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  1. #141
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    ive been twinking my wiz too.

    socketed ammys appear at 15.. as do helms.. ( i put +exp% in that one lol ) and weapon (hello ruby!)
    pants come at 18, body at 20..
    so theres a good chance you'll only start using socketed stuff in act 2.
    i reached act 2 in less than 3 hours, so its not very much time spent.

    oh, lv6 you can get +dmg rings with attack speed bonus. helps too.

    other than that, the AH is a great place to pick up low level rares that max certain stats you're looking for.. at very cheap prices.. like 200g-5k LOL

  2. #142
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    Quote Originally Posted by Mythe_Seraph View Post
    Also I am getting dominated in Inferno as Monk. Having a real tough time. Have approx 40k HP and 7.5k DPS. Not sure where I can improve without investing millions into pieces, and I don't have that kind of gold to purchase items. Should I farm Hell with gold+% gear or what? I don't see how people are making millions and millions.
    The people making millions are the ones farming Inferno non-stop and selling legendaries for millions. If you can't do that, you could either try farming Hell for items and getting lucky, or just farm gold for steady money. Like you said, with a decent gold find setup you can make 150~200k a run in gold drops alone. Don't forget you get extra GF from Nephalem Valor once you're 60.

  3. #143
    Cyn
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    Fucking LOVE the build I'm using in A3 Hell right now to solo. The only 2 abilities I'm using to kill with are spectral blades and venom hydra (which is pure rape in a more melee style build, jesus...), so AP is literally a non-factor, and with decent leech, regen and orb mods it's tough as nails even with more of a DPS than VIT build: http://us.battle.net/d3/en/calculator/wizard#WXOSjR!aYf!caYZab

    Current stats (even managed to throw on 31 MF lol...):

    Pretty sure it will be completely useless by Inferno Act II, but for now it's immensely fun.

  4. #144
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    Quote Originally Posted by Kaelan? View Post
    The people making millions are the ones farming Inferno non-stop and selling legendaries for millions. If you can't do that, you could either try farming Hell for items and getting lucky, or just farm gold for steady money. Like you said, with a decent gold find setup you can make 150~200k a run in gold drops alone. Don't forget you get extra GF from Nephalem Valor once you're 60.
    I'm at 60 and have for a few act 3 farming runs. Not bad I guess. Found a ton of magic and rares. Some have sold for a bit on AH but I feel like the AH is so unstable right now it's hard to sell anything but the best stuff.

  5. #145
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    @Cyn: I'm using that same build sans hydra (got arcane orb on rmb instead) in nightmare atm, it's strong as fuck (might switch to hydra when I get venom rune). When I switched to this build I had to check to make sure I was still in nightmare, mobs die sooo fast.

  6. #146
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    http://us.battle.net/d3/en/forum/top...83853?page=1#0

    Spoiler: show
    Wrath ∞f the Berserker

    Ever since they put out the character build planner I've had my sights set on using wrath of the berserker and making it last for as long as possible. After some trial and error I've come up with a proof on concept for keeping wrath on full time. Instead of trying to perfect this build in secret I've decided to share it with everyone.

    Required Skills

    A. Wrath of the Berserker :: 120s cooldown :: 15s duration
    Rune → Thrive on Chaos [+1s duration per 25 fury generated.]

    B. Bash :: +6 Fury per hit
    Rune → Instigation [+6 additional fury per hit.]

    C. Sprint [-20 Fury, instant cast, instant recast]

    Opt. Throw Weapon
    Rune → Dread Bomb [-All fury per hit.]

    Theoretically, if you can reach an attack speed of 2.09 attacks per second you can generate enough fury to keep wrath up forever.

    Important Notes

    Dread Bomb - I choose dread bomb because in order to increase the duration of berserker you need to actually generate fury. You can't increase the duration by bashing things at max fury. If you want a multi-target attack besides revenge this is the one I'd recommend using.

    Sprint - Sprint has an instant cast and an instant recast. This means you can spam it to use fury and it won't interrupt your attacks. Keeping wrath up when you have enemies is pretty easy. If it goes down it's most likely because you ran out of enemies to attack. Sprint allows you to get to or find enemies much faster than normal.

    Bash over frenzy - Bash with instigate will actually generate more fury than frenzy at 5 stacks. Compound this with the fact that you need to bring frenzy up to 5 stacks in the first place and bash became the obvious superior choice for a proof of concept.

    No crowd control - Perhaps the most important part of this build. With wrath active you can't be cc'd. You can't be frozen, you can't be feared, you can't even be caught in diablo's cages.

    Attack speed - While a 2.09 will technically work I believe it is important to overshoot it so you have room for running to enemies, using revenge, etc.

    Dual Wield - +15%IAS, does anything more need to be said? This could potentially be very helpful to the build.

    Mighty Weapons - If you want to use a passive slot for weapon master, mighty weapons will actually generate more fury than a dagger can.

    Superstition - This is a great passive for the build. Not only does it provide a 20% magic defense mechanism but you also generate fury incredibly fast when inside a dot effect.

    Critical Hits - Using wrath increases your critical hit chance by 10%. If you want to combine this with battle rage[into the fray] you could possibly generate fury even faster. Or possibly utilize a slower weapon.

    Dodge - Wrath increases your dodge rate by 20%. If you choose the Rush rune for sprint you should have an additional 12% at all times. This means you can have a barb running around with at least 42% dodge at all times.

    Life Leech - Since this build requires really fast weapon swings, life on hit weapons are highly recommended.

    Proof of concept video

    http://www.youtube.com/watch?v=4tg6SMLonQ8 - This fight was performed against hell diablo since I don't have the gear nor the ability to fight most inferno bosses.

    The test build for the video was this: http://us.battle.net/d3/en/calculato...SVk!beY!Yccccc I used a mighty weapon with 19% IAS, a 15% IAS ring, and 14% IAS gloves.

    Currently I'm using this build to work out any kinks: http://us.battle.net/d3/en/calculato...PVk!beX!Ycaccc

    Afterword

    I've only been testing the build on act 1 inferno for a little while, but it seems to work rather well. There is a lot of button mashing so it's definitely not a laid back build that doesn't require much attention. I'm looking forward to seeing how people take my core build and change it to suit themselves.

  7. #147
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    Thats brilliant.

  8. #148
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    Any WDs still using posin dart I feel like its underated

  9. #149
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    Plague Bats is the shit. Darts suck compared to Firebomb imo.

    Firebomb clean up, Plague Bats for high DPS and AOE, Spirit Walk/Soul Harvest initiation/recovery(mana/health) and Gargantuan + Wall of Zombies or Vision Quest mana regen for Plague Bats spam. I feel like this build could last even in the highest difficulty, everything melts under Plague Bats.

    I stopped using Poison Darts as soon as I got leaping spiders and never went back.

  10. #150

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    Leaping spiders are good, but on-hit effects don't work on anything but the initial jar throw(life on-hit and leeching is what I'm concerned with). Plus, they have their own AI and will attack whatever they want.

    I'm in last act of hell and the only damage I use is splinters(180% weapon damage, vs 228% of leaping spiders, although they don't always get their 3 hits in because of moving monsters and what not) and fire bomb. Fire bomb I think is way too underrated and I prefer that over the other AoE variant of vision quest + dire bats or someshit because you're encouraged to literally waste cooldowns in VQ builds which could be stupid in some scenarios.

    Don't get me wrong, spiders fucking rock and I used them forever and even had hardy laughs when my favorite SC2 pros DIDN'T use them on stream. But they're only really efficient on some bosses later on, imo. Everything else benefits too much from long range and somewhat pinpoint attacks. On elites, for instance, I want to focus them down one by one since, depending on the type, I can face tank 2 and definitely face tank 1 with Hex/horrify/spirit walk. And spiders will attack whatever the fuck they want lol

    Only builds I use atm are:
    darts/firebomb + spiritwalk/hex/soulsiphon/horrify with Jungle fort(who DOESN'T get this? sucks that no matter what I do I need this on..) pierce the veil, spirit vessel.
    zombie bears/fetish army + big bad voodoo/spiritwalk/hex/soulsiphon with VQ, and depending on what I'm doing, combination of jungle fort/bad medicine, pierce the veil/spirit vessel.

    darts are for single target dmg obviously, and bombs are for aoe. I much prefer the low mana-cost spammable shit to VQ buils with dire bats or something since it's dangerous to blow your cooldowns and expect a long fight anyway because you still have to kite.
    And horrify's mainly for armor buff, but the CC can be useful too - sometimes you can spirit walk in between elites, horrify, split them up, and they wont re-aggro. or at least get a second or two with the hex'd one you split from the group

    VQ build I've only used on butcher so far and it was ezpz, but it's usable on tons of other shit, too. With spirit vessel and spirit walk you have at least 6 seconds of uninterrupted bear spam that can take out an entire elite pack(on hell, anyway) and I'm betting it can do the same on inferno considering I've seen WD do inferno butcher in like 20 seconds with it. Plus, you could kite legion elite up against a wall and make all 3 bears hit the same target for ~700% weapon damage per cast.

    wow, that's not even all of my thoughts on WD and it's a huge wall'o'text. Sorry, lol

  11. #151
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    Quote Originally Posted by blotrees View Post
    Any WDs still using posin dart I feel like its underated
    Splinters are our best single target dmg and most WD's in inferno are using them.

    VQ bear build with Splinters made Hell and Act1 inferno a joke for me. And when I group with my monk friend I'm ridiculously overpowered.

  12. #152
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    Anybody (Odon) have a good Wizard soloing skillset for Inferno? I was doing a no-sig with RoF/Blizz build, but mah gawd you just cannot take hits in Inferno, even with Force Armor+ Diamond Skin. Fast/Teleport/Jailer/Vortex mobs ruin my day, and mortar on any of these is a further complication. Also, considering Neph Valor, I need a build flexible enough to handle many situations.

    I'm currently trying:

    Magic Missile - Attunement(AP Steal)
    Blizzard - Stark Winter (AoE increase)

    Hydra - Venom Hydra (pool damage is stupid good)
    Magic Weapon - Force Weapon (Bonus-bonus DMG)
    Teleport - Wormhole (4x teleports)
    Diamond Skin - Crystal Shell (Extra absorbtion)

    Passives:
    Astral Presence - 20 extra AP, extra regen
    Arcane Dynamo - get 5 charges, drop a souped-up venom hydra.
    (Often rotating third - Glass Cannon, Illusionist, Cold Blooded)

    When I roll with my monk friend I tend to switch back to the No-Sig RoF/Blizzard build for the extra DPS.

    Thoughts? Opinions? Inferno?

  13. #153
    Cyn
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    I use Blizzard with Stark Winter and Venom Hydra for damage, Teleport with the decoys (Fracture?) for my root break / defensive, Force Armor (I use it in every setup... it saves your ass so often) and both Sparkflint and Force Weapon. Passives are Illusionist, Glass Cannon (Duh! lol) and Galvanizing Ward. I use the Templar follower set to HP regen and heal abilities, so between that, GW and the regen on my gear I get +1300 life per second, so thanks to FA I can get hit every once in awhile and as long as it doesn't one shot me I am usually back to full pretty quickly (also have +27 yard health pickup and +5000 globe bonus).

    Still in Act II though, but I play damn near 100% solo. If I'm doing Act 1 I don't kite at all unless it's a really tough pack. A lot easier to just straight tank and use Spectral Blades + Hyrda to burn shit down.

    Also, there's a pretty good chance that Arcane Dynamo doesn't work with Hydra even though it takes your stack. People have apparently confirmed that it doesn't with Arcane Hydra, but it's pretty hard to test reliably with Venom...

  14. #154
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    I use this build currently:

    Arcane orb - 20cost
    Blizzard - 20cost
    teleport - wormhole
    familiar - ancient guardian
    magic weapon - force weapon
    energy armor - FA

    passives are glass cannon, astral presence, temporal flux

    Gear is really high crit rate (im at 45%, lol), ap on crit, int, vit, hp%, some all resist.

    I think about 48K damage, 42K HP now, and using terrain, kiting, and tyrael and able to farm just about anywhere in inferno, though I mostly stick to Act3.

    Only recently got my crit rate as high as it is, might switch blizzard to a more useful rune since I think AP is going to be less of an issue at 45% crit now. I will also occasionally swap out ancient guardian with some other utility spells: time warp damage amp to slow projectiles and +dmg while kiting usually in act 3, frost nova with low cooldown to save my ass from faster mobs in act 4, and plain old sparkflint for more damage when playing with other people who can take hate a little often. I'll also switch out passives every once in a blue moon, usually temporal flux for illusionist if I really need it.

  15. #155
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    Here is my lolbuild what should i change in your opnion?

    http://us.battle.net/d3/en/calculato...dSQ!abW!YaZbba

    PS i'm playing Hardcore and i'm lv 47

  16. #156
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    I can't imagine playing hardcore yet in this game.

  17. #157
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    Quote Originally Posted by Ratatapa View Post
    Here is my lolbuild what should i change in your opnion?

    http://us.battle.net/d3/en/calculato...dSQ!abW!YaZbba

    PS i'm playing Hardcore and i'm lv 47
    I liked this build

    http://us.battle.net/d3/en/calculato...VXT!ZdU!YabbZZ

  18. #158
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    If I were to play Hardcore, I would not move on to a new Act until I was high enough level to face-roll everything.

    I thought I was invincible until I got to the end of Normal Act III and through Act IV... I feel like I need movement speed just to get the hell out of the way of Mortar elites.

  19. #159
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    Mortar only attack range so stay close to them and destroy em

  20. #160
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    My HC 33 monk facerolled act III and IV on normal to the point where I did 3 bosses in like 15 mins (azmodan -> the two diablo throws at you that get achieves). Friend messaged me to slow the fuck down lol. 33 might be a little overlevel for the end of normal though? I dunno. I upgraded my gear every few levels and never came close to dying except once or twice when in Heart of Sin I got 3 champ packs at once on me (hoo boy).

    Regardless, I use deadly reach/+armor rune and spin kick/armada for knockback
    Regen mantra/+extra life, blind/+extra length, healing spell/+extra life, 7 sided strike/extra strikes

    idr passives D:

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