http://eu.battle.net/d3/de/calculator/witch-doctor#WRfdXa!ZcT!aacZYa
Build Planning - Page 7
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Himbeer
Switzerland176 Posts
http://eu.battle.net/d3/de/calculator/witch-doctor#WRfdXa!ZcT!aacZYa | ||
Markwerf
Netherlands3728 Posts
http://us.battle.net/d3/en/calculator/wizard#UkQSOP!WYd!ZYZcYb The idea here is to build around energy armor with the force armor rune capping damage you can take to 35% damage max. To abuse that fully the goal is to make your character as much a glass cannon as possible. You want to have as little life and armor as possible and focus on lifegain (and dodging). The glass cannon, illusionist and galvanizing ward passive all seek to abuse this. Get some lifegain and let your armor run a bit longer as it will be pivotal for this build to always be up, by not taking any gear that increases life the 310 lifegain is hopefully also a decent amount. Illusionist should work every time you get hit and glass cannon let's you do more damage all around without a setback in this build. Using illusionist you want to teleport and cast mirror image a lot. The mirror images will be weak but with mocking demise they'll do damage for that. Teleport seems important to for surviveability and picking up health globes or just getting out if you get surrounded which as a glass cannon is obviously trouble. Aiming to do high damage and have low life/armor the lifegain on magic weapon with blood magic is hopefully good so you can restore as much life as possible as every 35% of your lifetotal you restore means another hit you can take. The stats you have hopefully let you get criticals often as well (as you dont need life/armor at all) so the damage dealing spells are just focussed around that. Of course it's all just thinking, I have no idea which spells actually end up being good and I bet there is some hidden catch to force armor that actually makes it suck (like damage over time spells that almost completely ignore it etc.) It seems a fun build around thing though. Other fun build around passives look the WDs vision quest, Monks combination strike and Demonhunters cull the weak. | ||
TheRealDudeMan
United States213 Posts
On May 10 2012 03:49 Prugelhugel wrote: Pretty undecided if I should use my Spirit Doctor or Summoning Doctor build. Any advice? The spirit doctor seems like it would be more intense/fun to play as. Basically you are hinging on having all 4 of your cooldown spells being on cooldown all the time while haunting then spirit barraging. At least if I played the witch doctor at all it would be with a similar build. I like all the mana regen. Summoning just isn't my playstyle though. | ||
Lagcraft
United States146 Posts
http://us.battle.net/d3/en/calculator/demon-hunter#aZfjQS!TeY!YcYYYZ Focuses on having constant hatred regen to dump into my spike traps, multishot, and impale with extra damage based on crit (with the passive to support it). | ||
Slardar
Canada7593 Posts
http://us.battle.net/d3/en/calculator/barbarian#bcRVi!ZYg!YbZca SEEMS TOTALLY FEASIBLE...not like you're gonna die as much as you kill! To be fair its going to be a race to highest level and best items ASAP...with this you can progress through the game fastest(hopefully)! | ||
Prugelhugel
Austria637 Posts
On May 10 2012 04:06 eluv wrote: 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". 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. Ok, I guess I will stick to my spirit build, and I replaced "Vision Quest" with "Pierce the Veil", because I already have a lot of Mana regeneration planned and I really want to keep "Spirit Walk", because I am pretty attracted by that spell. :D On May 10 2012 04:41 TheRealDudeMan wrote: The spirit doctor seems like it would be more intense/fun to play as. Basically you are hinging on having all 4 of your cooldown spells being on cooldown all the time while haunting then spirit barraging. At least if I played the witch doctor at all it would be with a similar build. I like all the mana regen. Hehe, thank you man. You convinced me to play the Spirit-Doc as my first char. ![]() | ||
TerranBanker
Canada22 Posts
It's called: The Olbaid Monk build: http://us.battle.net/d3/en/calculator/monk#bZfYjk!bYe!bZaaaa Premise of the build: The build is made to gather ennemies together and then use a combination of skills to deal massive AOE damage while avoiding to simply trade damage from close range melee attacks. Executed properly it should let you retreat and set up to go again! I sloted the skills so that you should just press 1 than 2, left click(3x), right click than 3. (assuming mantra was already on!) 1. Cyclone Strike(reduced spirit cost rune: Eye of the Storm): This skill will pull all ennemies close to you and clump them up. This obviously exposes you to simultaneous melee damage so defensive skill is: 2. Blinding Flash(increased duration rune: Self Reflection): Love this skill, it's cheap and will protect you from the clump of ennemies you just pulled in with CS. The extended duration will give you time to complete a set of Deadly Reach: LMB: Deadly reach(with AOE rune: Scattered Blows): This spirit generator combined with Blind should allow you to refill some spirit and deal some AOE damage setting you up for: RMB: Lashing Tail kick: As blind is about the run out, you want to get the ennemies away from you, lashing kick will knockback ennemies enough for you to cast: 3.Mystic ally(apply any rune here) : Here I assume that the Mystic ally not only deals damage but also tanks (which might not be the case). While the ally tanks and deals damage retreat and try to kite any pursuers with Deadly reach if possible. Note: Deadly reach can actually be kited fairly well with almost a full 2 seconds between blows! Mantra of Conviction (rune of Overawe to increase DPS): An AOE kicker which will deal damage to ennemies through the series of skills used. Rinse and repeat! Passives: Exalted soul: For extra spirit as CS and LTK are pretty expensive Transcendence: As you will be spending a lot of spirit and potentially exposing yourself to ranged and melee attacks this passive will allow you to heal while spending spirit Pacifism: Because casting CS could put you in range of some spell casters I thought pacifism could help. I originally had put Chant of Resonance to lenghten your mantra. This third passive isn't really as instrumental to the build so you can adapt it to the situation you're facing. Strenghts: Really combines the monk's best AOE attacks High DPS will kick some serious butt It does include a way out so you don't have to rely too much on armor\healing (otherwise just play barb!) Weakness: It is spirit intensive and without testing it out I'm not sure how many cycles you can do before you have to rely entirely on your primary! If you mistime blind you might get rocked by all these clumped up ennemies Probably better against many low health ennemies than fewer stronger ones... I hope you like it! Keep the comments coming! OlbaiD Edit: just some formating stuff | ||
Testikills
United States14 Posts
http://d3db.com/tool/calculator/barbarian/15374 might drop WoTB for Quake not sure yet | ||
Demonhunter04
1530 Posts
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eluv
United States1251 Posts
One thing that I think really contributed to hotkey "bloat" was the passive buffs that you would press every few minutes. While Diablo 3 has some of that system with the Wizard Armors and the Monk Mantras, they did a better job staying away from sort of generic 3 minute buffs, opting instead for quite a few short duration buffs with a lot of different mechanics for keeping them active. @Olbaid Monk - I was also looking at a monk build based around Cyclone Strike, but I think Wave of Light takes advantage of the clump better than Tail Kick. Other than that, obviously there's a lot of flexibility in these builds, but I do think that I'll plan on using Cyclone Strike in any Monk build I use, it's just too cool! | ||
Demonhunter04
1530 Posts
On May 10 2012 12:06 eluv wrote: No system for quick swapping skills. As long as you're in combat, you're essentially limited to the 6 skills you've chosen. If you want a bit of justification in terms of D2, while you could certainly hotkey quite a few different skills, there were very few builds that really used that many. Some of the necro builds would actually use 10+ skills, but because making a skill effective almost always meant dropping 20 - 60 points into it + synergies, your choices were usually limited. One thing that I think really contributed to hotkey "bloat" was the passive buffs that you would press every few minutes. While Diablo 3 has some of that system with the Wizard Armors and the Monk Mantras, they did a better job staying away from sort of generic 3 minute buffs, opting instead for quite a few short duration buffs with a lot of different mechanics for keeping them active. @Olbaid Monk - I was also looking at a monk build based around Cyclone Strike, but I think Wave of Light takes advantage of the clump better than Tail Kick. Other than that, obviously there's a lot of flexibility in these builds, but I do think that I'll plan on using Cyclone Strike in any Monk build I use, it's just too cool! Can you at least open your spellbook? If so, then it's fine. Using that is something I can get used to. Heh my stepbro used to PvP as a warlock in WoW, 2500 arena rating, and he would leave his spellbook open all fight long with all spell ranks shown and would rapidly navigate to all the right spells....I don't know why he did that. | ||
eluv
United States1251 Posts
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Demonhunter04
1530 Posts
On May 10 2012 12:25 eluv wrote: You can open it, but it takes up about 3/4 of the center of your screen. Essentially what they saw happening was people would play the game exactly like you describe, with their spell book open, pulling things out as the situations arose. That's sort of neat, but it's really not the gameplay they want to encourage, so they made it difficult (and dangerous!) to do any skill changing mid combat. That's not to say it's impossible, but they are definitely discouraging it. I hate it when they encourage specialization, as I love to be as much of a generalist as possible. I love how you can use most weapons and any armor in D2, with any class. Sure, that was harder to balance, but this is going too far imo. | ||
MrMatt
Canada225 Posts
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Amui
Canada10567 Posts
Goal: Dodge is good, but coming from a former WoW player who MT'd/healed WoTLK bosses(where because of design reasons, they almost all had the ability to oneshot tanks from time to time) burst damage is what is dangerous to most hero's. Eventually the 10 monsters around you are all going to hit you at the same time. Therefore the goal is to mitigate damage as much as possible rather than avoid it. Crippling wave(concussion rune) Make enemies deal less damage. Fairly self explanatory. Tempest Rush(Bluster) Again, making enemies deal less damage. Mantra of Conviction(Intimidation) More damage reduction! Serenity(Ascension) up to 20% uptime on immunity. Very good mitigation skill. Blinding Flash(Blinding Echo) I'm going to assume that 3+ .5 interrupts more attacks than 4, but I could be wrong about that. This build doesn't have particularly high damage though so they should still be alive. Last slot I don't really know what to put. Mitigation is really for the worst case scenarios where dodge is useless. I guess Fists of Thunder(Thunderclap) for gapcloser and spirit gen? Suggestions welcome. As for passives, pretty much only 3 options. Resolve Even more damage reduction! What a surprise! One with everything Resistances = mitigation. This makes it so just stack one form of it and get real tanky. Seize the initiative Armor is also good. Double dips with damage so it's a bonus! | ||
Vod.kaholic
United States1052 Posts
On May 10 2012 09:17 TerranBanker wrote: + Show Spoiler + So here is the first build I'm trying, please bash it (constructively) as it will help us get better! It's called: The Olbaid Monk build: http://us.battle.net/d3/en/calculator/monk#bZfYjk!bYe!bZaaaa Premise of the build: The build is made to gather ennemies together and then use a combination of skills to deal massive AOE damage while avoiding to simply trade damage from close range melee attacks. Executed properly it should let you retreat and set up to go again! I sloted the skills so that you should just press 1 than 2, left click(3x), right click than 3. (assuming mantra was already on!) 1. Cyclone Strike(reduced spirit cost rune: Eye of the Storm): This skill will pull all ennemies close to you and clump them up. This obviously exposes you to simultaneous melee damage so defensive skill is: 2. Blinding Flash(increased duration rune: Self Reflection): Love this skill, it's cheap and will protect you from the clump of ennemies you just pulled in with CS. The extended duration will give you time to complete a set of Deadly Reach: LMB: Deadly reach(with AOE rune: Scattered Blows): This spirit generator combined with Blind should allow you to refill some spirit and deal some AOE damage setting you up for: RMB: Lashing Tail kick: As blind is about the run out, you want to get the ennemies away from you, lashing kick will knockback ennemies enough for you to cast: 3.Mystic ally(apply any rune here) : Here I assume that the Mystic ally not only deals damage but also tanks (which might not be the case). While the ally tanks and deals damage retreat and try to kite any pursuers with Deadly reach if possible. Note: Deadly reach can actually be kited fairly well with almost a full 2 seconds between blows! Mantra of Conviction (rune of Overawe to increase DPS): An AOE kicker which will deal damage to ennemies through the series of skills used. Rinse and repeat! Passives: Exalted soul: For extra spirit as CS and LTK are pretty expensive Transcendence: As you will be spending a lot of spirit and potentially exposing yourself to ranged and melee attacks this passive will allow you to heal while spending spirit Pacifism: Because casting CS could put you in range of some spell casters I thought pacifism could help. I originally had put Chant of Resonance to lenghten your mantra. This third passive isn't really as instrumental to the build so you can adapt it to the situation you're facing. Strenghts: Really combines the monk's best AOE attacks High DPS will kick some serious butt It does include a way out so you don't have to rely too much on armor\healing (otherwise just play barb!) Weakness: It is spirit intensive and without testing it out I'm not sure how many cycles you can do before you have to rely entirely on your primary! If you mistime blind you might get rocked by all these clumped up ennemies Probably better against many low health ennemies than fewer stronger ones... I hope you like it! Keep the comments coming! OlbaiD Edit: just some formating stuff If you want to gather enemies, AOE burst them, and kite/run away, I think it would be better if you switch a few things around. You could take Wave of light instead of lashing tail kick for your AOE damage, since it's going to benefit extremely well from the clumped enemies. Either of the three runes available below level 35 are going to be great, but the spirit reduction one will probably be best given that you're using a lot of spirit on other skills and you want to spam this rotation. The main thing is I don't see the benefit to gathering a crowd of mobs only to knock them all over the place, when you can keep them nice and clumped for followup damage. Then to give yourself a kiting/escape mechanism, you take dashing strike instead of mystic ally. This way your rotation becomes dash in > cyclone > blinding flash > whack/wave of light > dash away and you should be doing far better AOE damage because wave of light has good %dmg and a nice followup, and the fact that it doesn't knock enemies away, so they can stay clumped for more damage. And since a lot of your skills seem very spirit intensive, I took quicksilver as the dash rune so you can spam it and have enough spirit for your rotation. Here's the link to what I would make this look like: http://us.battle.net/d3/en/calculator/monk#befYdk!bYe!bbaaba It's a pretty cool idea for handling large amount of mobs, I just think it's better without mystic ally mainly because you won't be able to predict where he throws his wave, and you're giving up a lot of mobility/survivability by taking it over dashing strike. | ||
Prugelhugel
Austria637 Posts
Melee Demon Hunter | ||
cjin
181 Posts
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Synapze
Canada563 Posts
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Slayer91
Ireland23335 Posts
You can arguing remaking the same class 5 times since you build terrible builds over and over in diablo 2 was fun but for some people it was just a time sink, I guess. | ||
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