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the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats.
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On April 27 2012 08:13 zickoray wrote:the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats.
That's why I said MOST. And I looked at your build, they aren't terribly different(mine doesn't have the lifesteal idea going on, though).
It's all theorycraft a this point anyhow.
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On April 27 2012 08:21 HardlyNever wrote:Show nested quote +On April 27 2012 08:13 zickoray wrote:the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats. That's why I said MOST.  And I looked at your build, they aren't terribly different(mine doesn't have the lifesteal idea going on, though). It's all theorycraft a this point anyhow.
lol true enough and no your right they arnt terribly different at all its more passive and rune choice more than anything it seems
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http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ
My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:
Frenzy (w/ Triumph Rune):
Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.
Whirlwind (w/ Volcanic Eruption Rune):
I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).
Leap (w/ Death from Above Rune):
There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.
Revenge (w/ Vengeance is Mine Rune):
Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.
War Cry (w/ Invigorate Rune):
A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.
Earthquake (w/ Chilling Earth Rune):
Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.
It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.
Man, haven't theorycrafted like this since my heyday of D2...so much fun.
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United States37500 Posts
I'm really enjoying reading some of these theorycraft posts by some of you (zickoray, PandaBlunt, etc). Keep it up. :3 I have a feeling I'm very likely to mimic one of your builds no less.
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On April 27 2012 11:04 ZasZ. wrote:+ Show Spoiler +http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ
My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:
Frenzy (w/ Triumph Rune):
Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.
Whirlwind (w/ Volcanic Eruption Rune):
I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).
Leap (w/ Death from Above Rune):
There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.
Revenge (w/ Vengeance is Mine Rune):
Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.
War Cry (w/ Invigorate Rune):
A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.
Earthquake (w/ Chilling Earth Rune):
Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.
It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.
Man, haven't theorycrafted like this since my heyday of D2...so much fun.
On April 26 2012 13:28 zickoray wrote:+ Show Spoiler +This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group) Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that. http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcacOk so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing First Skill=Frenzy + TriumphThis is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills. Second Skill=Rend + BloodlustThis is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer. Defensive Skill=Ignore Pain + Ignorance is BlissWith this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5] Might Skill=Revenge + ProvocationThis is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal. Tactics Skill=War Cry + Hardened WrathThis is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back. Rage Skill=Earthquake + Path of FireReasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice PassivesInspiring Presence:this is more or less for my war cry shout because the 1% per second life regen is going to be minimal Bloodthirst:This just stacks upon the previous lifesteal of the other skills with a bonus 3% Relentless:This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs. Theory Crafting by: Zickoray, Archon, Pandablunt
I'm not a huge fan of the Triumph rune with Frenzy as I don't think you're going to be killing much with Frenzy when you have other abilities focused on AoE, it'd also have no value on bosses and very little value on elite packs. I think Smite would be much more valuable where there is no stun immunity (so assuming everything up to mid/late Inferno) as you would have 75% + 3% (Enchantress aura) + possibly 10% (Wizard's Slow Time) of attack speed so this proc would be very common, stopping nearly all damage for 1.5s is better than tanking and lifestealing imo.
Revenge has been pretty RNG for me in the beta, not sure how much I like it yet. Sometimes it procs all the time and sometimes you don't get a single proc :|
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On April 27 2012 11:17 NeoIllusions wrote: I'm really enjoying reading some of these theorycraft posts by some of you (zickoray, PandaBlunt, etc). Keep it up. :3 I have a feeling I'm very likely to mimic one of your builds no less.
Thanks 
On April 27 2012 11:57 skyR wrote:Show nested quote +On April 27 2012 11:04 ZasZ. wrote:+ Show Spoiler +http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ
My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:
Frenzy (w/ Triumph Rune):
Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.
Whirlwind (w/ Volcanic Eruption Rune):
I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).
Leap (w/ Death from Above Rune):
There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.
Revenge (w/ Vengeance is Mine Rune):
Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.
War Cry (w/ Invigorate Rune):
A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.
Earthquake (w/ Chilling Earth Rune):
Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.
It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.
Man, haven't theorycrafted like this since my heyday of D2...so much fun. Show nested quote +On April 26 2012 13:28 zickoray wrote:+ Show Spoiler +This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group) Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that. http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcacOk so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing First Skill=Frenzy + TriumphThis is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills. Second Skill=Rend + BloodlustThis is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer. Defensive Skill=Ignore Pain + Ignorance is BlissWith this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5] Might Skill=Revenge + ProvocationThis is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal. Tactics Skill=War Cry + Hardened WrathThis is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back. Rage Skill=Earthquake + Path of FireReasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice PassivesInspiring Presence:this is more or less for my war cry shout because the 1% per second life regen is going to be minimal Bloodthirst:This just stacks upon the previous lifesteal of the other skills with a bonus 3% Relentless:This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs. Theory Crafting by: Zickoray, Archon, Pandablunt I'm not a huge fan of the Triumph rune with Frenzy as I don't think you're going to be killing much with Frenzy when you have other abilities focused on AoE, it'd also have no value on bosses and very little value on elite packs. I think Smite would be much more valuable where there is no stun immunity (so assuming everything up to mid/late Inferno) as you would have 75% + 3% (Enchantress aura) + possibly 10% (Wizard's Slow Time) so this proc would be very common, stopping nearly all damage for 1.5s is better than tanking and lifestealing imo. Revenge has been pretty RNG for me in the beta, not sure how much I like it yet. Sometimes it procs all the time and sometimes you don't get a single proc :|
I have the triumph on frenzy seeing as i will be using it the most as primary fury gen so i may not be killing much with it but i will be hitting alot of mobs so i am taking into account the amount of times im going to be using the skill and the amount of mobs it will hit so i think the benefit will be there in the life steal along with my passive of blood thirst which stacks 3% more ontop of the base line life steal of the fury+triumph combo, but i do see your point with the smite it seems like a good alt.
and with the revenge it seems good in theory, but that imo is going to be one of the skills that will have to be trial tested and if i dont like the amount it procs then i think i will change it out, do you have any suggestions that have good synergy with the rest of the build?
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Hm I was under the impression that to get the lifesteal affect from Frenzy, you actually have to last hit the mob with Frenzy. If it worked the way you're thinking it works, I'd think it would be worded as "Killing an enemy while under the effect of Frenzy heals you for ..." Or maybe I don't understand what you're saying? =\
Furious Charge might be good. It does a decent amount of damage, allows you to be mobile and the defensive rune options are nice: you can pick between stunning, get back 8% of max life for each target hit, reduce cd by 2s for every target hit.
If you rune Overpower with Reveal (heal 8% of max life for every enemy hit), it's basically a weaker Revenge on a 15s CD.
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On April 27 2012 12:18 skyR wrote: Hm I was under the impression that to get the lifesteal affect from Frenzy, you actually have to last hit the mob with Frenzy. If it worked the way you're thinking it works, I'd think it would be worded as "Killing an enemy while under the effect of Frenzy heals you for ..." Or maybe I don't understand what you're saying? =\
Furious Charge might be good. It does a decent amount of damage, allows you to be mobile and the defensive rune options are nice: you can pick between stunning, get back 8% of max life for each target hit, reduce cd by 2s for every target hit.
If you rune Overpower with Reveal (heal 8% of max life for every enemy hit), it's basically a weaker Revenge on a 15s CD.
ahh your right i must have miss read the Triumph rune haha that makes a lil more sense, but i still see it as being effective because i will be using it quite often and with the AOE hits will weaken mobs so i can see getting quite a few last hits off while regaining fury
and furious charge would be good besides the fact i cant spam it and it requires me to rush into a group of mobs to be very effective..which is something i would like to avoid getting into in HC mode
and Overpower yea i really like that one because it is more reliable and has better life steal. but i have revenge to work with the AOE of earthquake would give massive lifesteal. but consistent dps from it should even out the dmg gap between the two skills. i am going to edit this into the original post as a very good alt.
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On April 27 2012 04:23 Iyerbeth wrote:HC Witch Doctor Minion Survival BuildWhat 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 buildA break down of everything: Corpse Spiders: Leeping SpidersAs 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 LocustsThe 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 DogsThe 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 HallucinationThis 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 GripA 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 GiantThe 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 RitualThis 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 LoyaltyAll our pets get 100% of our thorns and life regen. See where this is going now? Zombie HandlerExtra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really.
I like the build, I'll be sure to give it a try. Don't really see the hardcore accept though. For HC, would you not want at least 1 Heal spell? I might be a bit of a wimp in that regard, but I don't see myself making a WD without access to Spirit Walk with the health rune. Especially with Blood Ritual up.
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On April 27 2012 18:13 NeoLearner wrote:Show nested quote +On April 27 2012 04:23 Iyerbeth wrote:HC Witch Doctor Minion Survival BuildWhat 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 buildA break down of everything: Corpse Spiders: Leeping SpidersAs 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 LocustsThe 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 DogsThe 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 HallucinationThis 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 GripA 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 GiantThe 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 RitualThis 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 LoyaltyAll our pets get 100% of our thorns and life regen. See where this is going now? Zombie HandlerExtra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really. I like the build, I'll be sure to give it a try. Don't really see the hardcore accept though. For HC, would you not want at least 1 Heal spell? I might be a bit of a wimp in that regard, but I don't see myself making a WD without access to Spirit Walk with the health rune. Especially with Blood Ritual up.
I did consider the same regarding spirit walk, and even thought about the passive that lets you live if you die, but I think given a lot of your damage will come from pre summoned minions and cheap spiders the build can stack a lot more health and life regen than other builds, and the blood ritual helps on both fronts. Also 15% of mana costs as life isn't really that much, while the 1% life regen from it really will help (Thinking in terms of the beta for the spiders that'd be 1 life per spiders for 4 health per second).
I'm obviously only theory crafting at this point, but I also believe that with the unbreakable grasp of the wall of zombies to also keep us safe, mass hallucination should be more than enough time to escape in a pinch and we shouldn't have to ever really get near any enemies. I was considering taking Templar as the follower too and he would provide extra life regen and a heal, and we have potions.
Honestly though, you might be right in the end, that it won't be enough but I believe that it's fairly well balanced so far for damage and survival. Also, thanks for the comment on it.
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Here's a build I'll be definitely trying, the perma- Wrath of the Beserker Barb. I think a lot of people have thought of making this but this is my take on it anyway.
http://us.battle.net/d3/en/calculator/barbarian#WbSXiP!ZcY!cZbcYc
This build doesn't have a lot of survivability so it's probably not a good HC build, it's also probably quite gear dependant because it's of its focus on rage generation but should have excellent scaling with good gear.
Wrath of the Berserker: Thrive on Chaos
This is the what the whole build is based around, the awesome steroid skill Wrath of the Berserker (WotB). 10% CRIT 25% AS 20% Dodge and 20% MS. While this is up the Barb is a wrecking ball on speed, and one with 20% dodge as well. Normally this buff only lasts for 15s and has a 2min CD, but with the Thrive on Chaos rune effect it becomes a buff that lasts as long as you can feed it fury. The theory is that with all of your other skills geared towards feeding fury to WotB you can keep it up for as long as you're fighting enemies. Keep in mind with two mobility skills (leap/charge) as well as +20% MS you shouldn't have any troubles finding your enemies.
If you're about to go into a big fight and you know that will last 20 seconds or less, definitely swap this rune to Insanity, which causes WoTB to give +100% damage but only last 15 seconds. I don't think this needs much explanation, +100% damage should say it all.
Frenzy: Maniac
This is the main source of damage for any single target fights or high health small fights. 110% wep damage mightn't sound like much but with +75%/+25% AS, +15% dmg and +18% crit passive, it should suffice. All this attack speed is very helpful with fury generation as well.
Cleave: Reaping Swing
I have to say after playing the open beta for a few hours, trying every class, killing SK with 3 of them and getting my barb to level 13, the one ability that felt absolutely OP was cleave. 120% weapon dmg.... if you only hit one target. Needless to say if you ever only hit one target with cleave you're doing it wrong. It's no problem at all regularly hitting 3-5 mobs with cleave. Hitting 4 targets does 480% weapon damage on a skill with no cooldown and which generates fury. The rune Reaping Swing is chosen to aid fury generation. If fury generation is ok with the rune consider swapping this for Rupture against high amounts of low hp enemies or Broad Sweep against sturdier high hp enemies.
Furious Charge: Stamina Leap: Death from Above
Most builds only advocate going one or the other with these skills but there are two main reasons I've gone with both for this build. Firstly and mainly any time out of combat is not what you want with this build, keeping WotB up is priority #1 and that's going to be impossible unless you've got enemies to wail on. Obviously there's still going to be sections of the game where that's impossible but with both Charge and Leap you should be able to minimize downtime as much as possible. Stamina is taken on Charge for more fury, and Death from Above is taken because honestly all the others seem to suck and stuns are always nice. Possibly swap Death from Above with Call of Arreat.
Battle Rage: Into the Fray
This skill is a fury spender but only 20/30s so it shouldn't be a problem to keep it up. 15% all damage 3% crit is a very solid buff, but mainly taken for the rune effect which with a high crit rate and attack speed like in this build should provide mountains of fury for WotB. If you're in a short fight and have WotB runned Insanity you should swap this rune as well to Marauder's Rage. Stacking damage bonuses... yummy!
Ruthless
Not much to say here, bread and butter damage passive. With all the increased crit chance this build has this is a no brainer.
The other two passives are much more up for debate. Some good candidates:
Boon of Bul-Kathos
30 seconds off WotB CD. This might be a bit of a waste considering we only have 1/3 of the skills this passive helps, but it could really come in handy between groups of mobs where you can't keep WotB up or are getting kited or stunned and it falls off.
Animosity
10% increased fury generated sounds quite weak to me but it is extra fury and the 20 extra fury cap could prove useful too.
Weapons Master
It's hard not to like this skill, a very decent dps boost. You can't go wrong with this, +%15 damage or 3 extra fury a hit either way it's going to be a big help.
Brawler
8 yards doesn't sound very far but 30% is a big damage increase. Possibly this could be abused by using only frenzy and no aoe skills to keep a few weak enemies attacking you constantly every where you go including bosses.
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On April 27 2012 20:03 AndyJay wrote:+ Show Spoiler +Here's a build I'll be definitely trying, the perma- Wrath of the Beserker Barb. I think a lot of people have thought of making this but this is my take on it anyway. http://us.battle.net/d3/en/calculator/barbarian#WbSXiP!ZWY!cZbcYcThis build doesn't have a lot of survivability so it's probably not a good HC build, it's also probably quite gear dependant because it's of its focus on rage generation but should have excellent scaling with good gear. Wrath of the Berserker: Thrive on ChaosThis is the what the whole build is based around, the awesome steroid skill Wrath of the Berserker (WotB). 10% CRIT 25% AS 20% Dodge and 20% MS. While this is up the Barb is a wrecking ball on speed, and one with 20% dodge as well. Normally this buff only lasts for 15s and has a 2min CD, but with the Thrive on Chaos rune effect it becomes a buff that lasts as long as you can feed it fury. The theory is that with all of your other skills geared towards feeding fury to WotB you can keep it up for as long as you're fighting enemies. Keep in mind with two mobility skills (leap/charge) as well as +20% MS you shouldn't have any troubles finding your enemies. If you're about to go into a big fight and you know that will last 20 seconds or less, definitely swap this rune to Insanity, which causes WoTB to give +100% damage but only last 15 seconds. I don't think this needs much explanation, +100% damage should say it all. Frenzy: ManiacThis is the main source of damage for any single target fights or high health small fights. 110% wep damage mightn't sound like much but with +75%/+25% AS, +15% dmg and +18% crit passive, it should suffice. All this attack speed is very helpful with fury generation as well. Cleave: Reaping SwingI have to say after playing the open beta for a few hours, trying every class, killing SK with 3 of them and getting my barb to level 13, the one ability that felt absolutely OP was cleave. 120% weapon dmg.... if you only hit one target. Needless to say if you ever only hit one target with cleave you're doing it wrong. It's no problem at all regularly hitting 3-5 mobs with cleave. Hitting 4 targets does 480% weapon damage on a skill with no cooldown and which generates fury. The rune Reaping Swing is chosen to aid fury generation. If fury generation is ok with the rune consider swapping this for Rupture against high amounts of low hp enemies or Broad Sweep against sturdier high hp enemies. Furious Charge: Stamina Leap: Death from AboveMost builds only advocate going one or the other with these skills but there are two main reasons I've gone with both for this build. Firstly and mainly any time out of combat is not what you want with this build, keeping WotB up is priority #1 and that's going to be impossible unless you've got enemies to wail on. Obviously there's still going to be sections of the game where that's impossible but with both Charge and Leap you should be able to minimize downtime as much as possible. Stamina is taken on Charge for more fury, and Death from Above is taken because honestly all the others seem to suck and stuns are always nice. Possibly swap Death from Above with Call of Arreat. Battle Rage: Into the FrayThis skill is a fury spender but only 20/30s so it shouldn't be a problem to keep it up. 15% all damage 3% crit is a very solid buff, but mainly taken for the rune effect which with a high crit rate and attack speed like in this build should provide mountains of fury for WotB. If you're in a short fight and have WotB runned Insanity you should swap this rune as well to Marauder's Rage. Stacking damage bonuses... yummy! RuthlessNot much to say here, bread and butter damage passive. With all the increased crit chance this build has this is a no brainer. The other two passives are much more up for debate. Some good candidates: Boon of Bul-Kathos30 seconds off KotB CD. This might be a bit of a waste considering we only have 1/3 of the skills this passive helps, but it could really come in handy between groups of mobs where you can't keep WotB up or are getting kited or stunned and it falls off. Animosity10% increased fury generated sounds quite weak to me but it is extra fury and the 20 extra fury cap could prove useful too. Weapons MasterIt's hard not to like this skill, a very decent dps boost. You can't go wrong with this, +%15 damage or 3 extra fury a hit either way it's going to be a big help. Brawler8 yards doesn't sound very far but 30% is a big damage increase. Possibly this could be abused by using only frenzy and no aoe skills to keep a few weak enemies attacking you constantly every where you go including bosses.
Considering how you have no fury dump, you would be at maximum fury nearly all the time so wouldn't Berserker Rage be a no brainer for a build like this since all your damage depends on Frenzy and Cleave?
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Ah true, I was sort of reading WotB as draining your fury as well for some reason but it doesn't say that at all. Berserker Rage and sitting on max fury does sound like a good fit for the build.
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With no pets, doesn't blood ritual seem a bit dangerous? That said, if you were really attached to the 0 pets idea, you could consider Jungle Fortitude to make yourself naturally tankier, but if you were willing to step back from the concept a bit, because all 3 of your main DPS skills are physical, and you'll be doing all the DPS yourself, it might be worthwhile to consider Fetish Sycophants.
Here's a build I put together based around the Vision Quest Passive, to allow full time spamming of Fire Bats, with Hungry Bat Rune to allow easy targeting: http://us.battle.net/d3/en/calculator/witch-doctor#cRTjQP!ThU!YZZYbc
The only nuke is runed firebats, because there should be no need for a cheap spell due to near 100% uptime on Vision Quest. Besides this, I included every large cooldown, making the best use of both the Tribal Rites and Grave Injustice Passives:
Gargantuan - partially here simply to be on cooldown for Vision Quest, also provides a source of mana-less damage in the unlikely event that you are out of mana.
Big Bad Voodoo/Fetish Army - The no-brainer 120s cooldowns, reduced to 90s by Tribal Rites, and reduced even further by Grave Injustice Procs.
Mass Confusion/Hex - Runed to provide damage amps, these provide shorter cooldown effects to rotate on each pack, so that Voodoo/Army can be used on the elites. Also allows you to safely get into range for Grave Injustice Procs.
One of the main cons to this build is the necessity of several high level passives, meaning that you wouldn't be able to get used to the playstyle before reaching near max level.
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Hmm...
I just realise my understanding of Shock Pulse is completely wrong. The last time i saw it was when i played w my friend's Wizard (i wasn't interested in playing a Wiz for the Open Beta Weekend, i am now :x) and i remembered wrong. Many of my comments regarding Blasterion's build have to subject to change, only the ones regarding Shock Pulse / Fire Bolt of course.
Looking at it again, this looks to be a pretty neat skill, ima craft a build based on it
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I have a question concerning Wizard builds:
Can bosses be chilled and frozen ? If not doesn't that mean that "Cold Blooded" passive is useless ?
I was thinking that using Ray of Frost with Snow Blast rune and Cold Blooded passive would be great as single target damage. But if bosses can't be chilled and frozen or affected by cold blooded then is rather useless.
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