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On April 28 2012 04:24 Ramong wrote: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.
Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable.
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On April 28 2012 04:31 skyR wrote:Show nested quote +On April 28 2012 04:24 Ramong wrote: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. Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable.
Yeah, I knew that Skeleton King could be frozen but just as you I assumed that that was only him, the beta being a tutorial and all.
I just hope that bosses at least can be chilled even if just for 1% lategame
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On April 28 2012 04:31 skyR wrote:Show nested quote +On April 28 2012 04:24 Ramong wrote: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. Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable. There is a stat for reducing CC durations, I'd guess that bosses will get more and more of it so that they can still be slowed but its duration will be very short.
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Here is my witch doctor build. It is "petless." I really liked the Circle of Life passive ability in the beta and will be using it with fetish sycophants passive. Mass confusion + Addling toads will also add "pets" by confusing monsters. I like grave injustice because it reduces cooldowns and provides mana when my character should already be in close quarters when using toads. Not sure about Horrify until I mess with the runes but maybe replace it with Kiss of Death.
http://us.battle.net/d3/en/calculator/witch-doctor#hWZSXj!aeT!YYacca
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Here's my attempt at a melee style demon hunter.
http://us.battle.net/d3/en/calculator/demon-hunter#UeYSXh!Vcg!YccccY
The cornerstone of the build is Shuriken Cloud runed Chakrams, giveing you a solid passive DPS boost as long as your'e in melee range. Stun Grenades and Fan of Daggers runes give good CC capability, and when combined with numbing traps should give you solid survivability. Caltrops with Bait the Trap and Culling the Weak gives another good DPS boost, and ensures that you'll have near 100% uptime of numbing traps, at least on any melee enemies.
Spike Trap and Smoke Screen are personal taste, and could possible be swapped out for a different hatred spender and Chain of Torment sentry, and the Grenadier passive could also easily be replaced. If left as is however, I see no reason you couldn't accomplish this build using only melee weapons and be reasonable viable.
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Something that I have been toying with: http://us.battle.net/d3/en/calculator/barbarian#WhXkiV!Tdb!ccacac
Basically, its a barb that plays out very similarly to a Barb from Diablo 2.
Active Skills
Frenzy: Maniac I was searching for a good Barb single-target DPS skill when I realized that it was probably it. If my assumptions are correct, with Marauder's Rage damage bonus this skill should reach a theoretical 280% effective weapon damage (translating the Increased Attack Speed to damage). It is technically second to Hammer of the Ancients + Smash (300%), but the high attack speed should translate to more crits, a more even rate of life steal, and the fact that its a fury generator means that I don't burn out after a couple of attacks. While it does require ramping up, I think that in terms of longer battles Frenzy wins out. + Show Spoiler [Calculations] + Let X be weapon damage Frenzy with Maniac: (1.10X + 0.2X + 0.3X ) * 1.75 ( Base + Maniac + Marauder's Rage) * Increased Attack Speed =2.8X
If you include Weapon's Master's bonus to damage: (1.10X + 0.2X + 0.3X + 0.15X ) * 1.75 (Base + Maniac + Marauder's Rage + Weapon Master) * Increased Attack Speed =3.0625X
Weapon Master's Bonus to Attack Speed: (1.10X + 0.2X + 0.3X ) * ( 0.1 + 1.75 ) ( Base + Maniac + Marauder's Rage) * (Weapon Master + Increased Attack Speed) =2.96X
I am not sure how to quantify criticals, but note that Hammer of the Ancients has a +5% chance to crit
Hammer+Smash 2.0X + 0.7X + 0.3X Hammer + Smash + Marauder's Rage =3.0X
Weapon Master Bonus to Damage: 2.0X + 0.7X + 0.3X + 0.15 Hammer + Smash + Marauder's Rage + Weapon Master =3.15X
Weapon Master Bonus to Attack Speed: ( 2.0X + 0.7X + 0.3X ) * 1.1 (Hammer + Smash + Marauder's Rage) * Weapon Master =3.3X
My calculations show that Frenzy benefits from additional damage and that Hammer benefits from attack speed (Assuming that's a thing that affects it). The skill tooltip no longer mentions needing two 1-hand weapons, so I assumed that it was no longer a requirement. Interestingly enough, my results show that having two faster weapons instead of one slower stronger one would point towards Hammer of the Ancients in terms of maximum damage output.
Whirlwind: Volcanic Eruption One of my favorite skills from Diablo 2 (might be because it was the only non-shout AoE skill the barb had), I couldn't pass it up. It takes the role of AoE, non-physical damage, and a fury spender.
Leap: Iron Impact Leap gives the barbarian a great amount of mobility, and an effective way to enter and exit the battlefield. I chose Iron Impact since it gives a very large armor boost. More on this in Gameplay Strategy
War Cry: Impunity It gives a nice armor bonus, but more importantly it gives a massive +50% resist magic. I am assuming that resistances will be very important for the barb, as I don't see intelligence being a thing for which one would want to sacrifice other attributes. If it isn't, then Hardened Wrath or Invigorate are good options.
Battle Rage: Marauder's Rage This shout gives Frenzy a much larger punch, and nicely boosts Whirlwind along with Revenge. Calculations show that Frenzy benefits from damage rather than IAS Not much to say about it.
Revenge: Provocation While I could have Rend as an active skill, I think that having Revenge as a passive should work better in the context of this build. The build has the player actively using Frenzy/WW which keeps the player in the thick of things. Having the skill as a passive means that I can unleash life-recovering AoE regardless of what I am doing at the time. I selected having the higher chance to activate, as it effectively doubles the output of the skill.
Passives:
Juggernaut I am not sure how often control impairing effects are going to come up, so this passive is based upon not being killed upon having one cast upon me. The reduction of the effect and a chance to recover life keeps me alive. If those effects aren't really a problem then this passive is freed up for Relentless.
Bloodthirst I chose this skill based upon the high damage output of my damaging skills, thereby increasing my survivability. It should nicely stack with Revenge as well, giving 5% total life in addition to 3% life steal.
Nerves of Steel This adds more survivability for my barb such that I take less damage. I am not sure how well this will actually scale, but the basic premise is that adding additional Vitality gear will be much more effective in keeping alive against physical attacks.
Gear
The best gear for this build would be high Strength and/or high Vitality. The skills are oriented towards boosting armor for damage reduction and returning damage for life steal. Since Revenge does not care about how much damage you take, dexterity may actually be a detriment since dodging will not activate the skill.
Combat
Combat should flow like this: 1) Cast War Cry 2) Use the Rage generated from War Cry to cast Battle Rage 3) Leap into the fray 4) Not give a shit
The high armor, magic damage reduction, control impeding effect reduction, and passive life steal should keep you alive while your high damage active skills kill everything. If monsters are stronger than I think, Leap can be given Death From Above to give you some wriggle room via stun at the cost of Revenge.
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ATATATATATATATATATA Fist of the North Star sustain attack monk. http://us.battle.net/d3/en/calculator/monk#UbfXVk!gYb!ZcZYYY
Way of 100 Fists + Blazing Fists Was thinking this would be general spirit generating attack and singe target damage. Should be using it enough to have the buff stacked almost constantly.
Deadly Reach + Foresight Bit more AOE. 18% damage buff.
Cyclone Strike + Implosion Vacuum all evenies towards me. This may be bad on higher difficulties but we shall see. This will be used after tagging enemies with Exploding Palm.
Exploding Palm + Impending Doom Large spirit pool aims to let me tag 2-3 enemies and then activate cyclone strike. Extended bleed duration to allow time for this.
Breath of Heaven + Infused with Light Nice heal + additional spirit generation.
Mantra of Conviction + Reclamation Additional damage and a 30% heal on melee attacks. Does this apply to every enemy hit by Deadly Reach?
Passives: Combo strike - 2x spirit generators for a further 18% damage buff Transcendence - I envision this build will burn lots of spirit fast and get it back fast too.
Hopefully there are enough enemies or long enough fights where I should be rocking +15% move speed, 49% damage. With some decent sustain. Haven't tried it so of course I don't know how well spirit will work.
I am loving how many possibilities there are with each class.
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I made a build for a Witch Doctor, I'm not sure of its viability for higher difficulties, you might get shafted if you get walled + moltened or something as you have no spirit walk but hey, you can switch easy or even get rid of the gargantuan to get a CC.
Dr. Relentless
http://us.battle.net/d3/en/calculator/witch-doctor#cSedYT!bdf!aZcacY
Ok so the jist of it is, you have your zombie dogs + gargantuan with zombie handler to give you an extra dog + gargantuan health, the dogs self heal and the gargantuan has a small AoE DoT around him. Their job is to take the heat for you as with this build you have no defensive moves.
Your main moves are Firebats (Dire Bats) + Locust Swarm (Devouring Swarm), these are high cost but pretty sick moves so as a result I have tried to stack up as much mana regen stuff as possible, if its too much FireBats can always be swapped out for something more appropriate.
Mana regen - Devouring Swarm on Locust Swarm, Draining Spirit on Haunt, Swallow your Soul on Soul Harvest and the Spiritual Attunement and Rush of Essence passive. I should think that all these should give you a pretty solid rate of mana regen to allow you to spam the crap out of those two beast mouse skills whilst your beasts take the heat as best they can.
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http://us.battle.net/d3/en/calculator/witch-doctor#hZijeU!bTZ!babbYc
I'm really up for WD petless builds. This build is mostly designed to go without pets, relying mostly on AOE and slow from Grasping Dead and mass confusion for emergencies and haunt for higher single target damage.
I always liked the acid cloud skill so the main idea is casting Grasp of the Dead intially, casting Acid Cloud, casting a few Haunt then spam fire bomb and cast Mass Confusion if necessary, since the passives require you to stay close to enemies you can take Kiss of Death rune for Acid Cloud.
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http://us.battle.net/d3/en/calculator/demon-hunter#UkiVQP!heg!aaYZcZ
My second DH build. This is kinda crazy and since I haven't seen anyone else use the Ballastics passive, I decided to make it.
The overall gist is to use Gernades with the Tinkerer rune and the Grenadier passive to give you a generation rate of 8 hatred per shot.
After that, you can throw down a Sentry with the Spitfire rune utilising the Ballistics passive.
From there on it's your choice depending on the amount of enemies before you. You can use Cluster Arrow with the Shooting Stars rune which benefits not only from the Grenadier passive, but also from the Ballistics passive. You can use strafe if you need to get away from enemies, equiped with the Rocket storm rune. Or you can use Multishot with the Arsenal rune to cut through mass mobs of enemies.
Finally, if you ever find yourself running out of hatred, (which you probably will), you can use Preparation with the Punishment rune to max out your hatred again, at the cost of discipline (which may limit your amount of sentries you can place; however, it's more worth it to be dishing out large amounts of damage quickly than small amounts over time.
The rockets are nice because they don't require a lot of management. Rockets are self-guided, so all you need to do is shoot and ensure that you don't die.
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Russian Federation4235 Posts
When skill description just came out, I've devised a devilish PvP build for a Wizard revolving around homing magic missile.
Basically, get all passives and skill runes into spawning illusions and dislocation and get the skill rune that makes illusions deal 25% of your damage. Afaik, you could have up to 6 illusions all throwing homing magic missiles at your opponent and even when the poor fella guessed which one is you you just teleported away. Now you can have less illusions, they deal less damage (10%) and the game doesn't even have PvP. GG build.
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http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYb
I'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles.
Hungering Arrow + Spray of Teeth
This is going to be my spam ability that will greatly benefit from my passives
Caltrops + Bait the Trap I like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase
Vault + Acrobatics
This ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say.
Marked for Death + Contagion
Another must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills.
Sentry + Aid Station
I like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs.
Rain of Vengeance + Stampede
This will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use.
Passives -
Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point.
Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles.
Sharpshooter - 3% critical chance, what can I say?
Feel free to comment on what you would change or if you even like my build. Can't wait for release!
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On April 29 2012 07:55 TheRealDudeMan wrote:http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYbI'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles. Hungering Arrow + Spray of TeethThis is going to be my spam ability that will greatly benefit from my passives Caltrops + Bait the TrapI like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase Vault + AcrobaticsThis ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say. Marked for Death + ContagionAnother must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills. Sentry + Aid StationI like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs. Rain of Vengeance + StampedeThis will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use. Passives -Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point. Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles. Sharpshooter - 3% critical chance, what can I say? Feel free to comment on what you would change or if you even like my build. Can't wait for release!
I would change the sentry aid station to Spike Trap with Long Fuse. I feel like it would compliment your build more since you seem to want to be able to stand in one place. This way, if anyone got near you, they would blow up from aoe spike trap with massive damage, you would have your passive 20% damage boost, and you would have your 10% crit boost from staying in the caltrops.
Other than that, it looks good. I made a build off of a similar idea of not moving from a spot. This build would be more for pvp and give players a false sense of security.
http://us.battle.net/d3/en/calculator/demon-hunter#WeYjhS!VUY!cccZZb
By increasing the time before things went off, like the Bola shot, and the long fuse spike trap, I figure it will take players by surprise when they see no damage for 1-2 seconds and then suddenly a huge influx of damage hits them.
Also, if they get anywhere near me, my Shruiken cloud will deal damage, along with the fan of knives which should also deal massive damage.
If they decide to get close to me, my mark of death and caltrops will also work wonders on them, especially with my Numbing Traps passive that reduces their damage by 25% if hit by caltrops, spike trap, or fan of knives.
Coupled with my passives Custom engineering for longer traps and Steady aim to punish anyone who doesn't try to kill me, this style should be hard to beat.
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7 sided strike is one of the coolest abilities in the game to me, so I tried to make a build that used that as a big source of damage. The idea is that you ramp up your total damage, use 7 sided strike, then rely on serenity and blinding flash for reducing damage in between cool-downs.
Whether it is viable or not will depend a lot on how Beacon of Ytar interacts with the Sustained Attack rune, I think.
http://us.battle.net/d3/en/calculator/monk#bUgYTQ!VgU!caZcYc
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On April 29 2012 08:09 Lagcraft wrote:+ Show Spoiler +On April 29 2012 07:55 TheRealDudeMan wrote:http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYbI'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles. Hungering Arrow + Spray of TeethThis is going to be my spam ability that will greatly benefit from my passives Caltrops + Bait the TrapI like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase Vault + AcrobaticsThis ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say. Marked for Death + ContagionAnother must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills. Sentry + Aid StationI like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs. Rain of Vengeance + StampedeThis will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use. Passives -Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point. Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles. Sharpshooter - 3% critical chance, what can I say? Feel free to comment on what you would change or if you even like my build. Can't wait for release! I would change the sentry aid station to Spike Trap with Long Fuse. I feel like it would compliment your build more since you seem to want to be able to stand in one place. This way, if anyone got near you, they would blow up from aoe spike trap with massive damage, you would have your passive 20% damage boost, and you would have your 10% crit boost from staying in the caltrops. Other than that, it looks good. I made a build off of a similar idea of not moving from a spot. This build would be more for pvp and give players a false sense of security. http://us.battle.net/d3/en/calculator/demon-hunter#WeYjhS!VUY!cccZZbBy increasing the time before things went off, like the Bola shot, and the long fuse spike trap, I figure it will take players by surprise when they see no damage for 1-2 seconds and then suddenly a huge influx of damage hits them. Also, if they get anywhere near me, my Shruiken cloud will deal damage, along with the fan of knives which should also deal massive damage. If they decide to get close to me, my mark of death and caltrops will also work wonders on them, especially with my Numbing Traps passive that reduces their damage by 25% if hit by caltrops, spike trap, or fan of knives. Coupled with my passives Custom engineering for longer traps and Steady aim to punish anyone who doesn't try to kill me, this style should be hard to beat.
Yeah the other abilities I'm looking to replace the sentry turret with is Multi Shot, Rapid Fire and Spike Trap. Spike Trap is enticing, I might give it a try. My build basically wants to accomplish a sniper role as in pick a prime spot, set up my defenses, unleash hell, and then retreat to a new spot when necessary.
As for your build, it sounds great. I have a feeling that it is going to rely heavily on your gear since you don't use vault, smokescreen or evasive fire. Just seems like you need to control perfectly in order to not get hulk smashed from a relentless assault. Like I say though, I'm not much of a PvP'er so I might be wrong.
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On April 29 2012 08:53 HardlyNever wrote:7 sided strike is one of the coolest abilities in the game to me, so I tried to make a build that used that as a big source of damage. The idea is that you ramp up your total damage, use 7 sided strike, then rely on serenity and blinding flash for reducing damage in between cool-downs. Whether it is viable or not will depend a lot on how Beacon of Ytar interacts with the Sustained Attack rune, I think. http://us.battle.net/d3/en/calculator/monk#bUgYTQ!VgU!caZcYc Heh, funny, I was thinking of something similar this morning. http://us.battle.net/d3/en/calculator/monk#bVTXYk!VbX!cccbca
Cast Blazing Wrath for +15% damage, use Foresight for spirit generation and +18% damage, walk up to the largest enemy, cast Faith in the Light (Blinding Flash) to deal additional 30% weapon damage per hit, tag the monster with Essence Burn, pop Overawe for +48% damage and then cast Fulminating Strike. That's (1 + 0.15 + 0.18 + 0.48)*7*(1.11 + 0.3) = 1.81*7*1.41 = ~1886% weapon damage as single-target damage, 1.81*7*1.11 = ~1406% weapon damage as AoE, followed by multiple boosted Essence Burn procs as enemies explode one after the other in the middle of your combo. :D
Mine's a lot more glass cannon than yours, though. And relies almost entirely on one big combo. I'll probably only use it in areas with a lot of enemies with low damage, so I can herd everything into one spot and hit them with the full AoE from Fulminating Onslaught and Essence Burn.
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I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.
Anyone else feel this way?
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Here's my Wizard Build: http://us.battle.net/d3/en/calculator/wizard#UcXdjm!cYV!aaYaaa
Chain Lightning + Paralysis (passive) + Prodigy (passive) : Should get a lot of stun procs, and be gaining lots of Arcane Power (especially if Prodigy procs every time Chain Lightning deals damage, as opposed to every time I cast it).
Arcane Orb /w Obliteration : My main damage dealer, and where I will be spending most of my Arcane Power. With this + familiar + Glass Cannon passive, it should deal a fair bit of AoE damage.
Diamond Skin + Prism : Emergency skill if I get swarmed. Pop it, spam cheap Arcane Orbs, and finish off with...
Wave of Force + Impactful Wave : Another survival skill, but it's flexible as it can be used for good damage as well. keeps enemies off my back at demand, can even deal with projectiles. Seems to have good synergy with Diamond Skin.
Familiar + Sparkflint : If I'm reading this correctly, all my attacks deal +12% percent damage, and the Familiar deals some damage on its own as well. I don't know why you would take Magic Weapon over this at any time, since the most it can do is +15% damage... Although I guess some of the later runes on it (Conduit, Blood Magic) seem nice. Any thoughts?
Archon + Arcane Destruction : Not a big fan of power skills with big cooldowns, but this seems like it could be a lot of fun, especially in the lower difficulties. On Hell/Inferno, I'll probably switch it out for Ray of Ice + Snow Blast for some nice single-target damage on bosses, since that's what this build lacks to some extent, or another survivability skill like Mirror Image.
Any thoughts/comments/suggestions welcomed!
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honestly, builds are going to depend on gear found because builds aren't hard locked in D3
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On April 29 2012 10:28 -Trippin- wrote: I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.
Anyone else feel this way?
I'm the exact opposite. I had my mind set on Wizard but after Blizzard changed the passives and I looked more into the skills of each class, I decided to switch to a Barbarian. I have no interest in playing a Monk or Witch Doctor at all and I don't like the play style of a Demon Hunter.
I don't see Barbarian lacking. I think the only useless passive is the Pound of Flesh one which gives you +25% chance in finding health globes and +100% additional life from health globes. You can have a single DPS build, AoE build, hybrid build, loot-whore build (lolol, Threatening Shout with Grim Harvest and Hammer of the Ancients with Birthright - might be fun), tanky build, full fury build, and so on.
Whereas, the wizard has is meh. Four of the wizard passives basically forces you into an element and the Unstable Anomaly passive is absolutely garbage compared to the Barbarian's or Monk's equivalent. Cold Blooded sucks compared to the passive it replaced.
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