I'm getting closer and closer to level 60 and at the end of Hell, and looking forward to Inferno. What kind of stats did you have when you started Inferno? Or better question, how were they when you started to have some kind of success?
Not at home, so I can't check exact stats but at the moment I have around 38k health, 4,5k armor and 9k dps with Battle Rage.
The build I have been using through Hell: http://eu.battle.net....YiP!bXY!aacaaZ
So far it has worked great, not any HUGE problems, though I'm thinking of getting Superstision since magic damage seems to be the biggest problem. I've died few times, but thats just me playing badly.
EDIT: I've read how hard Act 2 is for barb, but I'll worry first about Act 1.
- 5/22/2012 1:43:16 AM Posted in: Barbarian: Bastion's Keep
2/28/2012 1:11:00 AM
http://us.battle.net...dheS!ZWg!ZZZaYbPosted in: Diablo III General Discussion
Mobile barb build with Leap and Charge, with shouts to buff and Seismic Slam as main damage dealer. Passives to buff damage.
9/20/2011 3:46:58 AM
Build: http://eu.battle.net/d3/en/calculator/barbarian#dTcgYS!abc!cZZaZYPosted in: Barbarian: Bastion's Keep
I'm bored at work, thinking about new builds and came up with this. I like the idea of having both Leap and Charge in the build: they both add great mobility (and I can choose to attack the casters/ranged first), generates fury and adds nice damage even against single targets with the correct runes. They can also be used as defensive skills, getting out of bad spot or leaping/charging on top of a health globe.
- Leap Attack with obsidian: Key skill in the build. Generates fury and does decent damage. Against single targets if I'm already in melee range I should do 200% weapon damage.
- Furious Charge with crimson: Another key skill and fury generator with better damage than Leap. I suppose this can be used against single targets just like Leap Attack?
- Cleave with crimson: Basic fury generator. Personally I like Cleave more than Bash or Frenzy but any of them would work just fine I guess.
- War Cry with alabaster: Buffing/defensive/fury generator.
- Battle Rage with crimson: Nice damage buff.
- Seismic Slam with indigo: I chose this as the fury dump, damage should be the best against group of mobs with this rune. I was thinking about alabaster rune too but the "narrow path" doesn't sound that attractive to me.
- Bloodthirst: Defensive passive, at this point it's kinda hard to say how useful this will be.
- Ruthless: More damage can't hurt.
- Inspiring Presence: Helps managing with the shouts, and adds some health regen.
I don't have any direct defensive abilities, but the health regen from Inspiring Presence + runed War Cry (+ armor bonus) + Bloodthirst should help me stay alive. And I already mentioned that Leap/Charge can be used as defensive skills too. If those are not enough, Battle Rage could be switched to Threatening Shout.
So the basic idea was to create fun to play mobile Barbarian who is charging and leaping around, shouting and smashing this with Seismic Slam and Cleave.
9/19/2011 4:25:53 AM
Gonna borrow your thread and ask a question about crits...Posted in: Theorycrafting and Analysis
Do (non-physical) crits add some kind of extra effect? I remember reading or watching someone from Blizz saying that they were planning on adding something extra for different kinds of crits, but that was a while ago.
Cold crits freeze mobs for a while, lighting crits stun for while, arcane crits silence for a while...you get the idea. How do these work in the beta or are every crits just a damage bonus?
9/19/2011 3:39:33 AM
Posted in: Wizard: The Ancient RepositoriesQuote from ArcaneWeaponI love your build since it's using 2 of the KEY spells from D2. While Meteor seems insanely expensive, from the math above you can see that you can manage to drop 5 in 8 seconds, that's pretty incredible I think. If you swapped some of those out for Blizzard you could last even longer before you bottom out and have to do a few sec of pure Electrocute (assuming you haven't managed to destroy everything on screen already).
I think the only change I'd make to your build is swapping a Crimson rune into Familiar. Prodigy coupled with Gold Electrocute should give you all the AP you need.
The -awesome- part of the build is that you can use both Frost Nova AND Blizzard to freeze enemies in place before dropping a massive meteor on their heads! This build might even be able to pull off the Indigo Meteor depending on how fast the 14 fall since enemies will be in place for so long.
This is going to be a FUN build.
I liked both Blizzard and Meteor sorcs in D2 so I started to play around with the idea of getting them both.
And it's true that I might have focused too much on AP. Changing Familiar would be the easiest choise for some extra damage. Or it could be changed to another defensive skill too if needed. That wouldn't mess too much with the idea of the build.
9/19/2011 1:10:20 AM
Posted in: Wizard: The Ancient RepositoriesQuote from Geoff326Quote from ArcaneWeaponVery interesting. I think I'm still leaning towards MM since it has longer range, but 21 AP a cast is no laughing matter.
Yea I'm still wondering which will be the better AP farmer
Given that you have Prodigy as a passive
Magic Missile (Golden Rune) = 5 + 14 = 19
This is a guaranteed 19 AP every hit.
Electrocute (Golden Rune) = 5 + (7/14/21) = 12/19/26
This returns variable AP depending on enemy circumstances which can return 7 less, the same, or 7 more AP than the Magic Missile alternative.
I guess it'll depend on how often Electrocute jumps. Personally I'm leaning towards Electrocute because it can potentially return more AP, it can potentially perform more damage, and I like the way chain lightning looks. I'll need to get my hands on the game to actually decide though cuz right now it's all speculation.
Agree with pretty much everything that Geoff said. And about MM having better range, from watching the videos I would say that you can aim Electrocute at the edge of the screen, and it also hits instantly making aiming easier.
@ElectricEel: I really don't understand what your build has to do with mine. The point of my build was to use Blizzard and Meteor as much as possible and since they cost a lot, I'm going to need as much AP as I can get. I'm not saying it's a bad build, it just has absolutely nothing to do with my build.
Anyway, I made another version: http://eu.battle.net/d3/en/calculator/wizard#PldaQO!bYX!ZabbYb
I think that the Alabaster/Crimson rune for Blizzard/Meteor is better than golden which I first thought. Sure, can't cast that many spells but the control/damage is much better. I switched Storm Armor to Energy Armor for higher damage at the start of the fight. I could cast 2 Meteors for damage and 1 Blizzard to freeze the mobs --> Electrocute to gain some AP and Meteor/Blizzard spam continues.
At this point I'm not really worried about melee mobs at all, since I can freeze them every 5 seconds and Blizzard should slow them down too. If I try to get the ranged mobs first with the Meteors followed by Blizzard/Frost Nova spam at the melee, I think this build might actually work. Probably. I just wish I could actually test this! :)
9/18/2011 1:23:17 AM
About Electrocute, check this video at 1:32 when he is about to attack some rare mob:Posted in: Wizard: The Ancient Repositories
When he casts Electrocute at the rare mob, it does hit two guys behind him = 3 hits total.
My theory about only hitting 2 mobs: Electrocute might not be able to jump "back". For example if there are 3 mobs in a line and you aim at the middle one, Electrocute will only hit the middle mob and then the mob behind him. So perhaps it can only make 90 degree jumps or something?
9/17/2011 8:42:53 AM
About those knockback effects: since you have Slow time with the crimson rune, wouldn't it be kinda bad to knock them out of the bubble? How about switcing Wave of Force to Frost Nova with the golden rune (5 sec cooldown) so they stay in the buble? Magic Weapon rune to crimson perhaps?Posted in: Wizard: The Ancient Repositories
9/17/2011 8:36:11 AM
So I was playing around with the skill calculator and came up with these builds...Posted in: Wizard: The Ancient Repositories
The only difference is in runes for Blizzard and Meteor. This should be obvious but I'm going to say it just in case: no, I dont plan to use these for Hardcore Inferno. It's more of fun build, maybe with some friendly barb or monk to take all the damage since I really don't have that much defensive skills.
The point of the build should be pretty simple, rain so much stuff from the sky (hopefully behind the front line) that others are going to complain about fps drops.
- Glass Cannon: I don't have runes that increase my damage so I feel like this is pretty important.
- Prodigy and Astral Presence: more arcane power = more Blizzards and Meteors!
Active skills and runes:
- Blizzard with golden/alabaster rune: With storm armor and golden rune this would only cost 17 AP. Alabaster rune would make this a better damage dealer/crowd control spell.
- Meteor with golden/crimson: Heavy hitter of the build, especially with the crimson rune. With golden rune cost would be 32.
- Storm Armor with golden rune: Reduces the cost of other spells.
- Electrocute with golden rune: Combined with the Prodigy passive and golden rune, hitting 3 targets would generate 26 AP. And it looks awesome.
- Frost Nova with golden rune: This is the only defensive/control spell in the build, with golden rune you can spam it quite often. Also frozen mobs are easier to hit with Meteor and Blizzard so this helps with damage too.
- Familiar with golden rune: AP regen.
About Arcane Power:
- Base ammount with Astral Presence = 120
- Regen with Familiar and Astral Presence = 19,5 per second (750 base regen/min + 270 from Familiar + 120 from Astral Presence)
- Like I wrote earlier, Electrocute with the golden rune should generate 26 AP if I hit 3 targets, or 12 if I only hit one.
I would guess this would be kinda fun to play, since I've got really good AP regen wich allows me to cast lots and lots of stuff constantly.
9/16/2011 6:51:19 AM
Posted in: Barbarian: Bastion's Keep
No Escape passive gives 20 Fury per kill and with AoE everywhere I was hoping that would keep my Fury level steady. You're probably right it's going to be a bit too little fury generated but keep in mind that 3 of 4 spenders are on big cooldowns (30 sec, 90 sec and 120 sec), Weapon Throw costs 20 Fury but every kill with it refunds 20. Leap Attack and War Cry generate 75 fury per 30 seconds.
Overall I like this build and looks like it would be fun to play, but what are you going to do when you face tougher than average mobs with high health? They most likely won't die from few weapon throws and you'll run out of fury.
And what about bosses? Do you plan to use different skills just for them?
Maybe you could switch Battle Rage for another fury generator, Cleave or Frenzy perhaps...would help with the fury problems. It wouldn't completely take the ranged feeling from the build away, you could only use Cleave/Frenzy when needed.
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