Build Planning - Page 11
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alQahira
United States511 Posts
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eluv
United States1251 Posts
The game then is to try to guess the build being linked, and then provide one of your own. You're messing with the game here! To make up for it, I'll try a harder one: http://us.battle.net/d3/en/calculator/monk#UXdgQk!cVf!aabYcb This exercise really makes you realize just how few skills you used in Diablo 2 - I really had to stretch for this one... Stretching yet further, be careful, this one probably isn't your first instinct: http://us.battle.net/d3/en/calculator/witch-doctor#bXYTjQ!ThZ!aYaZbb | ||
HardlyNever
United States1258 Posts
On May 14 2012 02:04 eluv wrote: You're messing with the game here! To make up for it, I'll try a harder one: http://us.battle.net/d3/en/calculator/monk#UXdgQk!cVf!aabYcb This exercise really makes you realize just how few skills you used in Diablo 2 - I really had to stretch for this one... Stretching yet further, be careful, this one probably isn't your first instinct: http://us.battle.net/d3/en/calculator/witch-doctor#bXYTjQ!ThZ!aYaZbb First one is a zealadin, second I'm guessing is supposed to be something like a skely necro, but not sure. This one shouldn't be too hard: http://us.battle.net/d3/en/calculator/barbarian#WUgkeP!gYe!caYZZc Like you said, you do need a lot of "filler" because most builds really only used 2-3 skills regularly. | ||
Nikoras
United States115 Posts
On May 13 2012 08:36 HardlyNever wrote: Here's the latest iteration of a build I've been working on for a while. It is focused on stacking crit, relying on dodge for survivability and running around really fast while doing damage with Sweeping Wind and keeping it fully stacked (and not having to constantly recast it). http://us.battle.net/d3/en/calculator/monk#aUicjh!Wda!ZZcabb I might tweak a few of the runes, especially on Tempest Rush. Hahaha, "Airbender" build | ||
Mr. Sunday
140 Posts
If I can stack all crit buff, I can reach 48% crit, 100% attack speed, 50% increased dammage, under WotB. I believe some of the weaknesses of this build are CC and defence. http://us.battle.net/d3/en/calculator/barbarian#WVXQiP!ZYb!cZYZab What you guys think about that ? | ||
Vaelone
Finland4400 Posts
http://us.battle.net/d3/en/calculator/monk#adXgkT!TeZ!abZbaZ My focus was defensive/support heavy with a high burst damage capability and some mobility. No idea what so ever which primary is actually the way to go for PvP and the 3rd passive could probably be something else, also not sure about how good Mantra of Conviction will be in PvP. | ||
Derrida
2885 Posts
Here's my wtfpwn "paper mage" that focuses on killing stuff quickly with chain freezes and aoe or die trying while getting serious mana regen from chain electrocute + prodigy: http://eu.battle.net/d3/en/calculator/wizard#UeYlfh!cWg!aZaZYb | ||
eluv
United States1251 Posts
On May 14 2012 04:28 Mr. Sunday wrote: That's what I'll be looking for at release. Barbarian mass crit build : It relies on Revenge (Best Served Cold), Overpower (Killing Spree), Frenzy (Maniac), Battle Rage (Marauder's Rage) and WotB (Slaughter). I took Leap with Call of Arreat as a gap closer, this way I can also stack mobs and aoe as much as possible. I also took Ruthless and Weapon Masters for the crit bonuses and Nerves of Steel for a bit of survivability. If I can stack all crit buff, I can reach 48% crit, 100% attack speed, 50% increased dammage, under WotB. I believe some of the weaknesses of this build are CC and defence. http://us.battle.net/d3/en/calculator/barbarian#WVXQiP!ZYb!cZYZab What you guys think about that ? Something interesting I noticed about your build, is you only have 2 rage spenders, one of which is a long cooldown, and the other you only press every 30s to put the buff up. With that in mind, you could switch out Nerves of Steel for Berserker rage to complete the full "Glass Cannon" style of Barb. | ||
4mgg
Finland373 Posts
On May 06 2012 20:43 Whalecore wrote: + Show Spoiler + MAXIMUM FURY BARBARIAN (SKILL CALCULATOR LINK) Barbarian with intent on having constant maximum Fury!
Skills Now the fun part. Let's go through all of his passive and active skills! Passive skills
This skill is the most fundamental part of the Maximum Fury build. Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared! This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)! Active skills
More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane! This build needs a gap closer, and this is the most bad ass gap closer. Enough said. You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out! Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters. I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler + Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler + holy shit :D Great burst damage -- doesn't even drain Fury. So sick! Wouldn't you pick Animosity (10% increased fury generation and +20 max fury -> even more damage towards Dread Bomb) over Unforgiving? I was playing with the idea of Wrath of the Berserker (+10% crit chance, +25% IAS, 20% dodge, 20% MS) with [INSANITY] (While active, all damage increased by 100%) and replacing Bash with Frenzy [MANIAC] (Each Frenzy effect also increases damage by 4% -> 20% max) With +75% attack speed from Frenzy I think you'd still sit tight at full rage, justifying Animosity and WotB. After you pop Wrath your Rage will build up quickly with 5 stacks of Frenzy plus the bonus attack speed from WotB, allowing some [even more] massive Dread Bombs. I like your choices with Furious Charge and Overpower for survivability. I'd propably still switch Harpoon for Revenge [VENGEANCE IS MINE] (Gain 5 Fury and heal 8,0% for each enemy hit), which would leave room for a Defensive Skill or something else intead of Charge / OP. I'd propably go for Battle Rage [MARAUDERS RAGE] (Increase damage bonus to 30%) and leave Overpower. Picking Frenzy over Bash would increase the build up time slightly (I think..), but this is what I'd have Revenge for ![]() Or if I feel like I need more survivability, I'd get Ignore Pain with [IGNORANCE IS BLISS] (Gain 20% of all damage dealt as life). I'm not going to play HC before I beat at least Hell on softcore, so I will have the luxury of experimenting.. http://eu.battle.net/d3/en/calculator/barbarian#WiSVfP!cWg!cacacZ My concern with this is, that without Earthquake, do I have damage? Should I get Cleave with [REAPING SWING] (Additional 3 rage generated per enemy hit) instead of Frenzy? Much depends on how Rage generation is at lv. 60.. Just my two cents. EDIT: I say Rage, I mean Fury.. >.< | ||
Slayer91
Ireland23335 Posts
On May 14 2012 04:56 Vaelone wrote: I've been playing around with Monk arena build, I know I'm like several months too early but whatever! http://us.battle.net/d3/en/calculator/monk#adXgkT!TeZ!abZbaZ My focus was defensive/support heavy with a high burst damage capability and some mobility. No idea what so ever which primary is actually the way to go for PvP and the 3rd passive could probably be something else, also not sure about how good Mantra of Conviction will be in PvP. I tried to edit your build a bit. This is what I got. http://us.battle.net/d3/en/calculator/monk#adXgTk!eZf!abbaba This is more of an anti ranged build, you want more dodge stuff against melee heavy. You stick to targets with 10 spirit dashing strike and fists of thunder, heal your ally to give yourself 15%+16% and your ally 16% damage for 15s, stack 100 spirit and activate mantra and seven sided strike with your allies CDs as well which means you get 79% increased damage for 3 seconds not counting any bonuses your ally gives you. I took the stunlock on seven sided strike but perhaps the 1007% weapon damage would be better considering you'd get 1800% weapon damage in one hit. You still get 55% bonus damage with just your own bonuses after the 3 seconds anyway. Perhaps switch out resolve for near-death experience. Serenity with 10 spirit and healing for as much as your heal spell seems really strong on its own though. | ||
Vod.kaholic
United States1052 Posts
V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba Synergies of note: 1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect. 2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off. 3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes. This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death. V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo. Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work. | ||
Tennet
United States1458 Posts
On May 14 2012 05:01 Derrida wrote: Hm, this is my first try at doing this: Here's my wtfpwn "paper mage" that focuses on killing stuff quickly with chain freezes and aoe or die trying while getting serious mana regen from chain electrocute + prodigy: http://eu.battle.net/d3/en/calculator/wizard#UeYlfh!cWg!aZaZYb Unfortunately prodigy gives you 4 AP and only 4 AP, however I don't know for sure but from everything I have read today that is the conclusion.. obviously we just have to wait for the game to come out. | ||
HardlyNever
United States1258 Posts
On May 14 2012 11:05 Vod.kaholic wrote: So, I had an interesting idea for a DH that relies on a lot of delayed timing shots to do damage, combined with lots of trap and bonus damage synergy where possible. The skills should work quite effectively together if you master the timing on all of these spells so you can continue abusing the bonuses from Cull the Weak. V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba Synergies of note: 1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect. 2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off. 3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes. This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death. V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo. Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work. For all the slow/Culling the Weak builds I did I thought Steady Aim (passive) went hand-in-hand with the rest of the build. It seems a given that with all the monsters slowed they will be more than 10 "yards" away (10 yards is pretty short, if you use the 35 yards of vault as a sort of reference point). Perhaps you won't be able to keep them all away, though. We might be trying to do slightly different things, as yours seems more timing/AoE focused. Here's my take on the build: http://us.battle.net/d3/en/calculator/demon-hunter#bRYQgT!Yce!bZbaca But I have different variations of it. I might need to swap shadow power out for vault or smoke screen, as sort of an emergency escape. | ||
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520
United States2822 Posts
http://us.battle.net/d3/en/calculator/witch-doctor#aSRViT!aXe!YZcZYY Relies on Circle of Life and the Next of Kin rune on Sacrifice to cycle through Zombie Dogs and constantly create new ones without having to use the skill, which leaves room for Hex. Gargantuan to be your general tank, Locust Swarm and Acid Bomb for AoE crowd clearing, and Poison Dart for single-target. | ||
HardlyNever
United States1258 Posts
On May 14 2012 13:54 scintilliaSD wrote: Inspired by Jay Wilson's build: the not-so-petless Witch Doctor. http://us.battle.net/d3/en/calculator/witch-doctor#aSRViT!aXe!YZcZYY Relies on Circle of Life and the Next of Kin rune on Sacrifice to cycle through Zombie Dogs and constantly create new ones without having to use the skill, which leaves room for Hex. Gargantuan to be your general tank, Locust Swarm and Acid Bomb for AoE crowd clearing, and Poison Dart for single-target. I'm 90% sure the dogs go away when you take the skill off your bar. I tried summoning them in the beta, then removing it, and they went away. Maybe that has changed, but I doubt it. Edit: Apparently the Circle of Life skill still works even if you don't have the zombie dogs skill. They just come up one at a time when the skill goes off. | ||
Vod.kaholic
United States1052 Posts
On May 14 2012 13:33 HardlyNever wrote: + Show Spoiler + On May 14 2012 11:05 Vod.kaholic wrote: So, I had an interesting idea for a DH that relies on a lot of delayed timing shots to do damage, combined with lots of trap and bonus damage synergy where possible. The skills should work quite effectively together if you master the timing on all of these spells so you can continue abusing the bonuses from Cull the Weak. V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba Synergies of note: 1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect. 2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off. 3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes. This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death. V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo. Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work For all the slow/Culling the Weak builds I did I thought Steady Aim (passive) went hand-in-hand with the rest of the build. It seems a given that with all the monsters slowed they will be more than 10 "yards" away (10 yards is pretty short, if you use the 35 yards of vault as a sort of reference point). Perhaps you won't be able to keep them all away, though. We might be trying to do slightly different things, as yours seems more timing/AoE focused. Here's my take on the build: http://us.battle.net/d3/en/calculator/demon-hunter#bRYQgT!Yce!bZbaca But I have different variations of it. I might need to swap shadow power out for vault or smoke screen, as sort of an emergency escape. Hm, yeah, the main reason I didn't take steady aim is because I intend to use the fan/spike trap combo, which requires me to be fairly close to be effective, so I would only gain the steady aim bonus on my mouse skills, which isn't the greatest, so I took sharpshooter to get a better chance of crits from fan and the spike trap - the bonus gained should apply to both if they trigger in the same second, which would make for a super sweet combo crit. | ||
ZergOwaR
Norway280 Posts
![]() i know of some of the abilities and what not, but since they unlock one at a time i can easily just try them out here and there until i figure out what i like ![]() | ||
D u o
Canada381 Posts
Anyone have any other ideas? http://us.battle.net/d3/en/calculator/wizard#acXOje!fab!YZbbaZ Edit: I plan on playing with a bunch of my friends with this character so I'm not worried about having absolutely no damage ![]() | ||
Szordrin
Switzerland151 Posts
A Barbarian Crit build with the idea of having permanent WotB. 1. Activate WotB with Thrive on Chaos --> Increase Duration with Fury gained. 2. Use Shout Battle Rage with Into the Fray (gives 15 fury per crit) 3. Use Overpower with Killing Spree (increased crit chance) 4. Use Frenzy to get some Attackspeed and Fury (I got triumph for healing, don't know if its worth it). 5. Balance Fury with Whirlwind (main Fury Spender), Blood Funnel as Rune, giving 1% Life per crit, giving some survivability. 6. Throw in Revenge with Best served Cold for increased hit and some healing. --> Overpower, Whirwind as main DPS, Frenzy to keep up Attspeed (gives more crits ofc), WotB, BattleRage and Overpower to round it up and give some basic stat boni. Passives: Ruthless (Crit ofc) Weapon Master (go for axes for Crits or Mighty for permanent WotB) and Juggernaut in order to reduce "downtime" with this build and ensure survivability. The idea is to be attacking more or less permanently in order to build up the boni and using wotb to the maximum. I try to evade Dodge Boni and go for a lot of defense & attackspeed in order to reduce dmg I get and increase healing (whem im getting hit). What do you think? Some flaws in there? | ||
eluv
United States1251 Posts
On May 14 2012 22:00 Szordrin wrote: http://us.battle.net/d3/en/calculator/barbarian#WhVQiP!ZYT!ZbZZYc A Barbarian Crit build with the idea of having permanent WotB. 1. Activate WotB with Thrive on Chaos --> Increase Duration with Fury gained. 2. Use Shout Battle Rage with Into the Fray (gives 15 fury per crit) 3. Use Overpower with Killing Spree (increased crit chance) 4. Use Frenzy to get some Attackspeed and Fury (I got triumph for healing, don't know if its worth it). 5. Balance Fury with Whirlwind (main Fury Spender), Blood Funnel as Rune, giving 1% Life per crit, giving some survivability. 6. Throw in Revenge with Best served Cold for increased hit and some healing. --> Overpower, Whirwind as main DPS, Frenzy to keep up Attspeed (gives more crits ofc), WotB, BattleRage and Overpower to round it up and give some basic stat boni. Passives: Ruthless (Crit ofc) Weapon Master (go for axes for Crits or Mighty for permanent WotB) and Ruthless in order to reduce "downtime" with this build and ensure survivability. The idea is to be attacking more or less permanently in order to build up the boni and using wotb to the maximum. I try to evade Dodge Boni and go for a lot of defense & attackspeed in order to reduce dmg I get and increase healing (whem im getting hit). What do you think? Some flaws in there? Sounds like an exciting concept, but if you really want to try to keep wotb up as much as possible, I think you should change that last passive to one of the fury generation ones. Animosity would make the most sense in my opinion, but Unforgiving could be good as well, and for some different flavor you could consider Relentless, which would let you constantly whirlwind if you ever got low on life - adding to fury gen, damage, and survivability from lifesteal. | ||
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