confirmed that this is a viable build.... it'll take 20~25 minutes to kill diablo though.
it sucks when you have some affixes (ie. arcane waller) but it's definitely a viable alternative for those who don't want to play glass cannon anymore.
my stats: 40K HP
500 AR
10.1K DPS
1400 LOH
27% Block
Electrocute: best skill in the game so far in beta. I'm assuming this doesn't change.
Wave of Force: I went with Force over frost because I felt like I was over-relying on Frost as my primary control method in harder modes.
Teleport: Helps with escape utilities... especially with hard to control boss mechanics.
Familiar: Increase my damage output while monsters are controlled
Mirror Image: Another control utility that can add a little DPS for harder mobs end game. Mainly so I don't get stuck in a hole. I'm assuming these are very similar to how lethal decoy works for monks (minus the attracting enemies part)
Ray of Frost: I really like this skill. I'm debating on the rune to use since my primary skill will be electrocute and this will be used as a semi-control device.
advice?
Did I go too much into control?
My main goal as pretty much everyone else playing wiz (lol) is trying to find a right balance of DPS & control
i see a shield character... most likely a spear character that can go either shield or 2 handed spear the most probable way to go...
(like the ancient greeks or romans)
Also, I'd like to point out ala diablo 2 followers can also be playable in game (see: barbarian).
Yes, I realize that they are supposed to be more powerful than the generators, obviously. My point is that the generators really do not generate fast enough. Playing barbarian, I was smashing face and generating fury VERY fast. As a monk, it was taking ages to build up the spirit be able to use my powerful abilities again.
true, reading the skill calc the spirit generated by his generators should be at least doubled, considering he has 200 base spirit vs the 100 fury the barb has, the barb fury spenders use FARRRRR less fury then the monks spirit spenders. lamesauce. hopefully this is fixed
watched a few monk gameplays and it seems alot of people are using spirit spenders only in certain situations and remaining at high spirit most of the time. i dont like how it is, i want to constantly switch back n forth between spirit spenders and generators like fury gen/spend. hmmm... hope blizz is aware of this
Yup, this exactly. Barb there seems to be a nice medium between the two. Monk doesn't feel nearly as powerful or as smooth. I hadn't noticed it until I actually played and was not impressed.
i find it very odd that if this is the case, why did blizz nerf the monks spirit generators?
On the beta the monks ability to acquire spirit is in the toilet.
You can only do spirit generating attacks 90% of the time, in other words you push one button the whole time. Dashing strike is the only thing you can afford the other 10%. Lashing tail kick is awesome, but its so expensive its only worthwhile on bosses. And lethal decoy, lol.
Maybe it gets better at higher levels though.
agreed. for the skelly king fight though, i found lashing tail kick to be slightly less useless than lethal decoy in terms of damage per spirit cost.
i was averaging about 110 vs. lethal decoy's 220ish.
This has turned from a "Which class will be the least played" to a "this is the class I least like" thread. You're not supposed to vote for the one you like least, you vote for the one you think will be least played out of them all when the game ships. "I vote hurr durr cuz i no liek it" isn't the purpose of this thread.
i feel like at this point in the game, your own point of reference is the only valid opinion. how else are you going to distinguish between how one is going to be more popular than the other?
that's true. i based my thoughts on what is going on in beta since there's no reliable way for me to test how awesome the monk's skills are end-game.
your second point about lashing tail kick... you're right. i forgot that it's no longer on CD. forget what i said about spirit spenders... that was pre-patch :x...
of course all of this being said, i will be playing monk as my first character... because they are awesome
tested all the chars... in terms of intuitiveness & damage output (assuming those will be the factors for popular classes) it'll be:
wiz/barb (i think they're almost equal) --> Monk --> WD --> DH
wiz aoe/spell abilities are unparallel imo.
barb's damage output & mobility via leaping attack is amazing.
monk is also pretty intuitive to play... but it lacks skill synergy & ways to expend your spirit points.
WD is confusing as hell to play in the beginning, but the further you get in the game, the more fun it gets! (moar dots!)
i really didn't like DH personally. low damage output haven't been able to maximize damage output even after gearing him out, hate generators kind of suck...
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it sucks when you have some affixes (ie. arcane waller) but it's definitely a viable alternative for those who don't want to play glass cannon anymore.
my stats: 40K HP
500 AR
10.1K DPS
1400 LOH
27% Block
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Post if interested
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I've updated the build to:
http://us.battle.net/d3/en/calculator/wizard#eciZOj!dYU!aaaZZZ
thoughts?
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Came up with this build:
http://us.battle.net/d3/en/calculator/wizard#eciPTj!dcU!aabZab
Electrocute: best skill in the game so far in beta. I'm assuming this doesn't change.
Wave of Force: I went with Force over frost because I felt like I was over-relying on Frost as my primary control method in harder modes.
Teleport: Helps with escape utilities... especially with hard to control boss mechanics.
Familiar: Increase my damage output while monsters are controlled
Mirror Image: Another control utility that can add a little DPS for harder mobs end game. Mainly so I don't get stuck in a hole. I'm assuming these are very similar to how lethal decoy works for monks (minus the attracting enemies part)
Ray of Frost: I really like this skill. I'm debating on the rune to use since my primary skill will be electrocute and this will be used as a semi-control device.
advice?
Did I go too much into control?
My main goal as pretty much everyone else playing wiz (lol) is trying to find a right balance of DPS & control
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(like the ancient greeks or romans)
Also, I'd like to point out ala diablo 2 followers can also be playable in game (see: barbarian).
or:
"The Drunkard" aka. Follower of Farnham.
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opt-in
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j/k. just what i thought would've happened
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agreed. for the skelly king fight though, i found lashing tail kick to be slightly less useless than lethal decoy in terms of damage per spirit cost.
i was averaging about 110 vs. lethal decoy's 220ish.
lvl 13 beta monk = cripling wave -> dashing strike rinse & repeat
i feel like at this point in the game, your own point of reference is the only valid opinion. how else are you going to distinguish between how one is going to be more popular than the other?
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your second point about lashing tail kick... you're right. i forgot that it's no longer on CD. forget what i said about spirit spenders... that was pre-patch :x...
of course all of this being said, i will be playing monk as my first character... because they are awesome
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wiz/barb (i think they're almost equal) --> Monk --> WD --> DH
wiz aoe/spell abilities are unparallel imo.
barb's damage output & mobility via leaping attack is amazing.
monk is also pretty intuitive to play... but it lacks skill synergy & ways to expend your spirit points.
WD is confusing as hell to play in the beginning, but the further you get in the game, the more fun it gets! (moar dots!)
i really didn't like DH personally. low damage output haven't been able to maximize damage output even after gearing him out, hate generators kind of suck...
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deadly reach --> fists of thunder --> exploding palm --> crippling wave
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i have an ati radeon 5850 crossfired
intel i5 lynnfield (something like 1.8ghz? not sures)
8 gb ram