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Build Planning - Page 8

Forum Index > Diablo 3
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Prev 1 6 7 8 9 10 12 Next All
Cuh
Profile Blog Joined September 2010
United States403 Posts
May 10 2012 08:53 GMT
#141
http://us.battle.net/d3/en/calculator/wizard#ZlYXdQ!adW!aaaaaa

this is what im looking at for soloing hardcore
MarineKing | Nestea | MC
archon256
Profile Joined August 2010
United States363 Posts
May 10 2012 09:01 GMT
#142
On May 10 2012 17:09 Synapze wrote:
Whats the point of a build in diablo 3? You get every skill so you can do whatever you want without any repercussion.

You can only use 6 skills at a time, so people like to make sets of skills that work well together. Plus there'll be bonuses later for doing runs without switching skills. Mostly it's fun to plan a build and choose a subset of skills that'll work in every scenario, even though you have the option to swap out a skill for another on the fly.


"The troupe is ready, the stage is set. I come to dance, the dance of death"
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 09:05 GMT
#143
This is the last thing I'll say on the topic, but I'll be honest, it's sort of frustrating defending Diablo 3 from people nostalgic for D2, some of whom are angry they don't have to make any choices about their character, while others are angry they're forced to make choices about their character. To me all it really says is "It's not that other game I liked, it must be bad!"

Making an RPG where you don't have to make any decisions, and are allowed to have every single tool at your disposal is bad design, which is why Diablo 2 made you spend points on your skills to make them effective - so you couldn't have everything - and why Diablo 3 makes you choose 6 active skills. Making an RPG though, where the punishment for making a wrong decision is that your character becomes useless and you have to start over from scratch - is still bad design!

Anyway like I said, that's it from me on the subject. Here's a Demon Hunter Build focused on using the hardest hitting Single Target and AoE abilities the DH has, and using your other skills to make them hit as hard as possible.

http://us.battle.net/d3/en/calculator/demon-hunter#bPZYdj!Tec!Ycccba

"Yes I fucked my way to the GSL partnership" - Sundance
udgnim
Profile Blog Joined April 2009
United States8024 Posts
May 10 2012 09:29 GMT
#144
I've been wondering how people might have reacted if the D3 skill system was in used in D2 and the D2 skill system was used in D3

I honestly think there would have also been an outcry over the change

with D3's current skill system, I'm envisioning different builds people will use for leveling, for regular mobbing, for boss fights, and for MFing. I can understand the dislike for no more stat customization, but I think the D3 skill system will grow on people as they level up, face higher difficulties, and obtain better gear because I believe Blizzard wants people to actively change their skill build based on what they are currently doing
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
znag
Profile Joined March 2011
Germany32 Posts
May 10 2012 09:54 GMT
#145
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.


Also you stack Magical Find with every boss you kill as long as you do not switch your build.
shur
Profile Blog Joined June 2011
Germany35 Posts
May 10 2012 09:59 GMT
#146
On May 10 2012 18:54 znag wrote:
Show nested quote +
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.


Also you stack Magical Find with every boss you kill as long as you do not switch your build.


wait what? can you post a link to the source please? would like to check that out.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 10 2012 10:07 GMT
#147
It doesn't make sense; you don't unlock most of your skills until later it would be silly to give you a bonus for just using the ones you unlock and not changing them.
znag
Profile Joined March 2011
Germany32 Posts
May 10 2012 10:11 GMT
#148
I probably should have elaborated, that it only kicks in at level 60.

Link to Nephalem Valor Buff official forum thread
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
May 10 2012 10:12 GMT
#149
On May 10 2012 19:07 Slayer91 wrote:
It doesn't make sense; you don't unlock most of your skills until later it would be silly to give you a bonus for just using the ones you unlock and not changing them.


It makes sense for farming Hell->Inferno at lvl 60 however, which is what it's intended for surely.
shur
Profile Blog Joined June 2011
Germany35 Posts
May 10 2012 10:14 GMT
#150
On May 10 2012 19:11 znag wrote:
I probably should have elaborated, that it only kicks in at level 60.

Link to Nephalem Valor Buff official forum thread


thanks! didn't know about that extra mf, gold and bonus loot.
NeonFox
Profile Joined January 2011
2373 Posts
May 10 2012 10:32 GMT
#151
I'm planning on making a WD build centered on DPS, with locust swarm, plague of toads or corpse spiders for example and using only zombie dogs to tank with jungle fortitude to help. A bit concerned that it would be bad vs tough opponents and bosses but I didn't play the beta so wait&see!
TerranBanker
Profile Joined July 2010
Canada22 Posts
May 10 2012 11:37 GMT
#152
On May 10 2012 15:23 Vod.kaholic wrote:
Show nested quote +
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.


I like the suggestions! Thanks man, I'm might doe some cahnges to the passives as well!
Can't wait to get it going!

The main reason for LTK was to avoid taking tons of simultaneous damage from clumped up mobs around me but I guess with dashing strike I could just retreat as well!
"Cash is King"
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2012-05-10 11:44:44
May 10 2012 11:44 GMT
#153
Regarding the witch doctor, I'm wondering if this rune for the poison dart

Splinters
Shoot 3 Poison Darts that deal 60% weapon damage as Poison each.


Makes it count as one or three spells, I really like the idea of making a build focused on this passive skill :

Fetish Sycophants
Whenever you cast a physical realm spell, you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.


Using Firebomb/Poison Dart spam to maximize it's effectiveness, since they have a low mana cost and no cooldown. Would look like this http://us.battle.net/d3/en/calculator/witch-doctor#haZSid!Zce!aaaaab
Maybe replacing Acid Could by Gargatuan if the spawn rate of the passive is too low to tank reliably.
Romanes eunt domus
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 12:11 GMT
#154
I'd assume since it costs what a single dart would, that it only counts as a single spell.
"Yes I fucked my way to the GSL partnership" - Sundance
cjin
Profile Joined July 2011
181 Posts
May 10 2012 12:46 GMT
#155
On May 10 2012 20:44 BobMcJohnson wrote:
Regarding the witch doctor, I'm wondering if this rune for the poison dart

Show nested quote +
Splinters
Shoot 3 Poison Darts that deal 60% weapon damage as Poison each.


Makes it count as one or three spells, I really like the idea of making a build focused on this passive skill :

Show nested quote +
Fetish Sycophants
Whenever you cast a physical realm spell, you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.


Using Firebomb/Poison Dart spam to maximize it's effectiveness, since they have a low mana cost and no cooldown. Would look like this http://us.battle.net/d3/en/calculator/witch-doctor#haZSid!Zce!aaaaab
Maybe replacing Acid Could by Gargatuan if the spawn rate of the passive is too low to tank reliably.


It have to count single spell, or the wording would be "whenever enemy is hit by..." or something like that, Think about Blizzard (wizard spell) for example, its single spell, not as many spells as theres shards in it.
zomgE
Profile Joined January 2012
498 Posts
May 10 2012 12:55 GMT
#156
I wonder if the archon skill cooldown will decrease even while in archon mode. If yes i guess it's pretty much a "must" for wizard.
Whalecore
Profile Joined March 2009
Norway1111 Posts
May 10 2012 13:35 GMT
#157
Kung Fu Monk / Mantra Monk
http://us.battle.net/d3/en/calculator/monk#UVhSQk!cYb!acaaba

All Mantras, wewt! Play like a Kung Fu master, switch stance according to the situation you're in.

Monk Passives are so boring compared to the other classes, so defensive! Took 3 that works well together: High maximum spirit allows for 5 consecutive Exploding Palm. Spirit generation to help support the high spirit pool, and spending spirit = heal seems like a nice bonus.

They should really redo his passives though, makes him so dull T_T
Playgu
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-10 13:41:10
May 10 2012 13:39 GMT
#158
I LOVE monks passives. Most people tend to view more damage less survivability as "manly" but I'm the opposite like to be really tanky and just go into a bunch of mobs and take no damage. I think melee champs are always going to be taking lots of damage so you need to have lots of defensive stuff in there. If you want the most damage you can play the squishier champs?

Also for example dex-->armour and highest resists-->to all resists means you literally don't need str or int so you can focus basically all on dex as much as possible which not only increases your dodge but also your damage so you get lots of damage compared to how tanky you are.
Whalecore
Profile Joined March 2009
Norway1111 Posts
May 10 2012 13:57 GMT
#159
The problem isn't that he has defensive passives, it's that all of them are defensive. All the other classes have good defensive passives, some really cool utility based passives, and some offensive passives.

Interesting point about the dex-->armor and resistance passives though. I agree they are pretty cool! The dex-->armor passive is probably going to be core in most builds.
Playgu
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 10 2012 14:00 GMT
#160
Well there's tons of spirit based passives which let you use abilities more = more damage and defensive passives means you can build more offensive stats, don't see the problem honestly.
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