Build Planning - Page 10
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Reasonable
Ukraine1432 Posts
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alQahira
United States511 Posts
I really liked the idea behind the wizard build focused around low life totals combined with the force armor energy armor rune that someone (too lazy to find the post) posted earlier. Here is my take on it, with my choice of fracture assuming that those decoys will share the benefit from mirror image rune. This is extremely defensive, and probably over-conservative, even for hardcore but I like the synergies involved and you should be nigh-unkillable. As mentioned earlier, you get energy armor with the force armor rune, which MUST BE UP AT ALL TIMES! Otherwise you'll die. Avoid any items that add to life total, since you are at most taking 35% of health per hit. Then galvanizing ward heals you for 310 per second while your armor is up (and extends the duration). I'm hoping that this combo alone should go a long way towards keeping you alive, but then there is more! The primary attack is spectral blade with healing blades. With a good late game weapon, I'm assuming that that 8% lifesteal will heal something like 20% or more of your hitpoints. Obviously lifesteal weapons would help as well. The rest of the skills are optional, but keeping with the safety theme, I think the main secondary would be arcane torrent with arcane mines, combined with the temporal flux passive will slow enemies by 60% when they hit a mine. Since there is no real source of AP regen, I took electrocute with surge of power as a distance damage spell with AP regen via surge of power. Presumably this could also be addressed with good AP regen via items, which would let you sub out electrocute for something like arcane orb. Battles would go something like, make sure armor is up, throw down some mirror images, and mines, electrocute them, when they close the distance with you, start meleeing with spectral blades, and if something goes wrong, you'll always have teleport at the ready to flee thanks to illusionist. Repeat. http://us.battle.net/d3/en/calculator/wizard#WUeQOP!Ufd!YYbYYb edit: spelling | ||
gugarutz
Austria110 Posts
On May 11 2012 22:29 alQahira wrote: + Show Spoiler + Does anyone know if the decoys summoned by the fracture rune on teleport would get the same properties as mirror image decoys, such as increased life, explosion on death, etc.? I really liked the idea behind the wizard build focused around low life totals combined with the force armor energy armor rune that someone (too lazy to find the post) posted earlier. Here is my take on it, with my choice of fracture assuming that those decoys will share the benefit from mirror image rune. This is extremely defensive, and probably over-conservative, even for hardcore but I like the synergies involved and you should be nigh-unkillable. As mentioned earlier, you get energy armor with the force armor rune, which MUST BE UP AT ALL TIMES! Otherwise you'll die. Avoid any items that add to life total, since you are at most taking 35% of health per hit. Then galvanizing ward heals you for 310 per second while your armor is up (and extends the duration). I'm hoping that this combo alone should go a long way towards keeping you alive, but then there is mroe! The primary attack is spectral blade with healing blades. With a good late game weapon, I'm assuming that that 8% lifesteal will heal something like 20% or more of your hitpoints. Obviously lifesteal weapons would help as well. The rest of the skills are optional, but keeping with the safety theme, I think the main secondary would be arcane torrent with arcane mines, combined with the temporal flux passive will slow enemies by 60% when they hit a mine. Since there is no real source of AP regen, I took electrocute with surge of power as a distance damage spell with AP regen via surge of power. Presumably this could also be addressed with good AP regen via items, which would let you sub out electrocute for something like arcane orb. Battles would go something like, make sure armor is up, throw down some mirror images, and mines, electrocute them, when they close the distance with you, start meleeing with spectral blades, and if something goes wrong, you'll always have teleport at the ready to flee thanks to illusionist. Repeat. http://us.battle.net/d3/en/calculator/wizard#WUeQOP!Ufd!YYbYYb what do you do against many enemies hitting simultaneously or enemies who hit extremely fast? i'm sure there are these enemy types, they do the same dps as other enemies but instead of hitting you for 3000 each 3 seconds they'll hit you for 300 each 0,3 seconds. you'd need the same amount of health reggen as you'd need to heal a normal mob away to withstand that. the heal of the passive is constant so it will not be enough most likely. since the heal of spectral blades is a percentage it could be enough but your health would go up and down pretty fast, it would be very dangerous imo. the only way to work against that is to stack armor / resistances and with that i guess i answered my own question | ||
alQahira
United States511 Posts
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gugarutz
Austria110 Posts
On May 11 2012 22:39 alQahira wrote: Teleport away, lay down some mines and decoys that could also work but it is very micro focused so depends on the skill level i guess and the AI | ||
alQahira
United States511 Posts
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SoulWager
United States464 Posts
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DisOriental
Canada89 Posts
Goal: quick leveling, bursty dps, aoe integrated, with a large sustain component (for everyone) Reasoning: The barb is really going to be tanking most things, so I want to get in dps and be able to get out safely, while LTK can help to split groups and crippling wave can mitigate damage http://us.battle.net/d3/en/calculator/monk#aWZTQX!Ybc!aZZaZa It feels really spirit draining, but I figure for the first few passes it should do alright. Constructive suggestions welcomed! | ||
KaiserJohan
Sweden1808 Posts
http://eu.battle.net/d3/en/calculator/wizard#UYQkOj!Xec!aYaZbY focus on maxing/regen arcane power. As long as there is no fire resistant/immune mobs it will prolly be good, but maybe there will be Guess they will nerf Star pact though, it basically halves the cost of Meteor... | ||
PeT[uK]
United States412 Posts
lol 0 direct damage spells. All summons. I wonder if it'd be viable... What do you think? I get to take advantage of Pierce the Veil with little to no repercussions. Hex up 100% of the time. Also Fetish army is at max CDR. Once the game is out I'll be able to test to see if the rune for Plague of toads is worth it. and also the same with the Spider queen. Only thing is I really need/want jungle fortitude on this build. Any suggestions on what to swap out? | ||
venomium
Netherlands245 Posts
On May 12 2012 15:18 PeT[uK] wrote: http://us.battle.net/d3/en/calculator/witch-doctor#bWYTPR!Whd!ZZacZc lol 0 direct damage spells. All summons. I wonder if it'd be viable... What do you think? I get to take advantage of Pierce the Veil with little to no repercussions. Hex up 100% of the time. Also Fetish army is at max CDR. Once the game is out I'll be able to test to see if the rune for Plague of toads is worth it. and also the same with the Spider queen. Only thing is I really need/want jungle fortitude on this build. Any suggestions on what to swap out? Does Pierce the Veil also improves the damage of your minions? If it only increases your damage (which I think it does) I'd swap that one, you'll be relying on pets anyway, better to make sure your gazillion pets have 20% more life, each Aren't you afraid that this buid is boring to play after 4/5 hours? Edit: it's not 20% more life, it's 20% overall damage taken reduced, even better. | ||
UniversalSnip
9871 Posts
Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar. | ||
Sverigevader
Sweden388 Posts
On May 12 2012 17:20 UniversalSnip wrote: http://us.battle.net/d3/en/calculator/wizard#UiQRjP!UdY!YcZabZ Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar. I like this a lot. But I switched some things around and got this: http://us.battle.net/d3/en/calculator/wizard#UiQljm!YdW!YbZaac What do you think? Opening with Blizz and depending on what kind health the enemies have, spam electrocute to regain AP until Blizzard ends to get Cold Blooded bonus and then blasting Disintegrate, or just Blizz into Disintegrate. | ||
udgnim
United States8024 Posts
http://www.diablowiki.net/Intelligence Each point of Intelligence gives: +0.1 per point to Resistances. +x to Witch Doctor's damage. http://www.diablowiki.net/Soul_Harvest Feed on the life force of up to 5 enemies within 16 yards. Gain 130 Intelligence for each affected enemy. This effect lasts 30 seconds. potential +650 damage and +65 resist buff at Lvl 60 is going to be way too good to give up while the majority of WD's will be playing with mediocre to average gear for a while anyways this is my current WD build http://us.battle.net/d3/en/calculator/witch-doctor#fdYjTQ!WeU!cccZcc hope Vision Quest can sustain Zombie Charger spam & Pierce the Veil's +30% mana cost and try to keep Soul Harvest on CD build looks to have a pretty boring play style though if minions can end up being a sturdy wall. wonder if there's some limit to the amount of dogs that can be created from rune procs edit: reading that there can be no more than 4 zombie dogs up at any time. going to have to change up my build then. | ||
eluv
United States1251 Posts
http://us.battle.net/d3/en/calculator/demon-hunter#ahYdVk!ZWa!baabbb Hungering Arrow with Shatter Shot rune - The most generic of the Hatred Generators, the main DPS skill in the build. Fan of Knives with Crippling Razors rune - The only Hatred Spender in the build. It's on a cooldown because the build focuses on being at full Hatred a lot of the time. Fan of Knives also works well as an AoE snare making your speed is even more effective. Caltrops runed to taste - Generic slow with the same idea as FoK, but with no cooldown. Could be runed to provide some extra damage. Vault also runed to taste - No speedy build would be complete without the DH's main mobility skill. Sentry with Chain of Torment rune - Non-Hatred DPS, the chain of torment has good synergy with your speed, allowing you to do damage while running around like an idiot! Preparation runed to taste - With so many discipline spenders, this is a natural fit for the build. Passives Thrill of the Hunt - As if super-speed wasn't enough, your enemies will spend 30% of the time not moving at all. Allows you some nice free DPS time. Hot Pursuit - With a single Hatred spender, and that on a cooldown, you'll spend quite a bit of time at full hatred. Tactical Advantage - Another easy call, with prep, and a possibly "Tumble" runed Vault, you can keep this active quite a bit as well. Since I'm sort of obsessed with the idea of movement speed increases, I think I'll try and give the other 3 classes the same treatment now. Edit: Here are my attempts: Monk - http://us.battle.net/d3/en/calculator/monk#acdTUh!acb!aZaaZb The monk is pretty easy to make a build like this for, and I think he'd make an awesome "sprint" character! Tempest Rush with Tailwind, Dashing Strike, Fleet Footed Passive, Fists of Thunder with Thunderclap, and Mantra of Evasion with Wind in the Reeds are all great mobility skills, and I think this build would be a lot of fun, while remaining viable: Witch Doctor - http://us.battle.net/d3/en/calculator/witch-doctor#bZUdeX!VTf!aaabYZ I had to get pretty creative here. In essence, I focused around cooldown reduction, allowing Spirit Walk with Jaunt and Horrify with Stalker to be cast as often as possible, while adding in as much "fire and forget" DPS as possible. Because of the lack of traditional mobility skills for the WD, there's room for some pretty nice synergies here, and again I think this is a build you could actually play. Wizard - http://us.battle.net/d3/en/calculator/wizard#WhQTjg!aTf!ZaZYac I expected WD to be the hardest by far, but the Wizard actually gave me the most trouble. Besides the iconic teleport, the Wizard really doesn't have too many skills to keep her mobile. Storm Armor with Scramble was a given, but besides that, I just tried to go with skills that fit with the theme of running in and out of the fray quickly. While I was working on the Wizard Build I noticed something that would be a great addition to the Force Armor builds floating around. If you haven't been reading the thread, the idea is to avoid life increasing items so that 35% of your life is quite low, and stacking as much lifesteal/life regeneration as possible, such that you regenerate your small life pool very quickly. What I noticed was this gem, the Familiar with Ancient Guardian rune. While it wouldn't go a huge way towards protecting you from the very fast attacks that would be the bane of this type of build, there's no doubt that it would be a strong addition. Here's how my version of the build would go: http://us.battle.net/d3/en/calculator/wizard#WgQPjO!Ydf!YYYbbY | ||
HardlyNever
United States1258 Posts
http://us.battle.net/d3/en/calculator/monk#aUicjh!Wda!ZZcabb I might tweak a few of the runes, especially on Tempest Rush. | ||
Moli
Netherlands78 Posts
http://eu.battle.net/d3/en/calculator/witch-doctor#YfVRUQ!adh!cYZZZc Not sure about spirit walk. Don't really need mana since zombie charge is the only thing that costs mana, hex and dogs only 49....maybe grasp of the dead, but also don't need slow. Advice about last skill please! | ||
UniversalSnip
9871 Posts
On May 12 2012 23:11 Sverigevader wrote: I like this a lot. But I switched some things around and got this: http://us.battle.net/d3/en/calculator/wizard#UiQljm!YdW!YbZaac What do you think? Opening with Blizz and depending on what kind health the enemies have, spam electrocute to regain AP until Blizzard ends to get Cold Blooded bonus and then blasting Disintegrate, or just Blizz into Disintegrate. It seems like you would want to focus on synergies - like for example the cold mastery doesn't do anything with disintegrate, why not just use the cold ray? Also tbh I have no idea what archon actually does | ||
Sverigevader
Sweden388 Posts
On May 13 2012 18:33 UniversalSnip wrote: It seems like you would want to focus on synergies - like for example the cold mastery doesn't do anything with disintegrate, why not just use the cold ray? Also tbh I have no idea what archon actually does Crap, I read the passive skill wrong... | ||
eluv
United States1251 Posts
http://us.battle.net/d3/en/calculator/wizard#bkcQfY!Tec!ZacZaZ | ||
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