Diablo III |OT2| Queues Rise. Servers Fall.

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Monks!

Got any builds to survive getting done over? What stats are you guys going for?
Im using
Fists of thunder/ spirit rune
Scorpion kick (easy spam skill and the stun is handy)
Wind shield with damage increase
Wind Ally
Heal with dmg increase rune
Healing mantra, hp restored increase rune
Then Dodge with dual weps, hp from spirit and mantra increase.

I think I ve focused too much on DPS and straight DEX and last night in act four I think I died something like 5 times within 10mins.

When I got to a mini-boss it was fine as I could beat this shit out of them, even th elast boss I can pretty much stun lock him but when there is mobs flying all over the place I get overwhelmed.

I also keep seeing monks with sheilds and that just seems wrong.

I ran into similar issues with my DH. I pumped too much stats into dex and my armor was lacking. It worked for a while but once you get to like act 4 in nightmare you start regretting it. I upped my armor and got through it.
 
So I upped my magic find to 47%, tried farming
Diablo
on nightmare and Skeleton King on Hell, still only got shitty blues :(.
How much magic find you need to make it worthwhile?

I have more luck getting yellows from yellow and blue mobs than bosses, this is especially true on hell, that being said some of the champions are harder than the actual bosses.
 
Well it's partly because of RNG and partly because they balanced Inferno until their testers thought it hard enough, and then doubled the difficulty.
Melee classes are fucked heavily.
Pretty much all classes are screwed in Inferno as it is now. Even if you are a range class, many mobs have a bonus that allows them to get within melee range easily from jailer, vortex, teleport, waller, fast the list goes on. Getting separation as a range class in inferno is almost a game in itself.
 
HELL HERE I COME GAF


btw check out my build suckas whatchu think


demon hunter snare/slow/lots o' movement build

caltrops with carved stakes (reduces cooldown to 4 disc) vault (w/ rattling roll: stun and knockback) rapid fire (with high velocity: piercing) rain of vengeance (beastly bombs:drops 20 bombs) bola shot (thunder ball : stun) chakram : (twin chakrams)

Try Elemental Arrow w/ Ball Lightning. Total wreckage.
 
Allready wanted to ask that some days ago, why Suppresion fire? You really have enough discipline for Vault and Smokescreen with Preparition.

Besides I agree about Smokescreen. In my opinion Smokescreen, Tumble and Prep are a must have.
Picking those will leave you with 3 offensive spells. One builder, one single target for elite packs and Multishot. Or Chakram, if you prefer that skill(personally I would pick multishot anyday!!). For bosses switch the AE skill with Marked for Death.

To the poster who had some problems: I think your biggest issue is that you see the DH as a glass cannon damage dealer. Given, I play HC and have quite a different approach about surviving, but still - no need to go all out deeps.

So, what can you do? First thing, adjust your playstile. I'll take my build(hungering,impale,multishot) as an example:
-Use shift leftclick alot. You can hit stuff 2 screens away with your guided arrow.
-If you see a pack of rare mobs, use Smokescreen and run into them. Spamm all you hatred with multishots(20 hatred cost reduced rune). Then tumble away twice(again, cost reduced for the second on) and spam Hungering. Most likely rare packs are dead now. If not, repeat.
-Don't know what else to say ... thats basically all there is.

Itemwise:
It's fine going all out dex for SC if you know how to stay alive with SS/Tumble. But there is no shame in going tanky and using a shield. If you have a 1h crossbow a good shield with shitload of dex can give you even more dmg than a lousy 10 attackspeed/20 dex offhand.

My DH in MF gear ... usually using 1h/shield. Running at beasty 18k life, 40% absorb, 25% dodge and 20% chance to block ~250 in my tanky setup.

Thanks, I went back and doodled around before you posted and had a bit more luck i.e. almost easy when I switched to this build

Never thought to use Smokescreen to run in and do shit. I'm surprised and ashamed at myself. So what I'm doing is running in, setting down the bombs and then a calatrop running away to a safe distance and firing away. Works pretty damn well so far

Also switched to a Hand Crossbow and Shield. Probably overkill since I have 7.5K health, was a little taken aback by the difficulty jump. Now it's pretty comfortable
 
Monks!

Got any builds to survive getting done over? What stats are you guys going for?

Crippling Wave > Concussion
Sweeping Wind > Blade Storm
Mantra of Healing > Circular Breathing (I like going into fights with full Spirit; Boon is overall better probably with how much you'll Mantra spam eventually).
Breath of Heaven > Infused with Light
Cyclone Strike > Implosion (Group with Wizard and WD primarily so it's useful here)
Serenity > Ascension

Transcendence, Seize the Initiative, and One With Everything for passives. Dual Wield with Life Steal and Life on Hit for the weapons rather than +Damage.

I also keep seeing monks with sheilds and that just seems wrong.

The only real DPS increase you get from DWing is because you have more Spirit to spend. Granted, that's the majority of your DPS but Shield Monk is better survivability, no loss in per hit damage (most likely greater), and you still have good Spirit generation via skills. That said, with enough Spirit regen, I'd probably DW for the skill spam in the end (so, basically, you were right Opiate!)

I ran into similar issues with my DH. I pumped too much stats into dex and my armor was lacking. It worked for a while but once you get to like act 4 in nightmare you start regretting it. I upped my armor and got through it.

Monks get to cheat with Seize the Initiative giving +1 Armor per DEX :x
 
A lot of them were really not that viable to begin with tbh. Toads are way to random and spiders were kind of poopy compared to dire bats/darts. The pets all die except for gargantuan. Big bad voodoo and fetish army are awesome but at a 2 minute cooldown they aren't really viable except for boss fights. Our aoe slow is amazing but when compared side to side to something spammable like blizzard it isn't really worth it in co-op games. Haunt as an aoe but you have to recast it every single pack even with Lingering spirit runed because it has no range. Zombie bears are alright but you kind of have to get close which is dangerous. There's no reason to every take spirit walk off, and soul harvest is awesome for everything except boss fights where you can't get it stacked. The CC spells that we have (confusion, fear, hex with hedge mage) are pretty good but with 6 slots and no changing with nephalem valor you can't really sacrifice skill spots for them. Acid rain and locust swarm all both really good but they cost a lot of mana so you can't really spam them.

I really want Toads to be viable. They look cool.
 
Anyone else feeling pidgeonholed as a Witch Doctor? I feel like none of my interesting and fun skills are viable anymore. And Splinters (the only real low mana decent damage ability you can use later on) is such a boring spell.

Half my spells and passives feel useless post-normal.

Somewhat. I like the build i'm using now but disappointed I can't make a viable Summoner build like I had for my d2 necro. Agree about Darts though, I like Fire Bomb but with the amount of damage the Splintered Darts do, there is really no reason to use Fire Bomb. Gargantuan is really the best summon spell but it doesn't really scale well in the late game, Dogs are useless and cool down to slowly to use as bombs, Fetish army is solid but the cool down is way to slow unless you waste a passive and rune on it. All AOE spells are pretty much inferior to Dire bats as they cost more and do less damage for the most part.

Pretty much all my issues with the WD as of now (lvl 51 beginning of Hell)
 
Somewhat. I like the build i'm using now but disappointed I can't make a viable Summoner build like I had for my d2 necro. Agree about Darts though, I like Fire Bomb but with the amount of damage the Splintered Darts do, there is really no reason to use Fire Bomb. Gargantuan is really the best summon spell but it doesn't really scale well in the late game, Dogs are useless and cool down to slowly to use as bombs, Fetish army is solid but the cool down is way to slow unless you waste a passive and rune on it. All AOE spells are pretty much inferior to Dire bats as they cost more and do less damage for the most part.

Pretty much all my issues with the WD as of now (lvl 51 beginning of Hell)

I'll cry if Zombie Bears isn't good.

For serious.
 
I love the backlash against Blizzard for Inferno difficulty from the same community that was bitching about the game being too easy in Normal difficulty in the beta. If Inferno had been "balanced" enough to be doable within the first week of the release, there would be an enormous uproar that the game was too easy. Just enjoy Inferno for what it is, a horrifically difficult game mode based on unbalanced, RNG champion packs. This brings me back to the days of early PC gaming before AAA titles catered to casual gamers that just want to be handed everything on a silver platter.
 
So after a day of my group being stuck on
Rakanoth
(act 4 boss spoiler) on inferno for a day I thought I would go ahead and test my luck solo on my DH. And to my suprise the fight was alot easier without 3 other people. Managed to down him in a couple and tries and even took down
Izual
(act 4 boss spoiler) without any bigger diffuculties. Now there's just the last boss of act 4 left and I imagine that fight will give me abit more problems.

This is my current gear and build setup after getting a new weapon from act 4.

C7GEw.jpg


As you can se my Vitality is not the highest meaning that pretty much any mob after act 1 in inferno will 1-shot me. This makes playing all the more tense and I can't even relax for a second, but the damage output makes it all worth it.

You know, this picture made me realize another thing about the new rune system that I don't like. Why did they have to get rid of the previous graphics and names? I have no idea what runes are in those skills without looking them up. They all look like a bunch of squiggly lines. At least the previous incarnation of runes was helpfully color coded.
 
Hungering Arrow has been good to me. I think i'll continue using it for now w/ Puncturing Arrow. Can't wait to unlock the Shatter Shot rune for it :D
 
It's amazing. Has no range though.

I was just about to post this. I don't have the skill yet but it seems like it has more mana cost and less range than Dire bats. Dire bats also goes through targets and continues to damage enemies behind the initial target not sure if Bears do this.
 
Thanks, I went back and doodled around before you posted and had a bit more luck i.e. almost easy when I switched to this build

Never thought to use Smokescreen to run in and do shit. I'm surprised and ashamed at myself. So what I'm doing is running in, setting down the bombs and then a calatrop running away to a safe distance and firing away. Works pretty damn well so far

Also switched to a Hand Crossbow and Shield. Probably overkill since I have 7.5K health, was a little taken aback by the difficulty jump. Now it's pretty comfortable

Yeah SS is awesome for the offense. Saying this since day1, basically a 30 second godmode.

Use it(3), then wait 2 seconds until mobs are near and you get hit, then use it again. Thats 15 seconds with one charge of discipline > Prep and you got 30 seconds of non stop shooting arrows. You can even prolong it with the Prep rune that gives discipline over time.
 
Smh Inferno, now you give me crap like this: Jailer Teleporter Avenger Knockback. Didn't even break a sweat. Dropped crappy loot too >_>

Pretty much all classes are screwed in Inferno as it is now. Even if you are a range class, many mobs have a bonus that allows them to get within melee range easily from jailer, vortex, teleport, waller, fast the list goes on. Getting separation as a range class in inferno is almost a game in itself.

Yeah but melee has to get in the thick of it to attack. Ranged have the possibility of going class cannon and praying that the monsters die before they do
 
Elemental arrow is very well designed. Frost is very good with 170% damage + auto aim on near target for 10 hatred. Fear arrow is good for CC. I can't wait to try the last at lv59 with life leech.
 
I can't find a Witch Doctor build that works. I'm level 33. Any tips?

I'm in Nightmare and have been running an almost strictly Spirit build for the past dozen or so levels. It's a really fun build, but I will admit, since it is almost entirely single-target DPS, it's tough to play and needs a lot of fine tuning to work.

Spirit Barrage - mana return
Haunt - slow movement
Spirit Walk - 3 seconds
Soul Harvest - lasts 60 seconds
Horrify - increased radius
Gargantuan - poison cloud

The key to making the build work though are the passive skills. I forget their names, but the one that lowers cooldown for Horrify/Spirit Walk is essential, as is the one that returns 30% mana costs for spirit spells. With these I rarely ever run out of mana.

As I was saying though, it's a tough build to play, needs constant precise clicking, but still fun. I wish I didn't have to run with the Gargantuan, but he's almost necessary while playing solo to help mop up aggro. This build plays better in a group, using the very strong single-target DPS to take down elites. With a solid Soul Harvest buff up my damage leaves the other people I play with in the dust.

I think soon though I'll try to come up with a frog-heavy build. That sounds fun.
 
Somewhat. I like the build i'm using now but disappointed I can't make a viable Summoner build like I had for my d2 necro. Agree about Darts though, I like Fire Bomb but with the amount of damage the Splintered Darts do, there is really no reason to use Fire Bomb. Gargantuan is really the best summon spell but it doesn't really scale well in the late game, Dogs are useless and cool down to slowly to use as bombs, Fetish army is solid but the cool down is way to slow unless you waste a passive and rune on it. All AOE spells are pretty much inferior to Dire bats as they cost more and do less damage for the most part.

Pretty much all my issues with the WD as of now (lvl 51 beginning of Hell)

Mana issues means we either go VQ (which is also horribly clunky to use) or we spam splinters for 60 levels. :/
 
People with like 53k dps. My lord. Scary. And I thought my near 12k was awesome. My lord. What are people equiped with? And Inferno solo starting is super scary.
 
<3 Cluster arrow, spam that crap all day. Can't wait till the last rune unlock.

My dps is low right now though, my weapons kinda blow. Need lvl 55... have two hand xbows waiting for me.
 
Monks!

Got any builds to survive getting done over? What stats are you guys going for?
Im using
Fists of thunder/ spirit rune
Scorpion kick (easy spam skill and the stun is handy)
Wind shield with damage increase
Wind Ally
Heal with dmg increase rune
Healing mantra, hp restored increase rune
Then Dodge with dual weps, hp from spirit and mantra increase.

If you are pre-inferno you should move into one of the FoH+Quickening/Mantra of Healing+Boon of Protection builds as soon as you hit 42. That will literally carry you up until Inferno if you keep your gear decent. Before 42 I think you can just use any random available skills and succeed without too much issue provided that you have enough of a vitality buffer so you don't get gibbed.

After that what you roll with for Act I Inferno is largely dependent on if you are going to solo or group it, and if in a group do you have glass cannon ranged DPS or not.


I also keep seeing monks with sheilds and that just seems wrong.

Any monk at Inferno not running 1H+shield is doing it wrong. There's very little DPS loss vs. dual-wielding and the survivability upside (your big issue) is huge.
 
Really? So you just click on stuff and get everything automatically, your dude just changes automatically as you play too? I thought this was a dungeon rpg type game?

Your customization is in what you actively equip for your skills rather than a tree system.
 
Hungering Arrow has been good to me. I think i'll continue using it for now w/ Puncturing Arrow. Can't wait to unlock the Shatter Shot rune for it :D

its not that good in my opinion.

I used it for awhile. only 1 of the 3 subsequent arrows continues to pierce and home in. I also hoped that it would continue to scatter after every continuous pierce. it doesnt. maybe youll have better luck with it in your build. thought puncture arrow was the way to go as well but it is just too slow for my taste. slow after the first pierce. it travels through and takes a good while to turn around and hit a second time. so using a skill that just improves the puncture % is a bit of a waste to me. but all skills seem to work differently for everyone and their respective builds.

my build's main attack is actually impale/overpenetration

hoping devouring arrow is good. looking to use that rune instead of cinder.
 
Really? So you just click on stuff and get everything automatically, your dude just changes automatically as you play too? I thought this was a dungeon rpg type game?

There's no skill tree, but you build your characters 6 skills from over 20 skills (varies per class) and each skill has 5 different runes. And you can customize your character stats with gems. This leads to hundreds of billions of possible (not viable) builds.
There's no visual customization (unless you count dyeing your armor).
 
Mana issues means we either go VQ (which is also horribly clunky to use) or we spam splinters for 60 levels. :/

I posted the build I am using a few pages back and it works pretty well with Vision Quest for the most part. Soul Harvest, Spirit Walk, Hex, Grasp of the Dead. All of those are skills you probably use anyway and you should pretty much always have them on cool down to trigger VQ mana regen. This is the best VQ build I have tried so far because it doesnt involve loading up on skills with long cooldown times (Fetish Army,Big Bad Voodoo, Mass Confusion etc) and because these are all skills you will use regularly and not try to save for stronger mobs.
 
half way through nm on my wizard and i've been experimenting with builds. i've settled on:

LM: Electrocute w/Lightning Blast
RM: Arcane Orb w/Obliteration
Mouse Button 4: Teleport w/Wormhole
Mouse Button 5: Mirror Image w/Duplicates
A: Diamond Skin w/Prism
D: Hydra w/Venom Hydra

Passives: Glass Cannon, Prodigy, Illusionist

I suspect I'll drop Diamond Skin eventually for Energy Armor w/Force Armor, and drop one of my passives for Galvanizing Wizard. But i really like this build because I can cruise through normal mobs, and I have enough defensive and kiting abilities to deal with champion packs.
 
Barbarian GAF is it true that we have to tank past nightmare difculty or we are majored fucked? :(

I went straight strength/damage bonuses with a 2h mace. I tore threw normal and nightmare, only dying here and there because I played lazily. I entered hell last night for the first time and the first yellow mob I found 2 shot me and had 600k+ health.

Gonna strap on a shield and go again this evening.

I also had all my skills built around fury generation/damage bonuses. Skills were, leap with +armor, ground shake (I forget what it's called) with the rune that pulls everyone in, overpower with +crit, the damage reduction shout with health regen, frenzy with stun or sidearm, hammer with the rune that makes it hit harder but a smaller area.
 
Haunt is alright as a DoT but you have to recast it every single pack even with Lingering spirit runed because it has no range.

Haunt has no range?? I'm constantly Haunting targets that are off-screen. It also has a mild aim-bot effect to it, so you don't even need to click directly on the target for it to attach. Plus it goes through motherf'ing walls. I open any engagement with a handful of Haunts, a lot of times to targets I can't even see yet. Love it.
 
its not that good in my opinion.

I used it for awhile. only 1 of the 3 subsequent arrows continues to pierce and home in. I also hoped that it would continue to scatter after every continuous pierce. it doesnt. maybe youll have better luck with it in your build. thought puncture arrow was the way to go as well but it is just too slow for my taste. slow after the first pierce. it travels through and takes a good while to turn around and hit a second time. so using a skill that just improves the puncture % is a bit of a waste to me. but all skills seem to work differently for everyone and their respective builds.

my build's main attack is actually impale/overpenetration

hoping devouring arrow is good. looking to use that rune instead of cinder.

I usually just spam Elemental Arrow so it works well for my needs. You're right, though. It really depends on one's play style/build. I think i'd still be using Bola Shot if my current follower was the Templar, but i'm using the Enchantress so I don't have a tank to draw in the enemies for Bola's splash damage.
 
What's a good spot to farm money and blues if you are still on Act 1 - Nightmare?

I finished the game yesterday with no help from ze internets... and I put all of my money on the jewelcrafter and blacksmith. Now I just realized I screwed up and should of just checked the AH which is so populated atm... >.<

Now I'm getting boned in the butt by rares and elites even though I roll monk. D:
 
Monks!

When I got to a mini-boss it was fine as I could beat this shit out of them, even th elast boss I can pretty much stun lock him but when there is mobs flying all over the place I get overwhelmed.

I also keep seeing monks with sheilds and that just seems wrong.

Fists of Thunder - Bounding Light (if you don't have it yet, go with Way of the Hundred Fists with the Spirited Salvo rune)
Blinding Flash - Faith in the Light (if you don't have it Blinding Echo)
Serenity - Peaceful Repose
Breath of Heaven - Blazing Wrath (or Infused with Light if you're having trouble generating spirit)
Mystic Ally - Air Ally
Mantra of Healing - Boon of Protection

Transcendence
Exalted Soul
Guiding Light (or Guardian's Path for extra spirit regen for 2hander monks like myself)

The Boon of Protection rune for Mantra of Healing is the star of this setup. While the mantra itself speeds up life regen when activated, the rune also gives the user and its allies a shield that aborbs damage eqaul to 15% of the enemies health. While it does cost 50 spirit to activate, you should be generating spirit like crazy (with Air ally and Infused with Light if you have it not to mention Guardian's Path).

Faith in the Light (attacks are empowered to do 30% addition weapon damage as Holy), Blazing Wrath (increases damage of your attacks by 15%) , and Guiding Light (16% dmg increase for member and allies after healing them [BoH]) still makes you a force to be reckoned with.

Not to mention with Transcendence all of your moves that cost spirit heals you as well. So pop Serenity when things get intense, and either use Mantra of healing if your party needs aid or Breath of Heaven and Blinding Flash to bring the pain. Hope this helps.

Just cleared Hell mode with CcrooK earlier this morning with this setup. Hope it helps.
 
Can anyone just confirm the skill system's mechanics for me please?

It seems that the only way to modify or level up a skill after it has been unlocked is to use a skill rune of your choosing, and then after that it's all based on items?

As an example, skill A does 180% of base weapon damage from when it unlocks. Besides a rune that could potentially increase that 180% amount, will it ever increase? 190%? 200? 220?

Or...skill B, that "lasts 6 seconds", will it ever last 8? 10? 12 seconds? Or is it forever stuck at 6...

I'm not seeing a way that those values will ever improve, unless a specific rune unlocks that modifies it.

If this is a dumb question sorry, only in Act 3 normal.

Hate to quote myself, but I didn't get an answer and it's lost now 2 pages back :(
 
What's a good spot to farm money and blues if you are still on Act 1 - Nightmare?

I finished the game yesterday with no help from ze internets... and I put all of my money on the jewelcrafter and blacksmith. Now I just realized I screwed up and should of just checked the AH which is so populated atm... >.<

Now I'm getting boned in the butt by rares and elites even though I roll monk. D:

I just farmed on the road leading to the graveyard. 15k in 10-15 minutes.
 
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