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MAXIMUM FURY BARBARIAN (SKILL CALCULATOR LINK) Barbarian with intent on having constant maximum Fury!
- The build focuses around Berserker Rage (You inflict an additional 25% damage while at maximum Fury).
- None of his skills cost Fury, with one exception: DREAD BOMB! The ultimate Fury spender!
- It's either 100% Fury or 0% Fury on this bad boy!
Skills Now the fun part. Let's go through all of his passive and active skills!
Passive skills
- Berserker Rage (You inflict an additional 25% damage while at maximum Fury):
This skill is the most fundamental part of the Maximum Fury build.
- Unforgiving (You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.):
Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared!
- Brawler (As long as there are 3 enemies within 8 yards, all of your damage is increased by 30%):
This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)!
Active skills
- Bash [PUNISH] (Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.):
More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane!
- Ancient Spear [HARPOON] (Pierce through multiple enemies in a straight line and drag them all back.):
This build needs a gap closer, and this is the most bad ass gap closer. Enough said.
- Furious Charge [DREADNOUGHT] (Regain 8% of your maximum Life for each target hit by Furious Charge.):
You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out!
- Overpower [REVEL] (Heal 8% of your maximum Life for every enemy hit.):
Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters.
- Weapon Throw [DREAD BOMB] (Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.):
I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler +Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler + weapon damage to all enemies in an area.
- Earthquake [THE MOUNTAIN'S CALL] (Removes the Fury cost and reduces the cooldown to 105 seconds.):
Great burst damage -- doesn't even drain Fury. So sick!
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Nice build! Personally i would take Battle Rage > Harpoon for the extra 30%(!) damage buff. Its not that hard to stack things up for a Dreadbomb just by running in a circle/ funnelling into a tight corridor. Any DPS build just cannot resist the 30% damage done to be honest. Just hit harder! haha you dont "need" the harpoon
EDIT: Infact just take the No Escape Passive :D Boost 10% more damage to dreadbomb
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Not only does that look crazy fun, it seems like it would actually work! Not something I'd ever think to put together, but it seems really good.
I'm planning on rolling a HC duo after going through on normal once, with myself on a Witch Doctor and my friend on a barb or monk. To that end, I made a WD build that I can finish by level 30, which I assume will be early to mid nightmare. That means I've had to give up on some of the more powerful runes in some places. It's focused on surviving (ofc) with the Bad Medicine debuff and some really beafy summons.
http://us.battle.net/d3/en/calculator/witch-doctor#aSiTYR!Zcd!ZaZZba
Poison Dart With Numbing Dart rune - The only snare in the build, this is your spammable nuke that has the dual utility of slowing and applying bad medicine.
Locust Swarm With Pestilence rune - quickly spreading and sustained poison damage to keep bad medicine at all times, as well as adding good DPS.
Acid Cloud With either rune - Burst AoE that will apply bad medicine to everything initially, allowing Locust Swarm time to spread.
Gargantuan With Restless Giant rune - Pretty simple call. Strong summon that gets stronger when you come up against champion packs. Can also play the role of mine canary - if this guy rushes in and dies quickly, it's time to get out!
Zombie Dogs With Life Link rune - Another easy choice here. Summons are always great in HC, and summons that give you 10% damage reduction are even better.
Hex With Hedge Magic rune - Short cooldown CC, with a heal that I assume will affect my pets as well.
Passives
Jungle Fortitude, Zombie Handler - Allows my summons to tank quite a bit more than usual, while also adding to my survivability.
Bad Medicine - Almost all of the DPS in the build comes from poison damage, and there are multiple AoE sources, so this should help significantly keeping my pets, (and my friend) alive.
Doing some napkin math, assuming full uptime on Bad Medicine (which seems likely), this build nearly doubles the EH on my pets, and that's making the conservative (but realistic) assumption that DR stacks multiplicatively, i.e. 2 sources of 50% damage means you take 25% damage, not 0%.
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On May 06 2012 22:18 Mithhaike wrote: Nice build! Personally i would take Battle Rage > Harpoon for the extra 30%(!) damage buff. Its not that hard to stack things up for a Dreadbomb just by running in a circle/ funnelling into a tight corridor. Any DPS build just cannot resist the 30% damage done to be honest. Just hit harder! haha you dont "need" the harpoon
EDIT: Infact just take the No Escape Passive :D Boost 10% more damage to dreadbomb Very interesting thoughts. Ancient Spear is just a personal preference. I just love the concept. It's the ultimate troll ability vs the poor monsters. Especially with Harpoon (pull back several enemies). The thing I dislike about Battle Rage is that it costs some Fury.
I think I prefer Brawler over No Escape on this build though, since a lot of the damage will come from other skills than Harpoon/Dread Bomb.
Edit: I love the passives in this game. The coolest builds are often based on one of the passive abilities. Like the above WD build utilizing the Bad Medicine passive. So cool!
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+ Show Spoiler +On May 06 2012 20:43 Whalecore wrote:MAXIMUM FURY BARBARIAN ( SKILL CALCULATOR LINK) Barbarian with intent on having constant maximum Fury! - The build focuses around Berserker Rage (You inflict an additional 25% damage while at maximum Fury).
- None of his skills cost Fury, with one exception: DREAD BOMB! The ultimate Fury spender!
- It's either 100% Fury or 0% Fury on this bad boy!
SkillsNow the fun part. Let's go through all of his passive and active skills! Passive skills- Berserker Rage (You inflict an additional 25% damage while at maximum Fury):
This skill is the most fundamental part of the Maximum Fury build.
- Unforgiving (You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.):
Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared!
- Brawler (As long as there are 3 enemies within 8 yards, all of your damage is increased by 30%):
This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)!
Active skills- Bash [PUNISH] (Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.):
More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane!
- Ancient Spear [HARPOON] (Pierce through multiple enemies in a straight line and drag them all back.):
This build needs a gap closer, and this is the most bad ass gap closer. Enough said.
- Furious Charge [DREADNOUGHT] (Regain 8% of your maximum Life for each target hit by Furious Charge.):
You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out!
- Overpower [REVEL] (Heal 8% of your maximum Life for every enemy hit.):
Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters.
- Weapon Throw [DREAD BOMB] (Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.):
I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler +Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler + weapon damage to all enemies in an area.
- Earthquake [THE MOUNTAIN'S CALL] (Removes the Fury cost and reduces the cooldown to 105 seconds.):
Great burst damage -- doesn't even drain Fury. So sick!
Have you considered taking Animosity over Brawler for more synergy with Dread Bomb? Since you gain 3% for every point of fury when throwing Dread Bomb, you could instead add 20 max fury with Animosity for a 60% boost on Dread Bomb, though you would lose the generic 30% boost when surrounded by enemies. However, swapping those out might be a better call for boss encounters if there aren't too many smaller monsters around. Just a couple thoughts.
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Here's a Witch Doctor build I've made based around Vision Quest.
http://us.battle.net/d3/en/calculator/witch-doctor#iSTUZR!WcU!caYZaZ
Damage
- Acid Cloud with Corpse Bomb
- Locust Swarm with Prestilence
Support
- Gargantuan with Big Stinker
- Grasp of the Dead with Unbreakable Grasp
- Hex with Jinx
- Spirit Walk with Honored Guest
Passives
- Pierce the Veil
- Bad Medicine
- Vision Quest
Typical spell rotation will be Gargantuan -> Hex -> Grasp of the Dead -> Locust Swarm -> Acid Cloud.
Gargantuan and Hex will be on permanent cooldowns and whenever I need mana I'll just cast Grasp + Spirit Walk. I'm not sure if Acid Cloud and Locust Swarm will provide enough DPS but both are fire and forget spells so I'll be able to kite easily. Pierce the Veil will help with the damage output and Bad Medicine provides 20% damage reduction.
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+ Show Spoiler +On May 07 2012 03:11 nonsequitur wrote:Here's a Witch Doctor build I've made based around Vision Quest. http://us.battle.net/d3/en/calculator/witch-doctor#iSTUZR!WcU!caYZaZDamage- Acid Cloud with Corpse Bomb
- Locust Swarm with Prestilence
Support- Gargantuan with Big Stinker
- Grasp of the Dead with Unbreakable Grasp
- Hex with Jinx
- Spirit Walk with Honored Guest
Passives- Pierce the Veil
- Bad Medicine
- Vision Quest
Typical spell rotation will be Gargantuan -> Hex -> Grasp of the Dead -> Locust Swarm -> Acid Cloud. Gargantuan and Hex will be on permanent cooldowns and whenever I need mana I'll just cast Grasp + Spirit Walk. I'm not sure if Acid Cloud and Locust Swarm will provide enough DPS but both are fire and forget spells so I'll be able to kite easily. Pierce the Veil will help with the damage output and Bad Medicine provides 20% damage reduction.
I wonder if the poison damage from the Gargantuan will trigger bad medicine. Looked for it in a couple of forums but havent found an answer yet.
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Don't see why gargantuan poison damage wouldn't proc bad medicine.
I'd say the issue with your build is that you have no straight up, direct single target damage. This is obviously a problem for your damage, but it's also an issue for your mana. You took Vision Quest which will certainly give you quite a bit of mana when all 4 of your CD's are ticking, but you counteract some of this by taking Pierce the veil. You also chose 2 CD's (or 1 at the very least) that you don't really want to just press on cooldown, so that unless you're willing to waste those skills sometimes, you're not going to be spending as much time as you'd like with VQ up.
This means that you may not be able to sustain Acid Cloud casts, without which you end up depending solely on passive pet/DoT damage. In my opinion, ideally you'd include one of the low mana cost spells, or at least get rid of Pierce the Veil, but of course this is all theorycraft and depending on gear/levels, everything could work out just fine!
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my SC witch doctor build after spending around 30 minutes reading through the skill and rune descriptions
http://us.battle.net/d3/en/calculator/witch-doctor#fhYTjQ!deU!ccccZc
Summary of chosen skills
Active
Zombie Charger (Zombie Bears) - high mana, no CD, poison damage skill
Firebomb (Ghost Bomb) - low mana, no CD, fire damage, AoE skill
Summon Zombie Dogs (Leeching Beasts) - 60 CD, used as tanks, has 50% life steal and half of that will also heal my WD
Gargantuan (Bruiser) - 60 CD, used as tank, has a 100% damage 3 second stun ability which has a hidden unknown CD atm
Mass Confusion (Devolution) - 60 CD, lasts 12 seconds and some confused mobs will fight for me, any Confused mobs that are killed have a 50% chance of becoming a zombie dog
Big Bad Voodoo (Boogie Man) - 120 CD, 20% attack/movement speed buff circle that lasts 20 seconds, any mobs that die in circle have a 50% chance of becoming a zombie dog
Passive
Zombie Handler - can summon 4 dogs instead of 3 now, health of dogs and gargantuan increased by 20%
Fetish Sycophants - 3% chance to summon a fetish for 60 seconds when casting a physical realm spell (Zombie Charger & Firebomb in my case)
Vision Quest - when 4 skills are on CD, mana regen is increased by 300%
may switch Fetish Sycophants with Jungle Fortitude (20% damage reduction for WD & pets) or Pierce the Veil (+20% damage, +30% mana cost) if I can't have more than 1 Fetish up at any time and/or the summoned Fetish is very mediocre
Companion choice
Enchantress for crowd control
Planned playstyle of build
the play style is trying to build up a crew of dogs, gargauntuan, and fetish to tank and do damage while using Mass Confusion to CC and temporarily bolster my army ranks and Big Bad Voodoo to buff the mobs I control.
Zombie Charger and Firebomb will be my direct damage skills to spam and I have a mix of physical, fire, and poison damage in the build for damage versatility.
Vision Quest should be easy to trigger by having 4 skills with 60 second or higher CDs. If it turns that the 300% mana regen from Vision Quest outpaces the Zombie Charger spam mana cost, then I'll look into possibly replacing Firebomb with a different high mana cost no CD damage skill.
Possible problems with this build
certain mob packs and/or bosses may have such a high damage output that my army wilts immediately and I'm left with having to kite with Firebomb & Zombie Charger, but I can always change my build whenever I want or need to now :D
only a matter of time before people figure out the best builds for mob killing versus boss killing
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OK I present a build for the Witch Doctor, designed to have a large amount of CC as well as to summon the most things on the screen as possible (with the exception of plague of toads because the spiders just don't do it, and also the zombie dogs because the damage isn't there)
The build is really designed to keep a far distance. If they do get close, you have horrify with the increased duration rune, and also mass confusion with a CDR rune)
http://us.battle.net/d3/en/calculator/witch-doctor#WZXjfP!Zba!bcaacZ
I also have this Poison-centric build that Ive played around with that is all about DoT's. I think it's pretty cool. Heavy mana costs though...
http://us.battle.net/d3/en/calculator/witch-doctor#WSfjiT!cZe!YYcccY
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Sigless cold wiz:
Ray of frost: single target damage, snow blast Blizzard: aoe, snowbound Frost nova: Primary damage avoidance spell, cold snap Teleport: Utility + bad situation avoidance, wormhole Familiar: AP regen, arcanot Archon: boss killer/last resort survival spell, arcane destruction
Passives: Evocation, Astral Presence, Cold Blooded
http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XbW!ZbZZYa
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I think the only thing I'd change about that build is your rune on Archon, it just seems like there are better choices, but I guess they'd only become available as you levelled up.
Taking a break for making things focused on being viable, here's my Zombie Doctor:
http://us.battle.net/d3/en/calculator/witch-doctor#bkfYZi!dgX!ZcZccc
Corpse Spiders with Spider Queen rune - This seemed like the most zombie-themed of the basic attacks, so I went with it!
Wall of Zombies with Dead Rush rune - Because who wouldn't want a pack of zombies charging out of the ground to destroy their enemeis?
Zombie Charger with Undeath rune - More zombies running around!
Zombie Dogs with Leeching Beasts rune - Because I need pets for my pets.
Grasp of the Dead with Rain of Corpses rune - Zombies from the ground, zombies from the sky, is nothing sacred?
Acid Cloud with Corpse Bomb rune - This would give good AoE D- oh who am I kidding, it's about blowing up dead things!
Passives
Zombie Handler - More zombies! Fierce Loyalty + Blood Ritual - OK I cheated here. The idea is with leeching beasts and Fierce Loyalty, you should have enough health regeneration to make Blood Ritual worth it - so you can summon more zombies!
Edit: Oh god, that WD with Rain of Toads has inspired me, for the epic lulz - it's the Death From Above build aka Bomber Witch:
http://us.battle.net/d3/en/calculator/witch-doctor#WZikgS!eZc!bcZYcY
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On May 08 2012 17:14 SoulWager wrote:Sigless cold wiz: Ray of frost: single target damage, snow blast Blizzard: aoe, snowbound Frost nova: Primary damage avoidance spell, cold snap Teleport: Utility + bad situation avoidance, wormhole Familiar: AP regen, arcanot Archon: boss killer/last resort survival spell, arcane destruction Passives: Evocation, Astral Presence, Cold Blooded http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XbW!ZbZZYa
Why not go Cold blood rune for a signature less build ? I mean I guess the purpose of such a build is to improve your Arcane power efficiency so that you don't need such spells. Ray of frost with snow blast is 280 for 20AP while with cold blood its 215 for 10 AP (actual number showing 0 is a bug) its vastly better for AP efficiency and with your other +AP regen and base you probably can cast indefinetly.
On the other hand I'd say only real experiment will tell whether or not you need to make your build more efficient or if its already enough with archon and +AP runes/passive.
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I"m not 100% on this, but I think Rain of Corpses removes the slow component from Grasp of the Dead. If it does it's a pretty simple fix but I definitely think you do want that snare. The other thing I'd say is it seems like Horrify is a little out of place in that build. It's going to make things run around unpredictably, and possibly get them outside your AoE's. If you wan't to keep the CC, I think Hex would be a better fit, but if you were willing to change it to a damage ability, Firebats or Zombie Charger might be good fits.
So the monk is by far the class I'm least interested in playing, so I challenged myself to make a Monk build that I think I'd actually enjoy. That meant getting away from what I see as the pretty boring ultra-defensive builds, and this is what I came up with:
http://us.battle.net/d3/en/calculator/monk#feaUbk!gcb!ZZYYYc
Cyclone Strike with Implosion rune - Pull all the nearby enemies to me so I can...
Wave of Light with Explosive Light rune - ... blow them all up! I'll be doing this combo as often as possible, so the rest of the build is made around making that happen.
Fists of Thunder with Quickening rune, Way of the Hundred Fists with Spirit Salvo rune, and Deadly Reach with Strike From Beyond rune - 3 Spirit generators, all runed for extra spirit generation. Since I'll be spending a lot of time using generators in the build, I want to make them as powerful/interesting as possible.
Mantra of Conviction with Submission rune - Because defense is for pussies! (and HC characters ... and well everyone really ... YEAH).
Passives
Combination Strike - Makes everything I do better. Chant of Resonance - Moar spiritz Exalted Soul - I've forgotten what max spirit is, but this lets you bank up some combos fighting smaller packs.
Here's an alternate version that isn't quite so DPSALLTHETHINGS LOL:
http://us.battle.net/d3/en/calculator/monk#feaijk!Ycb!ZZYYbc
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On May 10 2012 03:35 eluv wrote: I"m not 100% on this, but I think Rain of Corpses removes the slow component from Grasp of the Dead. If it does it's a pretty simple fix but I definitely think you do want that snare. The other thing I'd say is it seems like Horrify is a little out of place in that build. It's going to make things run around unpredictably, and possibly get them outside your AoE's. If you wan't to keep the CC, I think Hex would be a better fit, but if you were willing to change it to a damage ability, Firebats or Zombie Charger might be good fits.
hmm I'm almost certain the slow is still there for grasp. If not then I'll substitute, but I think you are right about the horrify so I changed it to hex and also changed my passive from spiritual attunement to tribal rites.
http://us.battle.net/d3/en/calculator/witch-doctor#WZRjiP!Zha!bcZaaZ
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Just in my personal theorycrafting, I'm not a big fan of using Spirit Walk in VQ builds as one of your 4 cooldowns. It's a relatively short cooldown, meaning that you'll have to press it quite often or end up losing VQ uptime, but on the other hand it's not really a skill that it makes sense to just press "on cooldown".
For your summoner build, my experience in the beta was that Circle of Life could not proc if you already had 3 dogs out (or 4 with zombie handler I assume). So having both Circle of Life and the actual Zombie Dogs spell didn't seem to make sense, even for a Sacrifice build. That said, Tribal Rites seems like a great fit for that build.
In terms of deciding between the two, I really couldn't say, but because they're both quite high level, you'll have a lot of room to experiment before you start losing Nephalem Valor every time you swap out your skills.
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