In celebration of the awesome new game we are about lose ourselves in, I have created a build to take maximum advantage of the shiny new game engine.
Ladies and Gentleman, I give you "The Physics Barb" (or Skittles for short)
Every skill is designed to make maximum use of those physics algorithms to send bodies flying all over the screen. Guaranteed to annoy your co-op buddies to distraction as they attempt to get a target on the ever flying enemies.
The build is split into two halves: skills to draw the monsters in, and skills to knock the monsters outwards with the idea being to keep drawing monsters together in big groups to create massive knockback explosions to really give the game engine a stress test.
Leap Attack (Call of Arreat)
Ground Stomp (Wrenching Smash)
Ancient Spear (Grappling Hooks)
All fairly low cooldown fury generators.
Cleave (Scattering Blast)
Seismic Slam (Shattered Ground) - The builds only real fury dump
Furious Charge (Merciless Assault) - I took MA over other runes to give me mobility and allow me to engage ranged mobs faster.
As you can see 5 of the 6 skills generate fury so being fury starved will never become an issue. Cleave will probably be the bread & butter attack but given the rage generation I will be able to dump plenty of Seismic Slams.
In terms of passives given how often I might be at max rage I considered picking Beserker Rage, however opted against it in favor of passives that enhanced my critical chance (Ruthless & Weapons Master) to create synergy with scattering blast rune). This character will use the most beastly 2-handed Mace I can find as I feel that kind of fits the whole smash things all over the shop theme. To create further synergy I took No Escape as my final passive, making use of my high crit chance to allow me to use Ancient Spear a lot so ranged enemies should not be too irritating.
As far as stats go I have so much knockback I don't expect to be spending much time tanking large groups at once so I will probably forgo a little more defense than usual in favor of crit and useful procs like chance to stun or chance to knockback.
The build is noticeably low on any built in form of life regen so some life leech will be very important on gear. Should I run into major problems Furious Charge and Leap can become good escape tools.
- 2/27/2012 6:15:58 PM Posted in: Diablo III General Discussion
2/20/2012 5:41:06 PM
This is the vision most people have for D3 chat. I jsut wish Blizzard would open their minds to it.Posted in: Diablo III General Discussion
2/20/2012 5:36:17 PM
Playing D2 the community came up with many ways to make playthroughs more fun or challenging over the years such as Ironman or the Trials.Posted in: Diablo III General Discussion
I plan on mostly palying HC again in D3. Once I have played with the builds I want and am looking for a bit of diversion, I thought it would be fun be to open the skill calculator and use the chat gem to roll a random build for., That is the build you must then use for the entire playthrough (no other runes, spells or passives allowed), even if that means waiting until level 12 to unlock your first ability.
Having rolled a few random builds I have seen how nasty some can be. The other day I rolled Ice armor, Storm Armor and Energy Armor all in the same build. I realise that sounds pretty stupid, but the fun for me comes from taking those weird builds and seeing how far you can take them through the game in hardcore.
This would be even more fun with a whole party all randoming it up. Would this kind of thing appeal to anybody else?
- 10/11/2011 5:55:19 PM Posted in: News & Announcements
- 10/11/2011 5:55:19 PM Posted in: General Discussion
- 10/11/2011 5:54:36 PM Posted in: News & Announcements
- 10/11/2011 5:54:36 PM Posted in: General Discussion
7/9/2010 1:44:02 PM
There will obviously be similarities between the games, but I really hope D3 doesnt feel like D2.Posted in: Diablo III General Discussion
Why? Because D2 destroyed every bit of atmosphere that D1 had in bucketloads.
D1 left the player feeling trapped in tight claustrophobic dungeons with blind corners everywhere and so many doors that you are waiting for something to fly through when you open it. The crackle of flames and the sound of the footsteps wandering around the halls of the catacombs was amazing.
In addition D1 had some truly epic quest areas..the chamber of bone, halls of the blind, arkaines valor room with its cool levers..simple but it felt like you were in an important setpiece.
D2 in contrast moved to an open world mostly comprised of large rectangular zones full of right angled corners with little to no detail in the middle bar a few minor detail texture doodads on the floor. There was no feeling that the monsters where closing in on you as you could simply run back to the empty playing field behind you. (having sprint allowing you to easily outrun monsters also destroys lots of tension).
The best areas in D2 for me where the tombs of act 2 and maybe durance of hate..they were as close to the original d1 formula as it got.
Im sure blizz will get the item game right and things like skills, etc but ultimately if the basic playing experience is not made to encapsulate the player then the game is destined to become boring quickly. Blizz need to look at the feel of d1 vs d2 and recreate that epic/evil feeling.
From what ive seen so far..doesnt look like this is the case and its another characterless D2 style item farm.
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