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Build Planning - Page 2

Forum Index > Diablo 3
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gruff
Profile Joined September 2010
Sweden2276 Posts
April 26 2012 11:58 GMT
#21
I'd love to see some more WD builds. *hint hint nudge nudge* ;P
eluv
Profile Joined August 2010
United States1251 Posts
April 26 2012 12:35 GMT
#22
I really enjoyed Haunt once I got it on my witch doctor in the beta. The gameplay of tossing a haunt or two into a group, then moving on to the next group while it ticked them down one by one lets you really stack up the kill streaks. With that in mind, I put together a heavy DoT build for the WD, with the gargantuan to tank.

http://us.battle.net/d3/en/calculator/witch-doctor#ZeSdiT!Zcb!abaYaZ
"Yes I fucked my way to the GSL partnership" - Sundance
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 16:08 GMT
#23
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks
[TLNY]Mahjong Club Thread
Inex
Profile Joined October 2010
Bulgaria443 Posts
April 26 2012 16:32 GMT
#24
This is my idea of a Healing Monk, weak dps, but very strong support. Should be good for the Inferno runs.

Healing Monk
ffreakk
Profile Joined September 2010
Singapore2155 Posts
Last Edited: 2012-04-26 16:43:47
April 26 2012 16:42 GMT
#25
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.
Look. Only Forward. See. Only Victory.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 17:38 GMT
#26
On April 27 2012 01:42 ffreakk wrote:
Show nested quote +
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts
[TLNY]Mahjong Club Thread
ffreakk
Profile Joined September 2010
Singapore2155 Posts
April 26 2012 18:02 GMT
#27
On April 27 2012 02:38 Blasterion wrote:
Show nested quote +
On April 27 2012 01:42 ffreakk wrote:
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts


Interesting find , for all the time i spent looking at the calculator, I have never noticed the possible combo between Electrify and Paralysis. Until we find out the exact number on the "chance"though, can't tell if it's awesome, ok or meh :3

I am curious as to why you decide to take Black Ice. Since Fire Bolt release 3 Bolts in 3 directions around you, looks to me like Sleet Storm is a much better choice, seeing as its AoE are similar to that which Fire Bolts covers. It also does a much better job at AoE compared to that which Black Ice cover. Not to mention fitting much better with the "Close Range" theme which your build seem to revolve around. Fire Bots give AoE debuff -> AoE nuke with Sleet Storm sounds like a neat idea Hell we can even dump a Blizzard or a Comet on our head for extra protection and/or damage.
Look. Only Forward. See. Only Victory.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 18:13 GMT
#28
On April 27 2012 03:02 ffreakk wrote:
Show nested quote +
On April 27 2012 02:38 Blasterion wrote:
On April 27 2012 01:42 ffreakk wrote:
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts


Interesting find , for all the time i spent looking at the calculator, I have never noticed the possible combo between Electrify and Paralysis. Until we find out the exact number on the "chance"though, can't tell if it's awesome, ok or meh :3

I am curious as to why you decide to take Black Ice. Since Fire Bolt release 3 Bolts in 3 directions around you, looks to me like Sleet Storm is a much better choice, seeing as its AoE are similar to that which Fire Bolts covers. It also does a much better job at AoE compared to that which Black Ice cover. Not to mention fitting much better with the "Close Range" theme which your build seem to revolve around. Fire Bots give AoE debuff -> AoE nuke with Sleet Storm sounds like a neat idea Hell we can even dump a Blizzard or a Comet on our head for extra protection and/or damage.

I took Black ice because it seems to be better AoE yet does no hinder the Ray's magnificent Single Target ability.
[TLNY]Mahjong Club Thread
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-04-26 22:33:10
April 26 2012 19:23 GMT
#29
HC Witch Doctor Minion Survival Build

What I think will be my base Witch Doctor set up is designed to put out serious AoE damage, whilst still offering the protection of a legion of Spiders, Ghouls and Ghosts to give the enemy something to attack, with slows and health regen used to keep you alive whilst your minions do their thing.

I obviously don't know how well this stuff will scale, but since Blizz said every skill should be scalable in to Inferno with items I'm making assumptions that they are accurate. This build is also designed with hc in mind so you might need to tweak it for specific tasks or if you're less focussed on not dying.

Link to the build

A break down of everything:

Corpse Spiders: Leeping Spiders

As seen in the beta, the Leeping Spiders have a serious range and can quickly dispatch of enemies from all sides, additionally allowing significant DPS to be dealt from a distance, and even around corners. Doors can be broken with damage already going to anything behind it, and the amount of spiders you can summon if you're able to focus on them (which you can in this build) really puts out serious damage. Cheap and spammable - perfect for this build.

Locust Swarm: Searing Locusts

The Locust Swarm will allow for a more targetted heavy DPS attack which won't be wasted if the target falls. There is a serious amount of AoE in this build already, so something was needed to really beef up the ability to take out champions and add Boss damage, and this is it.

Summon Zombie Dogs: Burning Dogs

The Zombie Dogs are a very good distraction tool, and at least in normal seem to survive fairly well. I'm hoping this will continue, especially with the passives built in later, and if it does work as I'm intending it should lead to additional tanks (as well as the follower) with serious damage output and a nice bit constant AoE requiring minimal maintenance.

Mass Confusion: Mass Hallucination

This build is being designed around playing in HC, and so I've actually chosen to drop Soul harvest (as amazing as it is) in place of Mass Confusion, with the AoE added in. This will allow for "oh crap" moments where you can turn the tide of battle, or just grab enemies as distractions while you get out of danger. For standard play, nice bit of AoE though and crowd control abilities never hurt and a 1 minute cooldown seems quite reasonable.

Also means you won't have to be next to them nasty Inferno enemies.

Wall of Zombies: Unrelenting Grip

A line of defense between you and you enemies and/or some extra damage. Not much more to say about this, apart from once again the rune was chosen for safety and so you might prefer one of the more destructive runes or even abilities. It's also the cheapest mana cost which is an important consideration in this build.

Gargantuan: Restless Giant

The final pet, and the biggest tank in our arsenal. This one is picked to add a constant source of high pet damage, as well as to benefit from the passives we'll get to shortly. You might consider an AoE rune for farming trash, but if you're going for the Nephilim buff, I think this rune is best.

Blood Ritual

This one uses our health instead of our mana for 15% of the mana costs, but also gives us 1% health regen per second. With a large health pool focussed on life regeneration which will help our pets (more in a moment) and a lot of our damage being either cheap or pets this seems like a great way to get out the damage we need as often as we need, with fast regeneration when needed.

Fierce Loyalty

All our pets get 100% of our thorns and life regen. See where this is going now?

Zombie Handler

Extra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 20:46 GMT
#30
Here is my "spam arcane orb as much as possible to kill mobs" wizard.

http://us.battle.net/d3/en/calculator/wizard#UcXQTm!Xbc!YYZcZb

This is for PvE, similar to the earlier wizard build, the focus is on AoE damage from arcane orb, and diamond skin and teleport for defense.

Primary is electrocute with surge of power to generate arcane power. As mentioned arcane orb is secondary, with tap the source to reduce the casting cost to 20 power, which then gets reduced to 17 with the storm armor ability, and 10 when diamond skin is active, which should let you spam it pretty constantly with a bit of regen equipment.

Diamond skin with prism for defense (and reduced casting costs), Teleport with calamity for hasty exits. Could easily change the rune on teleport once tested in game. Storm armor with power of the storm to further reduce casting cost of arcane orb, and then Archon with I guess pure power?

Passives are pretty flexible but I was thinking astral presence for more arcane power, evocation for faster cooldowns of teleport, diamond skin and archon, and prodigy to speed up the arcane power gain.

Playstyle would be to always keep storm armor on, when you see a mob, start spamming arcane orb. I think with this build I should be able to get at least 9-10 off before running out of juice? If surrounded, diamond skin plus more spam of arcane orb, with electrocute when necessary to replenish. Teleport to get out of trouble, and archon for fun/extra damage when necessary.

It is not the hardest hitting build ever, but assuming the arcane orb quasi-stun effect from the open beta scales up well, I shouldn't need too much slow or anything once they start getting hit.

Possible tweaks: Not sure storm armor is worth a whole slot, since the main benefit is the 3 casting cost reduction. Archon is obviously potentially removable depending on how awesome it is. But I think the rest are likely to stick.
ffreakk
Profile Joined September 2010
Singapore2155 Posts
April 26 2012 21:22 GMT
#31
On April 27 2012 05:46 alQahira wrote:
Here is my "spam arcane orb as much as possible to kill mobs" wizard.

http://us.battle.net/d3/en/calculator/wizard#UcXQTm!Xbc!YYZcZb

This is for PvE, similar to the earlier wizard build, the focus is on AoE damage from arcane orb, and diamond skin and teleport for defense.

Primary is electrocute with surge of power to generate arcane power. As mentioned arcane orb is secondary, with tap the source to reduce the casting cost to 20 power, which then gets reduced to 17 with the storm armor ability, and 10 when diamond skin is active, which should let you spam it pretty constantly with a bit of regen equipment.

Diamond skin with prism for defense (and reduced casting costs), Teleport with calamity for hasty exits. Could easily change the rune on teleport once tested in game. Storm armor with power of the storm to further reduce casting cost of arcane orb, and then Archon with I guess pure power?

Passives are pretty flexible but I was thinking astral presence for more arcane power, evocation for faster cooldowns of teleport, diamond skin and archon, and prodigy to speed up the arcane power gain.

Playstyle would be to always keep storm armor on, when you see a mob, start spamming arcane orb. I think with this build I should be able to get at least 9-10 off before running out of juice? If surrounded, diamond skin plus more spam of arcane orb, with electrocute when necessary to replenish. Teleport to get out of trouble, and archon for fun/extra damage when necessary.

It is not the hardest hitting build ever, but assuming the arcane orb quasi-stun effect from the open beta scales up well, I shouldn't need too much slow or anything once they start getting hit.

Possible tweaks: Not sure storm armor is worth a whole slot, since the main benefit is the 3 casting cost reduction. Archon is obviously potentially removable depending on how awesome it is. But I think the rest are likely to stick.


I'm skeptical about how Prodigy works together with Electrocute (or Spectral Blades for that matter). But if it does work as you intended (every bounce generate mana), that's gonna open a whole lot of windows for other build.

Hmmm.. This is just personal preference, but i guess i do prefer walking around with a deadlier skill arsenal compared to utilities skills (Teleport is one, Diamond Skin + Armor is also a little overkill for my taste).
Look. Only Forward. See. Only Victory.
IMABUNNEH
Profile Joined March 2011
United Kingdom1062 Posts
April 26 2012 21:29 GMT
#32
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.
"I think...now? No rival. Me world champion. Yeah. None rival." - oGsMC
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 21:43 GMT
#33
I don't think each bounce triggers prodigy. I was thinking that it would generate 4 from prodigy, plus 3 from surge of power is 7 per shot, plus, normal regen over time, which would ideally be supplemented by items, leading to maybe 3-4 shots from electrocute leading to mostly full arcane power. Or being able to go orb, orb, orb, orb, orb, orb, electrocute, orb, electrocute, orb, diamond skin, electrocute, orb, orb, by which point everything should be dead.
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 21:58 GMT
#34
On April 27 2012 06:29 IMABUNNEH wrote:
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.

The problem with low-DPS, high-survivability builds like that is when you're up against summoners it's possible they might be able to summon monsters faster than you can kill them, and without a limit on summons you can eventually get overwhelmed despite your heals (especially if the summons are ranged).
No way to know for sure before playing the game, of course.

I'd pick Seven Sided Strike in a build like this. Doing 777% weapon damage while completely invulnerable to damage every 30 seconds (can be reduced to ~20s with a rune and a passive) is pretty sweet, especially against bosses you're afraid to melee for prolonged periods.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
April 26 2012 22:03 GMT
#35
On April 27 2012 06:58 archon256 wrote:
Show nested quote +
On April 27 2012 06:29 IMABUNNEH wrote:
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.

The problem with low-DPS, high-survivability builds like that is when you're up against summoners it's possible they might be able to summon monsters faster than you can kill them, and without a limit on summons you can eventually get overwhelmed despite your heals (especially if the summons are ranged).
No way to know for sure before playing the game, of course.

I'd pick Seven Sided Strike in a build like this. Doing 777% weapon damage while completely invulnerable to damage every 30 seconds (can be reduced to ~20s with a rune and a passive) is pretty sweet, especially against bosses you're afraid to melee for prolonged periods.


Agreed. In action games a great offensive bar is usually the best way to go, since you just don't get hit if everything is dead. Still, if someone insists on using a defensive build, which can be a nice change of pace, a "panic button" type skill is pretty much needed.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
nuclear_nub
Profile Joined July 2010
65 Posts
Last Edited: 2012-04-26 22:17:21
April 26 2012 22:13 GMT
#36
Port-Ninja Monk:
http://us.battle.net/d3/en/calculator/monk#aZYXTk!VfT!aZabaa

This is the build I used in open Beta (plus 7SS, a Mantra, and some of the later Runes), and I had a blast with it. Teleport into a group of enemies, lay down Blinding Flash, and go to town; either knock enemies back with Lashing Tail Kick or teleport to a distant enemy if you get into trouble - the combination of a free teleport and a massive knockback is ridiculously good for divide-and-conquer tactics. Port to endangered allies, punt hostiles away from them, slap down a heal, and jump right back into combat without missing a beat. Seven Sided Strike gets the teleport rune, as well - both to complete the theme and for silly damage.
Ramong
Profile Joined March 2011
Denmark1706 Posts
April 26 2012 22:28 GMT
#37
Ice Wizard
http://us.battle.net/d3/en/calculator/wizard#aZYlfm!YWX!aZccbc

This is the spec I personally want to make ingame. Focusing on frost so I can get the most out of "Cold Blooded" and also roleplay as a frost mage.

Was thinking to replace Frost Nova with Diamond Skin with the Mirror Skin rune in.

Diamond Skin with Mirror Skin rune + Ice Armor with Jagged Ice just might be great for big cluster of enemies. Though I wouldn't know, just a theory
"Yeah buddy"
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 22:40 GMT
#38
On April 27 2012 07:13 nuclear_nub wrote:
Port to endangered allies, punt hostiles away from them, slap down a heal, and jump right back into combat without missing a beat.

Wait, you can use Fists of Thunder's teleport on an ally? o_O
"The troupe is ready, the stage is set. I come to dance, the dance of death"
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 22:46 GMT
#39
No, you teleport to an enemy attacking your ally. =)
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 22:59 GMT
#40
lol, of course
"The troupe is ready, the stage is set. I come to dance, the dance of death"
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