Hey guys, I was wondering what you think the pro's and con's for each of the classes, if you want to see what pros and cons I already have listed, check out the post on my blog at:
WD Pros, excellent crowd thinner. Lots of blanket damage-over-time. This makes him an indispensable party player, but also make's him effective against most large mobs when soloing.
WD Cons, not very strong against individuals. Though he may have ways to do lots of damage to single targets, it will almost certainly become clearer and clearer in later difficulties that each move you use to kill a single boss is still most optimal against 5+ smaller monsters.
Barb Pros, can't be halted by resource drain. His rage builders are not exactly filler, you have every reason to be happy to use them the second their cooldowns are done. In fact, I imagine that if I had a Barb, about 4 of my skills would be rage builders, one would be a rapid spender, and one would be something like earthquake that is only used from time to time.
Barb Cons, well, not very many actually. If anything, I maybe just find his play a little boring. If I had to find a real flaw, though, I'd probably say that the barb absolutely MUST dedicate a rune on a skill and a passive to making sure he can heal himself quickly, and he will likely be more dependent than others on potions in the end.
DH Pros, fast. Speed is a nice thing to have, and DH has plenty of it. Having two pools is a nice plus. Tactically, it's interesting, but I think it's just fun. DH does lots of damage to single targets in a very short amount of time.
DH Cons, obviously needs a meatwall in front of them. Not much weapon diversity options. Other characters can opt for a decent sword or whatever if they want to teak a break from their assigned weapons, but if you don't want a bow as a DH, you picked the wrong class.
I disagree about the DH being confined to bows - last I heard a few of the demon-hunter skills had been changed to work regardless of the weapon you're using, making melee DH a real alternative. Grenades, Spike Trap, Impale, Chakram and Fan of Knives are all valid choices if you want to use, say, a sword/shield, as well as all of the discipline skills. In fact I can see the DH being one of the most popular shielded classes for just this reason, since they stand to gain the most from an armour boost and don't lose much by not dual wielding.
On a different note, I think one of the Wizard's many pro's is their swathe of utility spells. Things like Teleport, Slow Time, Frost Nova and Archon really have the potential to allow fast, dynamic changes of strategy in response to changing combat conditions, even within the one build. One con which I've noticed, on the other hand, is that the Wizard's signature spells are markedly inferior to their offensive abilities (in contrast to, say, the Barb, who's Fury Generators are as you say still quite powerful). This could result in noticeable peaks and troughs in damage output, with Wizards burning through their Arcane Power quickly and being forced to fall back on signatures while they recharge. This could get boring if regen times are too long, since I can't see many people having more than one signature. On the other hand, if AP regen can be boosted enough by items there could be no place at all for signatures, which I think would suck. I'm confident, though, that Blizzard will balance it perfectly, making the signature spells an important recourse whilst keeping AP regen at a level where the more varied and interesting offensive abilities are still usable. I'm rolling wizard. Can you tell?
I think the monk will struggle signicantly in Inferno difficulty. enemies are going to hit hard, and the monk is basically a melee caster, not able to take alot of punches. granted he can heal, reduce damage enemies do, and blind enemies, those abilities wont be available 24/7
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
I think the monk will struggle signicantly in Inferno difficulty. enemies are going to hit hard, and the monk is basically a melee caster, not able to take alot of punches. granted he can heal, reduce damage enemies do, and blind enemies, those abilities wont be available 24/7
In my opinion, monks are going to be completely opposite of your opinion. I think monks are going to be the most OP in Inferno. They have the most utility, can heal with multiple skills, can increase dodge and defense through passives that increase from your dexterity all while not sacrificing dps. Every other class in my opinion will have to sacrifice more to survive. For example, do you see barbs just mindlessly dual-wield smashing away in Inferno? My bet is that they have to sword and board while using passives not considered in lower difficulties.
i agree with what you said about the barb and the DH and i kind of agree with what you said about the pros of the monk but i disagree with what you said about the monk cons.
1- the monk is gear dependant??! all classes are gear dependant.(i disagree with WD and Wiz con no3 for the same reason)
2-will have troubles in PVP because of snares and slows... you have dashing strike with indigo increasing speed by 40% for 3secs and have no cooldown, SSS with crimson for teleport, WoTHF with crimson for the short dash, deadly reach for extra range...
3-i agree with 3 though, but even that can be dealt with by using 2 definsive skills like, serenity, BoH, Trancendence, MoH with crimson, Mantra of evasion with alabaster, near death experience...etc
here are the monk cons from my POV.
1- few offensive spenders (the monk have the least amount of active and passive skills) make the monk lack diversity.
2- might suffer from low spirit generation because it needs to stay close to generate spirit.
3- small health pool for a melee character.
monk pros.
1- very versatile and rarely faces a trade-off, ie: allow boosting attack and defence at the same time and have great synergies.
2- ton of heals and oh S#&% buttons.
3- can take many roles and very helpful in teamplay ex mantras, heals and buffs/debuffs.
I hate to bring negativity to this thread but I think that your list is sort of half-assed. Not only that, but you forgot to mention a lot of things. Like this for example: "Fury used for skills diminishes over time". There is a passive that can negate this, which I feel should be mentioned.
You could have went into a lot more detail and, honestly, done a lot more research before composing the list. You also mentioned things that we can't even be sure about. The part about the Wizard needing +%spell damage mid-late game? How does that make any sense? Their skills are based off weapon damage just like every other class. Like whuuu-huh?
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Playing a Wizard. Looking for Demon Hunters to play with.
I think the monk will struggle signicantly in Inferno difficulty. enemies are going to hit hard, and the monk is basically a melee caster, not able to take alot of punches. granted he can heal, reduce damage enemies do, and blind enemies, those abilities wont be available 24/7
he can increase his armor just as much as the barb can as long as hes attacking, he can SUPER negate all enemy dmg, and he can get TONS of dodge which completely negates all dmg when you dodge an attack. as well as all the insane healing spells he has too.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Yeah. You forgot things like One with Everything for resistances. And the CC you get through things like Blinding Flash, Alabaster Lashing Tail Kick, Inner Sanctuary etc. You can also combine offense and defense with skills like Obsidian Cyclone Strike. The Monk has 2 defensive Mantras... and you can rune the other two to be defensive too. If you look at the passives the Monk has only 1 passive that is a direct way to increase his damage... all the other passives are more or less defensive passives.
If you think about it... almost half of the Monks Spirit Spender are defensive Skills (Heals/CC/Movement) too.
i didnt forget them. i ran out of skills to add. lol. and yea seems like a lot of the monk skills are defensive and healing. he seems to be the number 1 at survival according to his skills. might pick him first now. lol
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Lies! I can't get enough of the action in beta with my monk and barb. The choice has been tough as to which I want to play first, but I'm going with the monk. I loooooove them both! In all honesty, I fall asleep playing WD or Wiz. To each their own!
Lies! I can't get enough of the action in beta with my monk and barb. The choice has been tough as to which I want to play first, but I'm going with the monk. I loooooove them both! In all honesty, I fall asleep playing WD or Wiz. To each their own!
To me this statement means that the Wiz and WD are so badass that the enemies never get close enough to make you run and thus you get no excitement in a1 norm lol This will not be the case once you get to the higher difficulties I assure you
WD has a dead space between levels 3 and 6 - assuming you use dogs and grasp of the dead. You are inactive a lot waiting for your GoD cooldown. To me that is its only drawback.
To me this statement means that the Wiz and WD are so badass that the enemies never get close enough to make you run and thus you get no excitement in a1 norm lol This will not be the case once you get to the higher difficulties I assure you
Unfortunately, it's the same for all classes in beta. Breath of Heaven for monks is a waste early on because healing isn't needed until SK - and that's only if you faceroll and ignore the encounter mechanics completely. All the classes are good, I'm just not a fan of playing the caster genre in any game
http://thediabloguy.blogspot.com/
Lemme know what you think of my post, or any other pros and cons I may have missed or you'd like to add, thanks guys!
WD Pros, excellent crowd thinner. Lots of blanket damage-over-time. This makes him an indispensable party player, but also make's him effective against most large mobs when soloing.
WD Cons, not very strong against individuals. Though he may have ways to do lots of damage to single targets, it will almost certainly become clearer and clearer in later difficulties that each move you use to kill a single boss is still most optimal against 5+ smaller monsters.
Barb Pros, can't be halted by resource drain. His rage builders are not exactly filler, you have every reason to be happy to use them the second their cooldowns are done. In fact, I imagine that if I had a Barb, about 4 of my skills would be rage builders, one would be a rapid spender, and one would be something like earthquake that is only used from time to time.
Barb Cons, well, not very many actually. If anything, I maybe just find his play a little boring. If I had to find a real flaw, though, I'd probably say that the barb absolutely MUST dedicate a rune on a skill and a passive to making sure he can heal himself quickly, and he will likely be more dependent than others on potions in the end.
DH Pros, fast. Speed is a nice thing to have, and DH has plenty of it. Having two pools is a nice plus. Tactically, it's interesting, but I think it's just fun. DH does lots of damage to single targets in a very short amount of time.
DH Cons, obviously needs a meatwall in front of them. Not much weapon diversity options. Other characters can opt for a decent sword or whatever if they want to teak a break from their assigned weapons, but if you don't want a bow as a DH, you picked the wrong class.
Bored of typing. List ends here.
I disagree about the DH being confined to bows - last I heard a few of the demon-hunter skills had been changed to work regardless of the weapon you're using, making melee DH a real alternative. Grenades, Spike Trap, Impale, Chakram and Fan of Knives are all valid choices if you want to use, say, a sword/shield, as well as all of the discipline skills. In fact I can see the DH being one of the most popular shielded classes for just this reason, since they stand to gain the most from an armour boost and don't lose much by not dual wielding.
On a different note, I think one of the Wizard's many pro's is their swathe of utility spells. Things like Teleport, Slow Time, Frost Nova and Archon really have the potential to allow fast, dynamic changes of strategy in response to changing combat conditions, even within the one build. One con which I've noticed, on the other hand, is that the Wizard's signature spells are markedly inferior to their offensive abilities (in contrast to, say, the Barb, who's Fury Generators are as you say still quite powerful). This could result in noticeable peaks and troughs in damage output, with Wizards burning through their Arcane Power quickly and being forced to fall back on signatures while they recharge. This could get boring if regen times are too long, since I can't see many people having more than one signature. On the other hand, if AP regen can be boosted enough by items there could be no place at all for signatures, which I think would suck. I'm confident, though, that Blizzard will balance it perfectly, making the signature spells an important recourse whilst keeping AP regen at a level where the more varied and interesting offensive abilities are still usable. I'm rolling wizard. Can you tell?
In my opinion, monks are going to be completely opposite of your opinion. I think monks are going to be the most OP in Inferno. They have the most utility, can heal with multiple skills, can increase dodge and defense through passives that increase from your dexterity all while not sacrificing dps. Every other class in my opinion will have to sacrifice more to survive. For example, do you see barbs just mindlessly dual-wield smashing away in Inferno? My bet is that they have to sword and board while using passives not considered in lower difficulties.
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1- the monk is gear dependant??! all classes are gear dependant.(i disagree with WD and Wiz con no3 for the same reason)
2-will have troubles in PVP because of snares and slows... you have dashing strike with indigo increasing speed by 40% for 3secs and have no cooldown, SSS with crimson for teleport, WoTHF with crimson for the short dash, deadly reach for extra range...
3-i agree with 3 though, but even that can be dealt with by using 2 definsive skills like, serenity, BoH, Trancendence, MoH with crimson, Mantra of evasion with alabaster, near death experience...etc
here are the monk cons from my POV.
1- few offensive spenders (the monk have the least amount of active and passive skills) make the monk lack diversity.
2- might suffer from low spirit generation because it needs to stay close to generate spirit.
3- small health pool for a melee character.
monk pros.
1- very versatile and rarely faces a trade-off, ie: allow boosting attack and defence at the same time and have great synergies.
2- ton of heals and oh S#&% buttons.
3- can take many roles and very helpful in teamplay ex mantras, heals and buffs/debuffs.
You could have went into a lot more detail and, honestly, done a lot more research before composing the list. You also mentioned things that we can't even be sure about. The part about the Wizard needing +%spell damage mid-late game? How does that make any sense? Their skills are based off weapon damage just like every other class. Like whuuu-huh?
lolwut http://us.battle.net...dbQT!XVa!cacccc (not an actual build, just list of other defensive abilities)
he can increase his armor just as much as the barb can as long as hes attacking, he can SUPER negate all enemy dmg, and he can get TONS of dodge which completely negates all dmg when you dodge an attack. as well as all the insane healing spells he has too.
i didnt forget them. i ran out of skills to add. lol. and yea seems like a lot of the monk skills are defensive and healing. he seems to be the number 1 at survival according to his skills. might pick him first now. lol
2. Seize the Initiative + Heavy Dex Gear = huge armor + evasion
3. Inner Sanctuary or Serenity or Blinding Flash or Breath of Heaven = I can take care of myself whenevr thinsg get ugly
4. Near Death Experience = Cheat HC
1 + 2 + 3 + 4 = monks are not fragile !
(just another way to reinforce what others said before me)
Lies! I can't get enough of the action in beta with my monk and barb. The choice has been tough as to which I want to play first, but I'm going with the monk. I loooooove them both! In all honesty, I fall asleep playing WD or Wiz. To each their own!
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To me this statement means that the Wiz and WD are so badass that the enemies never get close enough to make you run and thus you get no excitement in a1 norm lol This will not be the case once you get to the higher difficulties I assure you
Unfortunately, it's the same for all classes in beta. Breath of Heaven for monks is a waste early on because healing isn't needed until SK - and that's only if you faceroll and ignore the encounter mechanics completely. All the classes are good, I'm just not a fan of playing the caster genre in any game
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