Build Planning - Page 5
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skyR
Canada13817 Posts
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Mysticesper
United States1183 Posts
I present.. the Void ray Wizard! http://us.battle.net/d3/en/calculator/wizard#UiXTYZ!cWX!abZZcZ Primary Signature Skill: Electrocute + Chain Lightning - Primary recovery skill for one main reason: Multiple targets per cast. While prodigy only gives 4ap for each damaging cast (meaning not per hit), +AP on crit will skyrocket once crit levels get high enough. When they are high enough, Prodigy could be replaced with something else. Primary "Secondary" Skill: Disentigrate + Volatility - This sounds like it would be a ton of fun.. Beams appear to pierce through enemies, and having them blow up to damage enemies near them just seems... fun. Secondary "Secondary" Skill: Ray of Frost + Snow Blast - High Single Target DPS, much like our void ray friend we already know. "Defensive" Skill #1: Diamond Skin + Prism - Survivability + AP Reduction. Increases time that can be spent Frosting or Disentigrating. "Defensive" Skill #2: Frost Nova + Deep Freeze - Survivability + crit. Locks things into place so I can reposition + higher crit rate for +AP on crit, and damage in general. Primary "Conjuration" Skill: Storm Armor + Power of the Storm - AP reduction. Combined with Diamond Skin, my ray skills cost 10 per cast, and with AP regeneration above 10, I can cast these much longer, though it varies by weapon speed. Passives: Prodigy -- AP Regeneration. Once I get itemized for crit and +AP on crit, this could be replaced with something else, though I am not sure what. Probably Glass Cannon or Critical Mass (depending on how good it actually is and whether an internal hidden PPM exists) to keep frost nova and Diamond Skin downtime to a minimum. Cold Blooded -- Damage, works well with Frost Ray + Frozen Nova, and allows for Disentigrate + Chain Lightning to benefit from it. Astral Presence: Again, depending on itemization, this could also be replaced. Earlier on, just extra regeneration and increased time to spam Ray of Frost on champions / bosses. Things can change, obviously. I don't really know much about some of the special Wizard perks on their items. Teleport may be necessary to save yourself from silly monster combos (Waller + stuff). But I would see this benefiting from a high crit gear setup to increase the length of spamming ray spells, possibly indefinitely. May 15 should hurry up (though my ETA on delivery is the 17th.. Amazon isn't letting me have the option of release date delivery) ![]() | ||
archon256
United States363 Posts
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TheRealDudeMan
United States213 Posts
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RedTerror
New Zealand742 Posts
http://us.battle.net/d3/en/calculator/demon-hunter#fcXVSb!aYe!YaZbbb The build has very high survivability "Primary" attack Evasive fire - displace Quite an odd choice for a primary attack but it generates good hatred and does decent damage, also the backflip is helpful without vault. When spamming this it is easy to keep away from enemies. Secondary attack Rapid fire - withering fire Rapid fire is my main hatred dump attack and it has very good damage for hatred cost. It will be used whenever there are no nearby enemies around, I got the withering fire rune so I can cancel firing and run without too much loss. Defensive Smoke screen - lingering fog This is my defensive spell. Smoke screen makes you immune to damage and breaks CC and so it is the only spell Demon Hunters have against certain rare mobs e.g. wallers and in PvP. Smoke screen will allow the Demon Hunter to set up (position, traps etc). Defensive skill #2 Preparation - battle scars This ability will allow me to use both evasive fire and smoke screen liberally and not having to worry about suddenly being out of discipline when I need to get away. The rune helps the skill with its role as the panic button. AOE Spike trap - long fuse Spike trap with long fuse does ridiculous damage, regardless of AOE. In conjunction with the passives it has the potential to do terrible terrible damage. Utility Entangling shot - heavy burden This ability is pretty straight forward, it is used as a slow, something crucial for Demon Hunters. Also it is my other hatred generator when I don't want to backflip. Passives: Tactical advantage This passive will allow for escape and re-positioning whenever I use smokescreen or evasive fire. Steady aim Huge damage increase when no nearby enemies, a position easy to achieve with such a maneuverable build. Archery Straight forward damage buff. As you can see, great survivability in this build which allows you to maneuver really well. But it also is capable of huge damage, both single target and AOE. | ||
Vod.kaholic
United States1052 Posts
http://us.battle.net/d3/en/calculator/barbarian#WeRViP!WTZ!cZbaYc We take Frenzy + Maniac, because more damage is nice, and we want to make as many attacks as possible in order to crit. Before unlocking Maniac at level 59, or as a preference thing, you can also take Triumph for the heal on kill. You'll be using Frenzy a lot, so healing from kills will be nice. I'm torn between 3 options on the secondary skill. Either Whirlwind + Windshear will be for sustaining our fury (due to attack speed), or how well it can crit (if you take Blood Funnel), or Seismic Slam+Shattered Ground/Strength from the Earth to clear some space around you and maintain fury since you don't have that much mobility, or Rend+Bloodlust as an additional means of healing yourself. Ignore Pain+Ignorance is Bliss is going to go great with the idea of being burst-y and powerful, plus it's going to be great for heated situations. Revenge+Vengeance is Mine is going to make you shine against clumped mobs and keep your fury and health topped off. Would also consider Best Served Cold as the rune of choice if the bonus to crits translates well to Battle Rage. Battle Rage+Into the Fray is one half of the key to this build, because you gain a nice-ish critical hit chance and damage bonus, as well as the added fury gain to sustain WotB. Wrath of the Berserker+Thrive on Chaos this skill seems like a nice, solid, if mindless self-buff that I want to keep up as long as humanly possible in a tense situation. This build should be able to function on pure attacks even without this skill, though it will generally lack a good fury spender. Point is, this helps us hack and slash a lot, and we're going to feed it as much fury as we can in order to sustain it. Passives: Animosity + Ruthless + Juggernaut These are pretty self-explanatory, they help us generate fury for WotB and Juggernaut keeps us swinging more so we're less likely to get stunned, stop attacking, and have WotB fizzle out. Alternately, if using an axe/mace with this build, you can replace Juggernaut with Weapons Master to get another +10% crit chance if you're confident enough ignoring enemy CC (I have no idea how prevalent that's going to be in hell/inferno). | ||
Vod.kaholic
United States1052 Posts
On April 29 2012 10:28 -Cyrus- 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? What? No way. He can focus on AOE, single-target, tanking, lifesteal, mobility, hybrid, and group/sustained buffs. And his passives allow for so much customization and synergize so well with anything you want to build on him. It's crazy. | ||
TheRealDudeMan
United States213 Posts
On May 04 2012 15:22 Vod.kaholic wrote: + Show Spoiler + Ok, this is a Barbarian build based around fast attacks, and lots of sustained buffs by taking advantage of fury generation and crit mechanics. Basically we're trying to get as much use as possible out of Frenzy+Battle Rage+Wrath of the Berserker. The character is going to be very very strong in bursts, and part of the goal is to sustain those bursts for as long as possible. It should be sustainable against both packs and single monsters, but it will shine against groups of monsters where you can use revenge to the fullest. http://us.battle.net/d3/en/calculator/barbarian#WeRViP!WTZ!cZbaYc We take Frenzy + Maniac, because more damage is nice, and we want to make as many attacks as possible in order to crit. Before unlocking Maniac at level 59, or as a preference thing, you can also take Triumph for the heal on kill. You'll be using Frenzy a lot, so healing from kills will be nice. I'm torn between 3 options on the secondary skill. Either Whirlwind + Windshear will be for sustaining our fury (due to attack speed), or how well it can crit (if you take Blood Funnel), or Seismic Slam+Shattered Ground/Strength from the Earth to clear some space around you and maintain fury since you don't have that much mobility, or Rend+Bloodlust as an additional means of healing yourself. Ignore Pain+Ignorance is Bliss is going to go great with the idea of being burst-y and powerful, plus it's going to be great for heated situations. Revenge+Vengeance is Mine is going to make you shine against clumped mobs and keep your fury and health topped off. Battle Rage+Into the Fray is one half of the key to this build, because you gain a nice-ish critical hit chance and damage bonus, as well as the added fury gain to sustain WotB. Wrath of the Berserker+Thrive on Chaos this skill seems like a nice, solid, if mindless self-buff that I want to keep up as long as humanly possible in a tense situation. This build should be able to function on pure attacks even without this skill, though it will generally lack a good fury spender. Point is, this helps us hack and slash a lot, and we're going to feed it as much fury as we can in order to sustain it. Passives: Animosity + Ruthless + Juggernaut These are pretty self-explanatory, they help us generate fury for WotB and Juggernaut keeps us swinging more so we're less likely to get stunned, stop attacking, and have WotB fizzle out. Alternately, if using an axe/mace with this build, you can replace Juggernaut with Weapons Master to get another +10% crit chance if you're confident enough ignoring enemy CC (I have no idea how prevalent that's going to be in hell/inferno). It seems that seismic slam is counter intuitive to your hinge ability Wrath of the berserker. I say that because your revenge ability seems to be what gets you that +1 second on your duration quickly. I like the build but I would even suggest Ground Stomp + Foot of the Mountain. Use wrath of the bezerker, ground stomp when they cluster then use revenge followed up by battle rage into spamming frenzy. That already puts you at an easy 18-20 second WotB and ground stomp will cooldown before then. Just something to think about. It is good to have a interchangeable ability that will do well with minor gameplay adjustments. I might try it after I get far with my Demon Hunter. | ||
Slayer91
Ireland23335 Posts
Passives: One with everything (all resists = your best resist) Seize the initiative (100% of dex-->armour) Guardians path (15% dodge duel wielding) Fist of thunder+ lightning flash (+16% dodge for 2s) Tempest rush + slipstream (25% less damage taken when you run through) Breath of Heaven + penitent flame (AoE fear when you use it) Dashing strike+Blinding speed (20% dodge for 3 seconds) Cyclone strike+wall of wind (20% dodge for 3 seconds) Mantra of evasion + hard target (15% dodge +20% armour) Basically you stack as much as possible on 1 resist and dexterity (don't need int because you only need 1 resist, don't need str because dex is giving you armour). Duel wield with thunder to maintain enough spirit to keep your dodge up. Breath of heaven +Tempest rush is your lifesaver can be used with dashing strike too. +86% dodge total +your dexterity dodge, I know it's not going to like that it's going to cap off so it doesn't scale ridiculously but huge armour+huge dodge+resists should be insane and you have great mobility. You don't have any damage, though, lol, need another teammember to do that. If you get 1 combo'd in CC in inferno you get pacism which is another 75% reduction to all dmg while being CC'd. dropping the 15% duel wield dodge. The main issue is probably being able to get items with mostly 1 resist, dex and vit mainly as well. I guess you'll Gem as much as possible to make up for what you can't get in dex and X resist. Maybe remove some of the escape skills for harder damage you're probably unkillable anyway. Your combo is dash in-->fists of thunder-->cyclone strike to activeate all your dodge and dash to a fringe mob when you're in the middle constantly to keep them moving instead of hitting you. If you get in trouble heal yourself with AoE fear and dashing strike to one dude and run off. I was thinking of a mass regen build to synergize with it, but you'd have to drop mantra of evasion, or only use it for the 3 seconds you gain +30 %. It depends a lot on gear. Like the whole concept of "all dodge" "all healing" stuff doesn't make sense, because they scale multiplicatively with each other. You should stack lots of healing with lots of dodge lots of armour and lots of resistances for maximum tankiness. Does anyone know how much armour you get from each point of strength? As in how much are you losing by building full dex on a monk? Oh also, I forgot this build is dex stacking so the damage isn't all that bad if you add a few tweaks. | ||
eluv
United States1251 Posts
This is a bit of a joke build for the Witch Doctor, using only spirit spells. http://us.battle.net/d3/en/calculator/witch-doctor#eXUdgj!afb!ccZaaZ The fundamental idea is that with the Rush of Essence Passive, combined with runes on nearly every ability to return mana, you will have nearly unlimited mana and won't need a low cost physical spell to spam. Without further ado then, here it is: Haunt - With Draining Spirit rune. Gives good passive DPS and adds to your mana regen for very low cost once you get it started. Horrify - With Ruthless Terror rune. Short cooldown CC, with "on demand" mana regen. With Rush of Essence, hitting even a single enemy means the spell is free. Spirit Walk - With Honored Guest rune. More "on demand" mana regen, while also giving a nice survivability buff. The build plans on spending a lot of time in melee range, so this is a good addition. Soul Harvest - With Swallow Your Soul rune. Simple DPS increase that will be easy to keep up with the amount of time you spend in melee. Spirit Barrage - With The Spirit is Willing rune. Your spammable nuke. Between the rune effect and rush of essence, this only costs you about 30 mana, so that with the other mana regen tools in the build it shouldn't be an issue to spam it. Mass Confusion - Rune to taste. This is actually the only spirit spell left, but it's still a good addition to the build. I chose the devolution rune, for a chance to proc pets since I'm otherwise petless. Passives: Rush of Essence, Spiritual Attunement - Self explanatory. 3rd to taste, I chose Circle of Life again for the chance at some pets, and also the fact that most of the kills in the build should happen inside the radius. An alternate choice would be Jungle Fortitude to compensate for the lack of pets. | ||
Whalecore
Norway1110 Posts
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Slayer91
Ireland23335 Posts
On May 04 2012 19:16 eluv wrote: Edit: @above - I think this could work so long as you really did gem as much Dex as possible. Because it's now giving you survivability through both dodge and armor, as well as increasing your damage it might just work. In this case you'd get your damage not from DPS abilities/runes but from sacrificing Vit to max Dex. Everyone else seems to have even less damage in their monk builds tho, mostly focused around lots of healing while to me it's silly not to abuse the crazy synergies from "one with everything" and the Dex-->Armour meaning with just one resistance stat stacking and 1 stat stacking you're getting every defensive stat except for hp as well as damage. Not to mention it's probably only a build for having a high damage Wizard/WD/DH in behind you. | ||
Krowser
Canada788 Posts
On May 04 2012 15:36 Vod.kaholic wrote: What? No way. He can focus on AOE, single-target, tanking, lifesteal, mobility, hybrid, and group/sustained buffs. And his passives allow for so much customization and synergize so well with anything you want to build on him. It's crazy. Well, he has some sort of a point. Most of the barbarian skills are along the lines of ''swing your weapons for a buttload of damage''. On way or an another, they are all similar. However, what the barbarian has that no one else does (except for the DH) is the access to all the different kinds of weapons. Sword and shield, two handed, dual wield, swords, maces, hammers, flails, spears, halberds, etc. Sure you can use an axe if you're a wizard (Harry) but you won't actually be swinging it. You're still firing lightning bolts and energy beams. That said, I'm playing barbarian for sure. I want a giant hammer, possible the Immortal King's set. That's what I had in D2 :D | ||
zJayy962
1363 Posts
Firebomb - basic attack (probably will only be using this after I cast all of my cooldown AoE skills Grasp of the Dead - AoE and slowing rune for CC Soul Harvest - Not sure on the rune for this one. Probably the AoE attack for more AoE Wall of Zombies - The AoE one that does 700+% damage looks amazing. Not the definite rune choice. Acid Cloud - Looks like great AoE damage. Also a dot so I can cast this early on and do other things while it ticks for damage Mass Confusion - In the early difficulty levels I see myself using this for more damage but probably later on this will become a survival skill. Passives: Pierce the Veil - 20% more damage at the cost of 30% more mana use. This itself is probably a really shitty passive but I make up for it with the other passive. Spiritual Attunement or Vision Quest - I'm not sure which one fits better here but spiritual attunement gives me mana regen and 20% more mana while Vision Quest works better if I constantly have spells on cooldown. Will have to test this. Grave injustice - Reduces cooldowns and gives me mana for everything I kill around me. Since all my skills are on a decent cooldown (I have cooldowns that are 8, 25, 15, and 10) This should help me spam skills around a lot. This looks like a really good petless WD build after I get bored of using my full pet build. Tons of AoE damage EVERYWHERE with soul harvest and pierce the veil my +% damage will be ridiculous. This might be weak versus boss fights though since my single target DPS isn't all that great but I will have a spammable Firebomb. Hopefully that helps. | ||
eluv
United States1251 Posts
On May 05 2012 01:09 zJayy962 wrote: My AoE WD (petless). I also want to make a suicide zombie AoE build because that sounds ridiculously fun. + Show Spoiler + Firebomb - basic attack (probably will only be using this after I cast all of my cooldown AoE skills Grasp of the Dead - AoE and slowing rune for CC Soul Harvest - Not sure on the rune for this one. Probably the AoE attack for more AoE Wall of Zombies - The AoE one that does 700+% damage looks amazing. Not the definite rune choice. Acid Cloud - Looks like great AoE damage. Also a dot so I can cast this early on and do other things while it ticks for damage Mass Confusion - In the early difficulty levels I see myself using this for more damage but probably later on this will become a survival skill. Passives: Pierce the Veil - 20% more damage at the cost of 30% more mana use. This itself is probably a really shitty passive but I make up for it with the other passive. Spiritual Attunement or Vision Quest - I'm not sure which one fits better here but spiritual attunement gives me mana regen and 20% more mana while Vision Quest works better if I constantly have spells on cooldown. Will have to test this. Grave injustice - Reduces cooldowns and gives me mana for everything I kill around me. Since all my skills are on a decent cooldown (I have cooldowns that are 8, 25, 15, and 10) This should help me spam skills around a lot. This looks like a really good petless WD build after I get bored of using my full pet build. Tons of AoE damage EVERYWHERE with soul harvest and pierce the veil my +% damage will be ridiculous. This might be weak versus boss fights though since my single target DPS isn't all that great but I will have a spammable Firebomb. Hopefully that helps. I think the build has a cool concept, where you replace consistent pet damage with consistent AoE, personally though I'd play it slightly differently. My take on it is Here. Basically, I think you're correct in identifying Pierce the Veil as a weaker passive, as essentially it costs you 2 passive slots because you're forced to spend one on mana regen. With that in mind, what I did was replace mass confusion with Locust Swarm, keeping at the idea of consistent AoE, and then using the Bad Medicine Passive because between the swarm and Acid Cloud it should have very high uptime. For the last passive, because of the number of physical spells you're using I chose Fetish Sycophants, but that's just personal preference. | ||
zJayy962
1363 Posts
On May 05 2012 04:54 eluv wrote: I think the build has a cool concept, where you replace consistent pet damage with consistent AoE, personally though I'd play it slightly differently. My take on it is Here. Basically, I think you're correct in identifying Pierce the Veil as a weaker passive, as essentially it costs you 2 passive slots because you're forced to spend one on mana regen. With that in mind, what I did was replace mass confusion with Locust Swarm, keeping at the idea of consistent AoE, and then using the Bad Medicine Passive because between the swarm and Acid Cloud it should have very high uptime. For the last passive, because of the number of physical spells you're using I chose Fetish Sycophants, but that's just personal preference. I'm not sure how I feel about that. Pierce the Veil does cost me 2 passive slots but it gives me 20% damage. I think it'd be worth it just because I don't think any other passive gives me that much of a damage boost with this build. Edit: Also I think dropping mass confusion is a mistake. I think you're going to need the survivability that comes with it because you don't have pets to tank damage and WD has such low survivability without his pets (I'm guessing this is even more so in the higher difficulty levels). | ||
Kurr
Canada2338 Posts
http://diablonut.incgamers.com/planner Let's you choose equipment slots and such as well. I haven't tried it completely; it had some bugs on the first day but they seem mostly fixed now. Either way it will get better as time goes, I bookmarked it for later use. | ||
procyonlotor
Italy473 Posts
Melee Wizard! Spectral Blades: Healing Blades - this is the spell you want if you're going to play melee. It has a high percentage of your weapon damage, which is going to be higher since you're playing melee. With Healing Blades you'll be able to get a bit of your life back, though I don't how much as of yet. Arcane Orb: Arcane Nova - Arcane Orb is a great damage dealer, and it makes sense to use it as a nova for your melee guy. Diamond Skin: with enemies crowding around you this skill will allow you to not only absorb a ton of punishment but also keep your momentum going as you clean up pack after pack. Blizzard: Frozen Solid - this is going to be a great supplement to the area damage you're going to be dishing out. Also some small measure of crowd control. Energy Armor: Energy Tap - you're going to need increased armor for melee, which is why this skill will be so good for you. Energy Tap will only make it easier for you to spam that Arcane Nova, so much more important in close quarters. Explosive Blast: Short Fuse - virtually the same role as Blizzard, giving you another tool for awesome burst damage and a bit of crowd control. I prefer it over Mirror Image or Archon because you're likely going to be taking on packs of enemies rather than single bosses, and a powerful AOE spell is therefore preferable. Mirror Image gives you more survivability, though having been unable to test it, it's difficult to say how useful it's going to be. Archon may be better off with a party. Passives: Blur: obvious choice for a melee wizard. 20% reduced melee damage will go a long way to keeping this build viable. Galvanizing Ward: since Energy Armor is going to add so much to survivability and momentum, it makes sense to pick a passive that improves that skill. Extra duration is a nice bonus, but regen will be very handy, especially when it comes to stack with all the potential life steal you can get. Temporal Flux: this is to go with Arcane Nova. Between Blizzard, this, and other skills, you ought to be able to expertly control the battlefield and achieve the comfort you need to blast through crowds unimpeded. This isn't a hardcore build, and frankly I don't even know how viable it is, but I reckon that without counting in possible itemization, this will give a melee wizard a pretty good shot. Though conceivably you'd want as much life leech as is reasonable and tons of armor and damage reduction, as you'll be tanking damage rather than avoiding it. Though you could make some kind of dexterity based melee build with the right items. | ||
TerranBanker
Canada22 Posts
I like reading these builds, I'm looking forward to building a Monk... I like how I saw like three heal\support monk builds and they were all pretty different! My main question is, to what extent is it valid to theory craft a build stricly on skills? Couldn't you balance a build out where your gear gives you the better survivability and then aim your skills at DPS or the other way around? The game is not even out so I guess I'm still allowed to noob it this hard! ![]() | ||
klaxen
United States361 Posts
Here is a wizard build that I made. Focuses on using frost meteors, along with arcane dynamo and frost nova for tons of damages. Frosty | ||
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