this build can do anything
jump at you
charge at you
seismic slam your ass
go into a frenzy then earthquake ur ass down in
beserker mode
and you are done
"stun" BARB
Ancient Spear + Indigo rune ---Throw 8 spears pull back the enemy that it hits
Leap attack + Crimson Rune --- Shockwave that bursts forth and knocks enemies toward u from 45 yrds
Furious Charge + Obsidian --- Stun for 5 sec
Seismic Slam + obsidian --- Stun for 3
Weapon throw + obsidian --- Stun for 3
Ignore Pain + Golden ----- knocks back enemies 28 yrds reduces cool down by 25 secs also deal 50% weapon damage
Relentless - 20% below life all skill costs no fury damage reduced by 50%
Juggernaut-Duration of control impairing affects reduced 20%when stunned feared or charmed you recover 15% of ur max life
superstition - reduces all non physical damage by 20%
MOnk
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
Mantra Retrobution + obsidian --- when Mantra of ret damages attacker stunned for 2 secs
Its so hard to pick which mantra
Breath of Fire + Indigo --- increase healing to 9820 -13093
Dashing Strike + Alabaster --- stun enemy 3.5 secs
Seven Sided Strike + Obsidian rune --- 55% chance per hit to stun for 3 secs
Deadly reach + --- Obsidian --- Third Strike replaced with , hit up to 9 enemies withing 15 yrds for 125% weapon damage lightning
Inner Sanc + Golden --- allies regen 1170.9 per sec while inside circle
Pacifism --- when stunned feared or charmed all dam reduced by 75%
Near Death Exp --- when receiving fatal blow u instead restored 35% of Max life and 35% spirit
Exalted Soul - increase max spirit by 100
Witch Doc
Summon Zombie Dogs + Indigo --- 70% of damage taken is absorbed by ur Zombie dogs
Sacrifice + Alabaster --- 70% chance sacrificed dog to resurrect as a new zombie dog
Grasp of Dead + obsidian --- increase slow to 64%
Horrify + Indigo --- Increase area of effect to 26 yards
Mass Confusion + indigo --- who arent confused are stunned for 5 sec
Spirit walk + Indigo ---- spirit walk to 10 secs
Zombie handler - you can have 4 zombie dogs at once healther increased by 60%
Rush of essence - Spirit spells return 200% of mana costs over 10 sec
Death Trance - reduce damage by 20% when below 50%
Demon Hunter
Evasive Fire + Golden --- backflip costs 0
Prep + crimson --- removes cooldown skill cost 10 disc but restores all hatred
Fan of Knives + obsidian --- 20% chance to stun enemy for 3.5
Rapid Fire + obsidian --- while channeling launch 7 homing millsoles every sec that deal 50% weapon damage
Sentry + obsidian --- turrets fire homing rockets every 1.5 secs to hit target for 240% of weapon damage
vault + obsidian - as you travel shoot arrow for 205% weapon damage
Ballistics --- damage rockets increased by 100%
Custom engineering- duration for traps increased by 100%
Fundamentals --- Increases damage of ur basic attacks by 100% basic attacks restore 15 hatred
Wizard
Slow time + indigo --- slow time effects cling to enemies for 14 sec after they left the bubble
Diamond skin + crimson - Reflects 160% of damage
Frost Nova + Golden --- reduces cooldown to 5 secs
Teleport + Alabaster --- after casting teleport there is a 2 sec delay before the cooldown begins
Hydra + Indigo --- Lightning hyrda 41 - 48 dam
Ray of Frost + Golden --- reduce casting cost to 3 arcane per sec
Unstable anomaly --- when reduced to 20% life Release a showckwave that knocks all enemies back
Astral presence - Increase max arcane powere by 20 and arcane regen by 2 per sec
Illusionist --- whenever you suffer more than 15% of life in a single hit the cool down of Teleport is reset
Do other mantras Trigger off other mantras cool down?
for example
When using
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
would that trigger
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
cool down of 30 sec too?
The last Jay Wilson interview I watched, talked about why they reduced the active skills from seven down to six.
The idea was that with seven skills players generally were able to get every skill they wanted, and with six they had to make a choice.
I think they want you to get less than you want.
Also, I'm against the additional hotbar idea, I want to play Diablo with mainly my seven button mouse.
yes but people are still going to try and move skills around for situations
Im not saying add more hotkeys (6 active choices are fine
but just allow us to switch bars inbetween fights or situations with ease.
figure out a way to restrict us from abusing that
like i said dont let us switch bars in combat
or other options
like putting a cool down on switch hotbars
I don't understand why you want this, is it really just a lazy issue? If you are find with waiting out of combat and maybe close to town / with a cooldown, then why not just switch your skills with the 1 hotbar? Are you that lazy?
no Im not lazy but people are
and people would be willing to pay the extra cost of runes
to add extra hotbars as choices out of combat
yes there are too many skills to pick from
especially with rune affects to play
im not complaining
leaving only 6 choices to play with at a time is what makes this all so crazy
making all these skills
all these skills with runes
so situational
and interesting to use
yes but people are still going to try and move skills around for situations
Im not saying add more hotkeys (6 active choices are fine)
but just allow us to switch bars inbetween fights or situations with ease.
figure out a way to restrict us from abusing that
like i said dont let us switch bars in combat
or other options
like putting a cool down on switch hotbars
The last I heard BLizzard didn't want people just hotswapping skills around...(ie. they don't care enough to stop it, but it's not going to become the supported method of gameplay)
it should ... if people complain about it enough theyll add it
I suggest playing around with the skill calc
and just imagine what could be done with all those skills and runes possibilities
granted this is all theory craft at its best
but the pvp and pve combos are ridiculous on paper right now
Playin around with the skill Calculator
I realized there So many combinations x the rune combinations
to put together for PVP and PVE.
Blizzard should reimpliment the multiple hotbars option(1-5)
as they had in WoW. Not exactly like WoW but similar
where its just a choice between the bars (out of combat)
****(edited)Take out the option of being able to swap skills in combat all together.****
maybe set up a system like....
1. you CanNot switch hotbars while in combat just out of combat
2. or you can only do it in town or designated areas out of combat
3. or have Waypoints or objects emmit an aura/buff allowing the player to switch hotbars out of combat
maybe Blizzard can implement it by
using it as a gold dump making chars buy extra hotbars for gold or something
***it would definitely require more runes to maintain more hotbars and maintain the economy of runes***
well anyways...
seeing all the combinations and how many times I'm going to want to switch out
my skills for different situations.
I see a need for this in the UI please.
For Example
the Monk and his Mantras
for every mantra I would want a different skill set
and with a different skill sets i would want different runes
or Pvp sets
casters vs melee vs different combination of teams
you would want different skill set to your hotbar for each of these choices
there is no universal skill set and would make playing a character predictable if there was
PVE sets
boss fights vs aoe fights vs just running around grinding
now imagine
swapping out skills
then adding a new set runes
to do this everytime
it would become quite a tedious task eventually
that i would just become lazy and play the same build over and over and over again
not only with just skills
different rune affects of the same skill call for different skill sets
the combinations are endless...
Im not sure if someone already thought of this
or its already implemented?
0
this build can do anything
jump at you
charge at you
seismic slam your ass
go into a frenzy then earthquake ur ass down in
beserker mode
and you are done
0
i love the wd great for pvp and pve
0
witchdoctor will own pvp
0
ladies and men
the ladies are hardcore
and the men are soft
0
Ancient Spear + Indigo rune ---Throw 8 spears pull back the enemy that it hits
Leap attack + Crimson Rune --- Shockwave that bursts forth and knocks enemies toward u from 45 yrds
Furious Charge + Obsidian --- Stun for 5 sec
Seismic Slam + obsidian --- Stun for 3
Weapon throw + obsidian --- Stun for 3
Ignore Pain + Golden ----- knocks back enemies 28 yrds reduces cool down by 25 secs also deal 50% weapon damage
Relentless - 20% below life all skill costs no fury damage reduced by 50%
Juggernaut-Duration of control impairing affects reduced 20%when stunned feared or charmed you recover 15% of ur max life
superstition - reduces all non physical damage by 20%
MOnk
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
Mantra Retrobution + obsidian --- when Mantra of ret damages attacker stunned for 2 secs
Its so hard to pick which mantra
Breath of Fire + Indigo --- increase healing to 9820 -13093
Dashing Strike + Alabaster --- stun enemy 3.5 secs
Seven Sided Strike + Obsidian rune --- 55% chance per hit to stun for 3 secs
Deadly reach + --- Obsidian --- Third Strike replaced with , hit up to 9 enemies withing 15 yrds for 125% weapon damage lightning
Inner Sanc + Golden --- allies regen 1170.9 per sec while inside circle
Pacifism --- when stunned feared or charmed all dam reduced by 75%
Near Death Exp --- when receiving fatal blow u instead restored 35% of Max life and 35% spirit
Exalted Soul - increase max spirit by 100
Witch Doc
Summon Zombie Dogs + Indigo --- 70% of damage taken is absorbed by ur Zombie dogs
Sacrifice + Alabaster --- 70% chance sacrificed dog to resurrect as a new zombie dog
Grasp of Dead + obsidian --- increase slow to 64%
Horrify + Indigo --- Increase area of effect to 26 yards
Mass Confusion + indigo --- who arent confused are stunned for 5 sec
Spirit walk + Indigo ---- spirit walk to 10 secs
Zombie handler - you can have 4 zombie dogs at once healther increased by 60%
Rush of essence - Spirit spells return 200% of mana costs over 10 sec
Death Trance - reduce damage by 20% when below 50%
Demon Hunter
Evasive Fire + Golden --- backflip costs 0
Prep + crimson --- removes cooldown skill cost 10 disc but restores all hatred
Fan of Knives + obsidian --- 20% chance to stun enemy for 3.5
Rapid Fire + obsidian --- while channeling launch 7 homing millsoles every sec that deal 50% weapon damage
Sentry + obsidian --- turrets fire homing rockets every 1.5 secs to hit target for 240% of weapon damage
vault + obsidian - as you travel shoot arrow for 205% weapon damage
Ballistics --- damage rockets increased by 100%
Custom engineering- duration for traps increased by 100%
Fundamentals --- Increases damage of ur basic attacks by 100% basic attacks restore 15 hatred
Wizard
Slow time + indigo --- slow time effects cling to enemies for 14 sec after they left the bubble
Diamond skin + crimson - Reflects 160% of damage
Frost Nova + Golden --- reduces cooldown to 5 secs
Teleport + Alabaster --- after casting teleport there is a 2 sec delay before the cooldown begins
Hydra + Indigo --- Lightning hyrda 41 - 48 dam
Ray of Frost + Golden --- reduce casting cost to 3 arcane per sec
Unstable anomaly --- when reduced to 20% life Release a showckwave that knocks all enemies back
Astral presence - Increase max arcane powere by 20 and arcane regen by 2 per sec
Illusionist --- whenever you suffer more than 15% of life in a single hit the cool down of Teleport is reset
0
Do other mantras Trigger off other mantras cool down?
for example
When using
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
would that trigger
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
cool down of 30 sec too?
anyone beta mind testing that out?
0
with a ten sec cast to switch bars?
who wants to hold 30 runes for 6 active skills in bag/stash
just allow us to set up builds/hotbar sets for different builds
0
no Im not lazy but people are
and people would be willing to pay the extra cost of runes
to add extra hotbars as choices out of combat
0
then a monk would never use any other his other mantras
and with runes some of those other mantras are pretty nuts
and with every mantra you want a different skill set
and with every skill set you want differnt runes
and so on
and so on
just the way i see things unfolding i guess
0
especially with rune affects to play
im not complaining
leaving only 6 choices to play with at a time is what makes this all so crazy
making all these skills
all these skills with runes
so situational
and interesting to use
0
Im not saying add more hotkeys (6 active choices are fine)
but just allow us to switch bars inbetween fights or situations with ease.
figure out a way to restrict us from abusing that
like i said dont let us switch bars in combat
or other options
like putting a cool down on switch hotbars
0
I suggest playing around with the skill calc
and just imagine what could be done with all those skills and runes possibilities
granted this is all theory craft at its best
but the pvp and pve combos are ridiculous on paper right now
0
I realized there So many combinations x the rune combinations
to put together for PVP and PVE.
Blizzard should reimpliment the multiple hotbars option(1-5)
as they had in WoW. Not exactly like WoW but similar
where its just a choice between the bars (out of combat)
****(edited)Take out the option of being able to swap skills in combat all together.****
maybe set up a system like....
1. you CanNot switch hotbars while in combat just out of combat
2. or you can only do it in town or designated areas out of combat
3. or have Waypoints or objects emmit an aura/buff allowing the player to switch hotbars out of combat
maybe Blizzard can implement it by
using it as a gold dump making chars buy extra hotbars for gold or something
***it would definitely require more runes to maintain more hotbars and maintain the economy of runes***
well anyways...
seeing all the combinations and how many times I'm going to want to switch out
my skills for different situations.
I see a need for this in the UI please.
For Example
the Monk and his Mantras
for every mantra I would want a different skill set
and with a different skill sets i would want different runes
or Pvp sets
casters vs melee vs different combination of teams
you would want different skill set to your hotbar for each of these choices
there is no universal skill set and would make playing a character predictable if there was
PVE sets
boss fights vs aoe fights vs just running around grinding
now imagine
swapping out skills
then adding a new set runes
to do this everytime
it would become quite a tedious task eventually
that i would just become lazy and play the same build over and over and over again
not only with just skills
different rune affects of the same skill call for different skill sets
the combinations are endless...
Im not sure if someone already thought of this
or its already implemented?
but just a thought...