im currently playing hardcore with this build with a few other people, im essentially level 27 which is why i've left it the way it is right here. I'm having trouble with deciding what the 4th skill is. Marked for death was pretty much the only thing i had left which is why i went with it. I'm already pretty much at my limit with discipline, being in hardcore i need all of it for caltrops and vault for emergencies. I might be able to add another hatred spender but i dont think its very effective because traps burn through hatred np.
There are other more effective builds i know, i've just done this because it's fun and surprisingly, it is sick how effective it is, especially as a team. I've done a bit of soloing but act 3 soul eaters are dangerous as shit so i had to stop or risk dying. Anyway i could use some suggestions for a 4th skill. Im open to suggestions about other builds as well for when i get into nightmare. I can make my own easily, but it's always cool to see other people's ideas.
This is slightly different but in terms of flat damage at least in a party (where you might get some chances to stand still rather than 99% of the time run) sparkflint familar does more than magic weapon would. 12%, plus as you attack it will shoot bolts out every second or so, which depending on magic weapon rune can make it equal or better in flat damage.
I wouldn't dare to play hardcore without near death as a passive but that's me
yea it is at 60 though, so making it that far is the first thing to do ;p.
What do you guys think i could or should change? do you think i deal enough damage? I was thinking fitting in some sort of escape (tempest rush or blinding flash) might be something i should seriously consider. On that note does blind from blinding flash stop enemies attacking or do they attack randomly?
i was wondering what you guys think? My plan would be to dual wield, with stacked dodge as my big defense, along with a fuckton of vit. My idea is to generate as much spirit as possible as fast as possible, and through items and transcendence turn that into HP. I have mantra of conviction + redemption at 55 which would be a consistent healing. I can see myself not doing enough damage, so it could be possible i could use way of the hundred fists - spirited salvo and keep high enough spirit regen while doing more damage.
Anyway though i chose serenity with reap what is sown because i think that could end up doing a LOT of damage, especially because of the amount of vit i plan to have.
The biggest weakness in this i can see is healing spells get their most efficiency out of something like high armor. Basically if i dodge a lot it means when i do get hit i'll be hit for a ton, which means it relies on my reaction time on heals, and i can't use them as efficiency skills as much. I tried a new build after writing this where i could get rid of dodge and go for armor, although i'm still using dual wield.
i actually like this quite a lot more. Mantra of healing does exactly what conviction was doing, and way of the hundred fists increases damage over fists of thunder. The only thing i know i left out and will probably HAVE to get for hardcore is near death experience, and one with everything MIGHT be too good to pass up. That all depends on what the game is like later on though.
I should add im not 100% expecting this to hold up in inferno, in fact if it's hardcore i doubt i'd attempt inferno for ages. It'd be great if it did, but getting 60 would be a pretty good start for hardcore i think.
EDIT: i'm sorry i dont know why this is showing up black. i copy and pasted it from another board but it's showing up wierd. hopefully it's ok for readers to just highlight it and read that way? I dont really want to retype it all.
Meteor is about the only decent fire skill you have any control over.
for shock pulse in general this isnt true. if you try to cast from far range (magic missile range) yea you will miss, but if you get a bit closer it hits every time. you have complete control, you just have to sacrifice range, which is what is intended with shock pulse (mid range).
As well as that you can replace the hydra wherever you need, you aren't going to drop it in an open area far away, you'll try to keep it as close to enemies as possible to maximize the usage of it. just because you arent auto targetting every spell doesnt mean it isnt controllable.
thats actually a good point. the runed magic weapons all have additional benefits, but it does seem like sparkflint may do similar damage or better. it all depends on fire rate of the familar tbh. if it's slow then magic weapon can still win by a lot, but if it's fast then mb a slight tweak would be in order. i think they are still close enough to warrant there being a decision to make between the two though.
I prefer the artstyle D2 had and I miss some of the details it had. The cathedral in D3 looks way too sterile and docile. Where are torture racks, iron maidens and all that stuff?
May be it's because evil has just started to spread out after the "Falling Star"? And 'twas cleaned thoroughly after all that had happened in D1/D2?
after i read that i envisioned tristram peasants being force to go into the cathedral with toothbrushes and clean up and blood and bodies.
i def missed entropy thats for sure, that might be fun to use we'll see. its in one of the wizard videos and it has a much bigger range for sure than sleet storm. I was going to include explosive blast in my build anyway, and twister might be usable as well. some of these break a little of the 'melee wizard' style, but it'd keep some of it, might still work okay if it didnt mean i was now midranged wizard.
What's wrong with Arcane Orbit? It's pretty awesome. It likely won't hit as many targets as sleet storm but they orbit pretty fast.. you'll likely go through all 4 orbs in 1-2 seconds. That's 280% every 1-2 seconds... not too bad.
Arcane Torrent - Death Blossom @ lvl 25... not sure how "unpredictable" it will be but it might be decent at close range.
i didnt mean so much about whether it's good or not, it's just literally there's only 2 options total i could see as close range AP burners. i was hoping i missed some though and some other choices were available. i really dont think death blossom is going to be very viable with this, but i'll try it out in game.
if sleet storm stays at level 38 this build may be a LOT less fun. if i can't use sleet to start, what do you guys think i should use as primary AP burner?
edit: ...while keeping the 'melee/short range' aspect intact of course.
the ONLY skill i can see that comes earlish is orb - arcane orbit : /.
0
im currently playing hardcore with this build with a few other people, im essentially level 27 which is why i've left it the way it is right here. I'm having trouble with deciding what the 4th skill is. Marked for death was pretty much the only thing i had left which is why i went with it. I'm already pretty much at my limit with discipline, being in hardcore i need all of it for caltrops and vault for emergencies. I might be able to add another hatred spender but i dont think its very effective because traps burn through hatred np.
There are other more effective builds i know, i've just done this because it's fun and surprisingly, it is sick how effective it is, especially as a team. I've done a bit of soloing but act 3 soul eaters are dangerous as shit so i had to stop or risk dying. Anyway i could use some suggestions for a 4th skill. Im open to suggestions about other builds as well for when i get into nightmare. I can make my own easily, but it's always cool to see other people's ideas.
0
0
yea it is at 60 though, so making it that far is the first thing to do ;p.
What do you guys think i could or should change? do you think i deal enough damage? I was thinking fitting in some sort of escape (tempest rush or blinding flash) might be something i should seriously consider. On that note does blind from blinding flash stop enemies attacking or do they attack randomly?
0
0
i made a build that i'm planning on running with in hardcore (and if HC doesnt work out i'll at least make a softcore monk at some point).
http://us.battle.net/d3/en/calculator/monk#aeXTgk!Ydb!ZZYbZY
i was wondering what you guys think? My plan would be to dual wield, with stacked dodge as my big defense, along with a fuckton of vit. My idea is to generate as much spirit as possible as fast as possible, and through items and transcendence turn that into HP. I have mantra of conviction + redemption at 55 which would be a consistent healing. I can see myself not doing enough damage, so it could be possible i could use way of the hundred fists - spirited salvo and keep high enough spirit regen while doing more damage.
Anyway though i chose serenity with reap what is sown because i think that could end up doing a LOT of damage, especially because of the amount of vit i plan to have.
The biggest weakness in this i can see is healing spells get their most efficiency out of something like high armor. Basically if i dodge a lot it means when i do get hit i'll be hit for a ton, which means it relies on my reaction time on heals, and i can't use them as efficiency skills as much. I tried a new build after writing this where i could get rid of dodge and go for armor, although i'm still using dual wield.
http://us.battle.net/d3/en/calculator/monk#UeXTgQ!YXb!YZYbZZ
i actually like this quite a lot more. Mantra of healing does exactly what conviction was doing, and way of the hundred fists increases damage over fists of thunder. The only thing i know i left out and will probably HAVE to get for hardcore is near death experience, and one with everything MIGHT be too good to pass up. That all depends on what the game is like later on though.
I should add im not 100% expecting this to hold up in inferno, in fact if it's hardcore i doubt i'd attempt inferno for ages. It'd be great if it did, but getting 60 would be a pretty good start for hardcore i think.
EDIT: i'm sorry i dont know why this is showing up black. i copy and pasted it from another board but it's showing up wierd. hopefully it's ok for readers to just highlight it and read that way? I dont really want to retype it all.
edit2: ok is fine.
0
0
for shock pulse in general this isnt true. if you try to cast from far range (magic missile range) yea you will miss, but if you get a bit closer it hits every time. you have complete control, you just have to sacrifice range, which is what is intended with shock pulse (mid range).
As well as that you can replace the hydra wherever you need, you aren't going to drop it in an open area far away, you'll try to keep it as close to enemies as possible to maximize the usage of it. just because you arent auto targetting every spell doesnt mean it isnt controllable.
0
this post above me doesnt actually hold spoilers but still made me laugh ;p.
0
0
0
0
after i read that i envisioned tristram peasants being force to go into the cathedral with toothbrushes and clean up and blood and bodies.
0
0
i didnt mean so much about whether it's good or not, it's just literally there's only 2 options total i could see as close range AP burners. i was hoping i missed some though and some other choices were available. i really dont think death blossom is going to be very viable with this, but i'll try it out in game.
0
edit: ...while keeping the 'melee/short range' aspect intact of course.
the ONLY skill i can see that comes earlish is orb - arcane orbit : /.