Hi this is my DH build based on havign alll the element damage at ur disposal , all the skills synergize and most importantly has balance of hatred gen/use.
See this is why I can't stand it when people are stating 'omg this is the best build ever!'. Actual gameplay > napkin math.
Well... obviously lmao ; just havin fun with the builder.. seeing how its possible to stack the most instantaneous (Timing it all to go off same time) damage.
1. Your arcane orbs won't all hit them at once. it will be one at a time. which means a couple seconds.
Wow really ? So EACH orb does 177% ... even more damage !!! couple seconds .. never played D2 I guess ??
2. I used archon in pvp while at blizzcon, you get a new disintigrate, and some sort of melee hit. Disintigrate did not do that much damage at all. Obviously more than the normal one, it still required your target to be still. Also, you can't teleport while in archon unless runed, so if I run you will just slowly float my direction. LoS ftw.
Well... its about "unleashing" the archon form beside the target.. anything else the archon does is irrelevant to the main point of this build. The point is you arent supposed to able to run away after I initiate. I guess after doing the full combo you cannot teleport away with "illusionist".. possible to replace the talent with "Blur", and teleport damage with "reversal" ... if it works with archon.
3. If you're dueling me, i'm going to move, the only thing that would hit me would be your archon pop, your teleport, and MAYBE an arcane orb, because as soon as i see you pop on top, i'll move. Leap attack, tele, vault, spirit walk ect ect.
Sounds like you are relying on almost instant, melee distance damage. This reminds me of the PoM pyro days of wow. While it did awesome dmg, if your enemy isn't dumb then you're screwed after your initial burst. Also, DS only lasts 5 secs, and after that it looks like all I need to do is ranged dmg / kite you / use the arena barriers for los.
You are missing diamond armor (remember.. its about timing activating it.. and NOT teleporting yet but being NEARBY). As soon as it has 1 second left on it.. you teleport up to 35 yards and it goes off with archon pop simultaneously.. thats the skillful part. Also you are missing Storm Armor... auto-damage to nearby enemies. I have a feeling the Familiar 30% will be nerfed/removed so I might need to replace that.
Yes.. the WHOLE point is INSTANT melee distance damage, and how viable can it be if stacked to its maximum potential. Sure you could do minor tweaks to get a very good "pbaoe" build such as replace arcane orbs with arcane nova etc.. I still believe this build can be executed if you are skilled enough to time the skills.
Its a small knockback.. with proper teleporting I dont htink that will "reduce" my damage, since I will stay in range of my aoes hittin the target
Yes ofcourse.. (still.. have illusionist for a reset) the point is if it works the other way too.
hum intresting. can you give us some scenarios in really bad situations that you might find too dicy? like maybe some type of stun lock or being out ranged by a DH or perhaps a few deflects from a monk till your energy is blown out?
An ideal use of this build is to teleport on top of a target from up to 35 yards.. and timing the diamond armor explosion blast at the exact same time. So the better this build can be done.. the more unavoidable it gets.. since the damage is all timed to go off at the same second. If it becomes a problem.. can substitute teleports damage with wormhole .. for a much easier time to properly position yourself.
Hi... this build is a pvp build made to do instantanious damage.. although the full potential of this combo has an 80second cooldown because of Archon Form.. or just 15seconds without using Archon Form for lesser damage
Rotation for an Instant Kill: Get in teleport range of opponent... already have arcane orb/storm armor active, activate diamond skin.. teleport on top of the enemy and activate archon form as diamond skin pops
Total damage: 167% lightning, 629% physical, 701% arcane .. WITH a 50% damage buff on ALL damage meaning over 2k weapon damage,, well timed in literally 1 second ..
Actually one correction to the build... take out WoF for Exploding Palm with Obsidian rune. (5 time stacking 10% additional damage taken for 5 seconds every first 2 hits of EP.
Reason is that it has synergy with the build entirely.. from helping stack thorn damage against barbs/monks by spamming EP vs. them... to getting a quick 2 hits off + activating MoC 40% damage taken with Dashing Strike spam.. can get quick 60% damage taken debuff on opponent.. or a potential 110% damage taken debuff vs. a tank. This build makes alot more sense now.
Hi... this is my PvP monk build based on current skill tree, showing truly how powerful this class can be without needing to stand there spamming spirit generators like a motor cranking itself.
Mantras are on 15 second cool downs, with a "Bonus" 3 second effect upon activation, actual mantra lasts 120 seconds.
Having Mantra of Healing on.. generates 2.4 spirit/second (with talent) .. any other mantra 1 spirit/second.
The bread/butter DPS of this build is an 11 spirit Dashing Strike with 160% weapon damage and 1 second root/gap closer skill. WoF is there to generate quick spirit to perform Dashing Strike, in addition a gap closer as well.
The heart of this build revolves around juggling the Mantras AND their bonus effects during situations where they are needed to support escape/chase/damage etc. You basically have 4 skills on 15 second cooldowns which take nothing to activate.. for 3second buffs/120sec long buffs (not to sure if these 3sec buffs can be stacked for short time).. and WoF/Dashing Strike as gap-closers / damage.
Eg. Mantra of Retribution: activate when facing melee opponent, making him dmg himself for insane (remember 3second bonus) return damage, or run (where you can activate other mantra or dash strike/WoF chase)
Mantra of Healing: Your out of combat mantra, for regen (3second bonus is 400hp/sec regen) and important spirit regen.. roughly 5seconds gives one Dashing Strike, pretty much use this after/before engaging opponent to gain spirit.
Mantra of Conviction: This is your bread/butter Mantra to combine with Dashing Strike for amazing damage. 40% increase 3seconds.. can get off 2-3 Dashing Strikes, also have this active for the 38% aura slow vs. runners/chased etc.
Mantra of evasion: 3second of Two 25% evasion buffs, and 30% impairing effect lessend.. use this to escape demon hunters/wizards/ anything ranged.. or also to close the gap
A standard rotation could be have MoHealing active... get 20 yards to opponent.. activate MoConviction, Dash, WoF, Dash, etc. Against Barb/Monk can activate MoRetribution, then combine MoConviction/Dash combos when like 33 spirit
Well its not really about perma stun.. its more of a build for 2v2's and 3v3's .. where your sole job is to just jump around stunning people and breaking chains.. you have all the stuns for 3 people combined while ur team focuses damage
All 6 skills have a form of stun.. your job is to stun/interrupt every chance you get and just be a big annoying barb. Run with a shield/fast hammer, and feared by all monks.
Stomp = 100% to stun on use
Seismac Slam / Leap = 70% chance on use
weapon throw = 55% on chance
bash 25% / furis charge 3.5second stun on crit
very defensive talents as well....
charge in, stomp, seismac slam, weapon throw, leap, bash, wepaon throw etc.
I was thinking about this the other day, and the conclusion I can up with made me question the concept of a melee wizard.
When I think of a melee character, I generally think of two requirements.
1) A character who stands at the front line.
2) A character who primarily relies on melee attacks for damage.
Now look at the current concept of the melee wizard. She does stand in front line, but only slightly more so than a standard wizard. And through lower difficulties, spectral blade does seem to kill things. But what of higher difficulties? Spectral Blade, the only melee move for the wizard, hits for absolutely diddly.
The only way you have any hope to actually kill things is to use some other offensive spell that actually does the killing, while you stand in melee pretending that spectral blade is anything more than a bad joke. Meanwhile the wizard gets polluted by spells that otherwise sever no purpose, just so a small minority can imagine themselves as a melee wizard.
I agree with you that spectral blade is a terrible skill to rely on for damage. But I've came up with a really good melee wizard build... most/all of the damage does NOT rely on right-clicking enemies.. but ALL the damage DOES rely on physical-type dmg.
Now this is a HC melee wizard build... so it is modified to be more defensive than I would make a SC one.
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http://us.battle.net/d3/en/calculator/demon-hunter#YcXSVe!WVh!cabbZY
evasive fire : Poison + hate gain / position control
Bole Shot : Arcane + hate gain / synergy with entangling shot
Entangling Shot: Physical + hate gain / snare
Frost arrow: aoe slow good use inbetween aoe's etc.
Main 2 Aoe Spells both on extremtly low hate use.
Rapid fire : Fire / aoe
Multishot: Lightning / aoe
Basically entangling shot / bole shot to hate gain.. multi shot / rapid fire / frost arrow when needed
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Images dont instantly explode .. they last 15 or until killed .. if you could time activate them to explode that would own!
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Well... obviously lmao ; just havin fun with the builder.. seeing how its possible to stack the most instantaneous (Timing it all to go off same time) damage.
Wow really ? So EACH orb does 177% ... even more damage !!! couple seconds .. never played D2 I guess ??
Well... its about "unleashing" the archon form beside the target.. anything else the archon does is irrelevant to the main point of this build. The point is you arent supposed to able to run away after I initiate. I guess after doing the full combo you cannot teleport away with "illusionist".. possible to replace the talent with "Blur", and teleport damage with "reversal" ... if it works with archon.
You are missing diamond armor (remember.. its about timing activating it.. and NOT teleporting yet but being NEARBY). As soon as it has 1 second left on it.. you teleport up to 35 yards and it goes off with archon pop simultaneously.. thats the skillful part. Also you are missing Storm Armor... auto-damage to nearby enemies. I have a feeling the Familiar 30% will be nerfed/removed so I might need to replace that.
Yes.. the WHOLE point is INSTANT melee distance damage, and how viable can it be if stacked to its maximum potential. Sure you could do minor tweaks to get a very good "pbaoe" build such as replace arcane orbs with arcane nova etc.. I still believe this build can be executed if you are skilled enough to time the skills.
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Its a small knockback.. with proper teleporting I dont htink that will "reduce" my damage, since I will stay in range of my aoes hittin the target
Yes ofcourse.. (still.. have illusionist for a reset) the point is if it works the other way too.
An ideal use of this build is to teleport on top of a target from up to 35 yards.. and timing the diamond armor explosion blast at the exact same time. So the better this build can be done.. the more unavoidable it gets.. since the damage is all timed to go off at the same second. If it becomes a problem.. can substitute teleports damage with wormhole .. for a much easier time to properly position yourself.
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http://eu.battle.net/d3/en/calculator/wizard#iUPVdm!YWU!ZZZaca
Rotation for an Instant Kill: Get in teleport range of opponent... already have arcane orb/storm armor active, activate diamond skin.. teleport on top of the enemy and activate archon form as diamond skin pops
Total damage: 167% lightning, 629% physical, 701% arcane .. WITH a 50% damage buff on ALL damage meaning over 2k weapon damage,, well timed in literally 1 second ..
better stack that HP
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http://us.battle.net/d3/en/calculator/monk#UdVgRb!bUc!cbZbcY
Reason is that it has synergy with the build entirely.. from helping stack thorn damage against barbs/monks by spamming EP vs. them... to getting a quick 2 hits off + activating MoC 40% damage taken with Dashing Strike spam.. can get quick 60% damage taken debuff on opponent.. or a potential 110% damage taken debuff vs. a tank. This build makes alot more sense now.
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http://us.battle.net/d3/en/calculator/monk#idVgRb!bUc!ZbZbcY
Things to notice in this build :
Mantras are on 15 second cool downs, with a "Bonus" 3 second effect upon activation, actual mantra lasts 120 seconds.
Having Mantra of Healing on.. generates 2.4 spirit/second (with talent) .. any other mantra 1 spirit/second.
The bread/butter DPS of this build is an 11 spirit Dashing Strike with 160% weapon damage and 1 second root/gap closer skill. WoF is there to generate quick spirit to perform Dashing Strike, in addition a gap closer as well.
The heart of this build revolves around juggling the Mantras AND their bonus effects during situations where they are needed to support escape/chase/damage etc. You basically have 4 skills on 15 second cooldowns which take nothing to activate.. for 3second buffs/120sec long buffs (not to sure if these 3sec buffs can be stacked for short time).. and WoF/Dashing Strike as gap-closers / damage.
Eg. Mantra of Retribution: activate when facing melee opponent, making him dmg himself for insane (remember 3second bonus) return damage, or run (where you can activate other mantra or dash strike/WoF chase)
Mantra of Healing: Your out of combat mantra, for regen (3second bonus is 400hp/sec regen) and important spirit regen.. roughly 5seconds gives one Dashing Strike, pretty much use this after/before engaging opponent to gain spirit.
Mantra of Conviction: This is your bread/butter Mantra to combine with Dashing Strike for amazing damage. 40% increase 3seconds.. can get off 2-3 Dashing Strikes, also have this active for the 38% aura slow vs. runners/chased etc.
Mantra of evasion: 3second of Two 25% evasion buffs, and 30% impairing effect lessend.. use this to escape demon hunters/wizards/ anything ranged.. or also to close the gap
A standard rotation could be have MoHealing active... get 20 yards to opponent.. activate MoConviction, Dash, WoF, Dash, etc. Against Barb/Monk can activate MoRetribution, then combine MoConviction/Dash combos when like 33 spirit
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http://us.battle.net/d3/en/calculator/barbarian#aeSTWd!TeU!cbccca
All 6 skills have a form of stun.. your job is to stun/interrupt every chance you get and just be a big annoying barb. Run with a shield/fast hammer, and feared by all monks.
Stomp = 100% to stun on use
Seismac Slam / Leap = 70% chance on use
weapon throw = 55% on chance
bash 25% / furis charge 3.5second stun on crit
very defensive talents as well....
charge in, stomp, seismac slam, weapon throw, leap, bash, wepaon throw etc.
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I agree with you that spectral blade is a terrible skill to rely on for damage. But I've came up with a really good melee wizard build... most/all of the damage does NOT rely on right-clicking enemies.. but ALL the damage DOES rely on physical-type dmg.
Now this is a HC melee wizard build... so it is modified to be more defensive than I would make a SC one.
http://us.battle.net/d3/en/calculator/wizard#hcQWiV!fWY!ZaZbcY
Some notes: I still melee attack.. this build is for weapon/sword ; melee attacks is what regenerates my mana
Basic damage: Put up diamond armor (on a 10sec cooldown), teleport in the middle, and spam explosive blast
Wave of Force + melee attack to regain mana