace expertise (Barbarian passive), Wrath Glyph (Paragon), Fury on Kill (Paragon), Tuskhelm or Joritz (Unique Item), Aspect of Unrelenting Fury (Aspect)
- %Resource generation bonuses to multiply those sources (multiplicative with one another, so the more the merrier) such as: Rings affixes (Items), Banished Lord Talisman (Unique Item), HotA (Buff), Rallying Cry (Skill), Prime Wrath of the Berserker (Skill tree), Prolific Fury 3/3 (Skill tree), Willpower (Stat)
All those together will put you around 80-140% resource gen at all time and peak at up to 400% resource gen (when cumulating WOTB and Rallying Cry) making sure the fury you gain makes up for the next HotA !
Overpower
Overpower is a damage mechanic that gives us a fixed chance (5%) to deal damage based off:
- (Multiplicative) Flat non scaleable x1.5 damage multiplier
- (Additive) %Overpower damage bonus (Items/Paragon/Skill tree) but also scaling off Max Health and Fortify value
- (Multiplicative) Other multipliers such as Might Glyph (Paragon), Brute Force 3/3 (Skill tree)
It is however possible to force your next skill to overpower (displayed a buff) by using:
- Resource spending sources such as : Banished Lord Talisman (Unique item)
All those together will allow you to overpower quite often (albeit less than S2 due to less overpowering sources) and reliably your HotA. - Other sources such as : Combat Bash (Skill tree), Bone Breaker (Paragon Legendary Node)
In Depth Mechanics 2/3 (Offense)
Critical hit
Critical Hit Chance is a damage mechanic that gives us a base chance (5%) to deal damage based off :
- (Multiplicative) Flat non scaleable x1.5 damage multiplier
- (Additive) %Critical Strike Damage bonus (Items/Paragon/Skill tree) such as Wrath Glyph (Paragon), Weapons Affix (Items), Grandfather (Unique)
- (Multiplicative) Other multipliers (Items/Paragon/Skill tree) such as Might Glyph (Paragon), Brute Force 3/3 (Skill tree)
It is possible to increase your change to critical strike by using:
- Flat %chance increase (Gloves/Rings)
- Conditional %chance increase (Aspects, Gloves, Paragon) and items such as Ring of Red Furor
Vulnerable
We'll rely on two ways to apply Vulnerable
- Exploit glyph (Paragon) which makes our first damage proc the Glyph.
- Senechal Construct (Seasonal Schnitzel) giving us a chance to apply Vulnerable to damaged targets with Breaking Support (Tuning Stone)
Attack speed
To increase our attack speed we're using :
- CAP1 sources such as : Joritz (Unique Item), Gloves (Item), Ring of Red Furor (Unique Item)
- CAP2 sources such as : Accelerating Aspect (Aspect), Carnage (Paragon Legendary Node)
This should allow us to reach about 110% AS (+ elixir) during combat.
In Depth Mechanics 3/3 (Defense/Mobility)
Max Health
Max health is an easy way to increase your Effective Health Pool (EHP) making sure you can soak damage (and sometimes hit harder due to the Overpower mechanic). It can be increased in two ways:
- Flat value Max Health sources such as : Maximum Life Affix (Items), Unique items
- %Max Health sources (multiplicative with one another, so the more the merrier) such as : Imposing Presence 3/3 (Skill tree), Unique items, Rubies (Gems), Paragon nodes (Paragon)
Fortify
Fortify is a Damage Reduction stat akeen to an endurance bar which gives you 10% DR baseline (increased by %DRaffixes and Paragon Glyph) when your Fortify value is above your Current Health value.
Tts mechanic pose a problem for barbs, which is "If I regain my health faster than I gain Fortify, I'm no longer in a fortified state" and we tend to HEAL A LOT (potions, shouts, Invigorating Fury 3/3 etc) passively.
The solution to that problem is to cumulate two sources of fortify
- On demand Fortify generation such as: Iron skin (Skill), Mighty War Cry (Skill tree)
- Sustained Fortify Generation such as: Aspect of Numbing Wrath (Aspect), Strategic Rallying Cry (Skill tree) and Warbringer (Paragon legendary node)
Armor
Armor is another Damage Reduction stat that reduces Physical Damage taken, it caps out at 13500 armor vs lvl154 mobs (NM100).
To reach that cap you can either increase your flat armor value (easy for barbs thanks to strength scaling and paragon nodes), or increase your %armor value (NOT multiplicative with one another)
In order to increase our armor we are stacking:
- Flat value armor sources such as : Armor from Strength (Stat), Paragon node (Paragon), Armor ilvl (Items), Juggernaut's Aspect (Aspect)
- %armor sources such as : Legs/Chest/Amulet affixes (Items), Disobedience Aspect (Aspect)
Resistances
Resistances got changed at the start of Season 2 and are now an additive stat that reduces Elemental Damage taken, it caps out at 70% (up to 85% with paragon node, elixirs and incenses) and is subject to a penalty based off your current World Tier (-50% of your total for WT4)
There are multiple ways to approach this but we'll go with the standard approach here:
- Main resistances - Fire/Lightning/Poison resistances capping: 3x60% singular resistance on Chest and boot (Items)
- Secondary resistances - Frost/Shadow resistances capping: ~=Rings/Amulet sub stat (Items), 2x30% gems + 1x5% Diamond Gem
Movement Speed
Movement speed starts at 100% and caps at 200% and can be increased in two ways:
- Static movement speed source such as : Boots/Amulet affix (Items), Swiftness 3/3 (Skill tree)
- Dynamic movement speed source such as : Berserking (Buff), Rallying Cry (Skill), Wrath of the Berserker (Skill), Ghostwalker Aspect (Aspect)
Season Mechanic - Season of the Construct
The season of the Construct gives us a new pet; the Senechal Construct or Schnitzel (thanks @Vlad); with two active abilities known as Governing Stones that you can each link with up to 3 passive abilities known as Tuning Stones.
The setup explanations can be found below
Flash of Adrenaline : Player buffs are always desirable
- Tactical support : Lower the skill cooldown
- Duration support : Extends the buff duration
- Safeguard support : Gives us DR for the buff duration
Tempest: Quick to cast, spreads in a somewhat reliable way
- Breaking support : To give us a Vulnerable debuff source and break barriers
- Efficiency support : To make sure we get those nice overpowered crits on bosses
- Resource support : Help with resource generation (especially on bosses)
We are valuing a ranged Damage over time here for it's continuous damage, multi targetting and utility capabilities.
Alternative Setup/Uniques
Shaco
Congratz, you're now officially stronger
Grandfather
Ditch relentless berserker and get Accelerating instead, your charge got enough CDR to be a reliable Berserking source
Godslayer Crown
Lower version of Tuskhelm
Ring of Starless Sky
Got better use in different builds
Melted Heart of Selig
Got better use in different builds
Paragon Board
We're going for a very optimized board focusing on two things:
- Getting the juicy nodes and glyph as soon as possible.
- Getting a lot of %Max Health and Flat Armor
Here's the rundown
1rst Board - Starter
Probably the most cost effective board for a Strength Glyph.
- Ire Glyph for the %Dmg while Berserking bonus
- As many rare nodes as possible as their requirements are easy to get (especially early on)
2nd Board - Carnage
The best board for any Glyph giving %bonuses to Magic nodes as we can find %DR vs Close range and %Dmg while Berserking bonuses in range.
- Might Glyph for the %Bonus to Magic nodes
- As many rare nodes as possible as their requirements are easy to get (especially early on) and are Berserking related
3rd Board - Warbringer
A staple for any Hota/Ramaladni build, compatible with Strength/Dext/Willpower and Magic nodes Glyphs with excellent pathing and rare nodes (Max fury/Fortify related). Elemental resistance focused when its design counterpart, the Weapon Master board is more focused toward Armor.
- Exploit Glyph (minimum investment) for the %Dmg vs Vulnerable and Vulnerable debuff
- As many Magic/Rare nodes as possible as their requirements are very good to have later on and Max fury related
- Warbringer Legendary Node as we want a solid Fortify Generation tool for our overpower build
4th Board - Bone Breaker
Staple for Overpower builds, compatible with Dext Glyphs otherwise, very quick in &out pathing. Legendary node would desirable but pathing going there is a Tetris nightmare (pretty much forced to enter the board from two entrances)
- Wrath Glyph (minimum investment) for the %Critical Hit Damage and mostly the 3 Fury on crit
- Bonebreaker Legendary Node (later on) for more overpower and juicy %DR while fortified nodes
5th Board - Blood rage
Absolutely mandatory for every barb Build as it provides us with %Dmg while Berserking and the Legendary Node scaling off the same stat
- No Glyph there as the pathing is horrendous and Rare nodes are related to bleed (which we won't use)
- Rotated board to access the nearby %Dmg while Berserking nodes
- Blood Rage Legendary Node as the damage bonus is too good to pass
6th Board - Weapon master
Staple for any build, compatible with Strength/Dext/Willpower based Glyphs but especially Brawl and Weapon master as the bonus work on the armor AND %physical damage nodes, otherwise, very quick in&out pathing and interesting Rare nodes.
- Crusher Glyph (non maxed as we lack points) for the %Dmg while wielding a Mace and Multiplicative %Overpower Dmg
FAQ
AMA on discord
beatdropper
Changelog
07/02/2024 : Added Uber version
06/02/2024: Final version
29/01/2024 : Initial version
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