That doesn't factor in any individual resists, aspd, armor or +life. It's way too incomplete. You can build a 2h rend barb which will only die a couple times an hour in A3 for under 20 mil if you know what you're doing, and it will clear faster than the same amount of gold invested into a 1h+shield build. The goal is to get a strong yellow weapon with:
1. 1200+ DPS - the most important stat for herpderp rend spam. A slower weapon is better, rend does % weapon damage as a dot so base weapon speed hurts Rend damage and the healing you get from it, which is insane.
2. 5.5 %Life Steal - better than Life on Hit because it works on Rend.
3. 1600 Life on Hit - cheap as shit nowadays and works well with frenzy for single targets (gold mobs).
So far you should be able to find this type of weapon for 500k-1 mil. Posted below are extra stats you should look for if you can afford them.
4. Optional: Socket, insert 100% Crit damage gem (which costs 12-14mil currently), the weapon will now cost about 1.5 mil-2.5 mil.
5. Optional: Crit Damage, REALLY HELPS. However, I don't think any items exist with life steal, loh, socket and crit damage, if they do, they're going to be really expensive. To get crit damage you would need to be willing to drop life on hit and pay at least 10 million gold, so I would suggest against this for entry A3 botting.
The socket and crit damage are optional because they are expensive as shit usually.
Gear:
1. All Resistance - top priority, get at least 60 on each item if possible. Aim for 900 AR after war cry with 1100 physical and 1000 fire.
2. Vitality - massive buffer for rend and health globes and you can use it with Toughness for extra armor if you want to be tankier. Not extremely useful past 50k HP.
3. Strength - most important stat for rend damage/healing and gives you armor.
4. Life % and Helm Socket - The helm socket is sometimes hard to find and you can end up paying a lot for one, so skip it if you absolutely need to, it's only equal to 2-4k HP generally, which is good but maybe not when considering the cost of the final amethyst gem. Life % in general is really nice up to 50k or so, but after that you can worry about other stats.
5. Armor/Physical Res/Fire Res - these stats all carry similar values. Assume 50% of your deaths are from physical damage and 30% from fire damage. In that case 60 fire resist on an item would be equivalent to 18 All resist. 60 Phys resist would be equivalent to 30 AR. You see how this works? It's minimizing deaths by quantifying Armor, physical resist and fire res in terms of AR. The formula for armor is very simple, Armor*1.45 (with Tough as Nails, *1.2 without)/15. In other words, if a piece of armor has +250 armor, that would be 250*.096667, or 24 AR. So I suggest you compare all combinations of these 3 stats to find the maximum tankiness item you can afford.
6. Crit Damage>Crit Chance>ASPD: Crit damage is awesome because the equilibrium crit damage to crit chance ratio is 1% crit chance:10% crit damage. However, Battle Rage gives you 3% crit, and ruthless gives you 5% crit chance and 50% crit damage. Without any crit chance or damage from gear, you would be at 13% crit chance and 100% crit damage. Also, WOTB gives 10% crit chance, which would put you at 23% crit chance. To reach equilibrium crit chance:damage without any of either gear, 30% crit damage would be more beneficial than 3% crit chance, however, if you are comparing 30% crit damage to 4% crit, the math becomes fuzzy and you should probably go for the crit chance since you're assuming the end goal is equilibrium crit chance:damage. For WOTB form, you would need 130% crit damage to hit 23% crit chance and crit damage without any other crit chance boosts. Basically, crit damage is generally better than crit chance. Aspd is good in small amounts however I usually find it to be far more expensive than simply stacking crit damage. Another note is that crit chance is a higher priority for WW barbs "Into the Fray" procs, making it generally a more expensive stat than crit damage. 2H rend has the benefit of not needing constant fury gen. Crit damage will usually add more damage at a cheaper cost regardless.
I recommend running Tough as Nails, Superstition and Toughness if you are concerned about survivability. However, I would try to drop Toughness for Ruthless ASAP, the bonus rend heals will usually compensate for the armor loss.
Entry A3 Tank(20k-40k DPS, 45k+ HP, 1k+ AR, 15% Crit Chance, 150% Crit Damage):
Toughness, Tough as Nails, Superstition
Intermediate A3 Tank(40k-80k DPS, 40-50k+ HP, 900+ AR, 25% Crit Chance, 250% Crit Damage):
Tough as Nails, Superstition, Ruthless
A3 Veteran (80k+ DPS, 35k +HP, 800+ AR, 45% Crit Chance, 400% Crit Damage)
Weapon Master, Ruthless, Superstition
For abilities:
1, Frenzy - Maniac, more dps=more rend heals and the low fury gen really doesn't hurt rend barbs.
2. Rend - Bloodlust, the damage increase rune is viable too if you feel godlike enough to pull it off.
3. Leap - Iron Impact, good for not dying, good for gathering health globes, good for mobility. Furious Charge - Merc Assault is better BUT it is currently bugged to get you stuck if you use it through fire chains. You will become immune to all damage and keep resetting to the same spot whenever you move. You won't be able to loot or use any spells. It sucks and causes my bot to log out and afk at Menus.
4. WOTB - Insanity. It's basically triple dps, cc immunity and free dodge every time you encounter an elite pack. Not much else is needed to be said.
5. Battle Rage - Marauders Rage. Free damage. Rend likes damage.
6. War Cry - Impunity