I would like to know double wizard skill choices. Wizard and WD combination, etc. How they can complement each other.
Regarding solo, I think best will be DH, then Wizard, then I don't care....
I played with a friend of mine in Co-Op and we tested some Melee/range duos. It worked out fairly well. When he was a Barbarian, I went WD and he'd get their attention while I used things like Grasp to slow and do damage over the area. Worked pretty well. That was before patch 15, though.
The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.
As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.
As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
I actually hope all those people hopes for tank + dps builds get shattered. First it's extremely boring and second it is to WoWish. You should be able to loose one member and still survive and I don't like people tell me how I should play as far I kill my part
Monk works well with many classes. I rolled monk but I can't remember what my friend rolled.. it's in a video somewhere on my site, maybe I'll put a link up when I get home. Something about going in and blinding everything while we both mop up the rest of the mobs. It was quite fun. Linking together CC's can make any group combination fun to play. You just feel good when your teamwork keeps the monsters from even hitting you.
The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.
As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
I actually hope all those people hopes for tank + dps builds get shattered. First it's extremely boring and second it is to WoWish. You should be able to loose one member and still survive and I don't like people tell me how I should play as far I kill my part
It really all depends on demon AI
I dont think the tank dps ting is necessarily boring. I think two classes adjusting their skills and runes to be synergistic with each other is what is going to make co-op in later difficulties incredibly fun. I can see how the tired dialect of tank + dps might bore you, but at it's core it's just people trying to play to the strengths of their class.
The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.
As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
I actually hope all those people hopes for tank + dps builds get shattered. First it's extremely boring and second it is to WoWish. You should be able to loose one member and still survive and I don't like people tell me how I should play as far I kill my part
It really all depends on demon AI
I dont think the tank dps ting is necessarily boring. I think two classes adjusting their skills and runes to be synergistic with each other is what is going to make co-op in later difficulties incredibly fun. I can see how the tired dialect of tank + dps might bore you, but at it's core it's just people trying to play to the strengths of their class.
They still may have lots of synergizing skills but it shouldn't be that Wizard must die as soon as tank dies. They must be heroes who can do well when others fall so sometimes we could win even if somebody dies and not like machinery, one screw out and all goes to hell (like those stupid raid wipes in WoW which is moronic).
I actually hope all those people hopes for tank + dps builds get shattered. First it's extremely boring and second it is to WoWish. You should be able to loose one member and still survive and I don't like people tell me how I should play as far I kill my part
That's dumb to say.
First of all, RPG roles were around way before WoW, so we can stop with using WoW as a synonym for "suck".
Second, the roles aren't necessary in Diablo but it doesn't hurt for people to use some of the principals of those roles. Having a Monk/Barb use their skills that suck monsters into them, and then stunning/slowing them is a form of tanking. If someone finds it fun to do that, then great.
Someone won't die if the tank can't get everything, everyone is built to take damage in this game, that's why the roles don't really exist, but that doesn't mean playing like they do is something that shouldn't be allowed.
I know I'm going to find it very fun to try and keep the monsters on me, debuffing them, and wearing all kinds of defensive stats/skills. Will someone die if I can't gather all the monsters? Maybe not, but they have a higher chance since I'll be built to be in the fray unlike a glass canon build.
I feel like the DH looks pretty weak solo simply because of the lack of room and therefore maneuverability in dungeons, which is key for ranged. That said I'm not in the beta so I can't say for sure.
I would like to see a DH WD combo in levels with higher AI. The WD seems able to entangle multiple enemies with his summons allowing the DH to unleash high overhead DPS. Since WD are considered the mid-range class(they say so in some bluepost) they should present unique combinations to teams that aren't usually seen in other games.
The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.
Since Monks are the most active classes(requiring combos) is it possible that they have equal potential as the others but are simply more difficult to use? Once again I'm not in the beta and looking for some insight from those who are.
Since Monks are the most active classes(requiring combos) is it possible that they have equal potential as the others but are simply more difficult to use? Once again I'm not in the beta and looking for some insight from those who are.
It's a matter of opinion really. The monk was the easiest play through for me personally and I never came close to dying against the Skeleton King. The melee classes do have a huge advantage when it comes to the 30% dmg reduction buff though. I almost feel like it's too powerful, but without experiencing the later difficulties it's impossible to know for sure.
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For instance is a DH with a Barb a working combo?
I'm personally wondering who beta players think is better solo, DHs or Monks?
Regarding solo, I think best will be DH, then Wizard, then I don't care....
As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.
For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
I actually hope all those people hopes for tank + dps builds get shattered. First it's extremely boring and second it is to WoWish. You should be able to loose one member and still survive and I don't like people tell me how I should play as far I kill my part
It really all depends on demon AI
I dont think the tank dps ting is necessarily boring. I think two classes adjusting their skills and runes to be synergistic with each other is what is going to make co-op in later difficulties incredibly fun. I can see how the tired dialect of tank + dps might bore you, but at it's core it's just people trying to play to the strengths of their class.
They still may have lots of synergizing skills but it shouldn't be that Wizard must die as soon as tank dies. They must be heroes who can do well when others fall so sometimes we could win even if somebody dies and not like machinery, one screw out and all goes to hell (like those stupid raid wipes in WoW which is moronic).
That's dumb to say.
First of all, RPG roles were around way before WoW, so we can stop with using WoW as a synonym for "suck".
Second, the roles aren't necessary in Diablo but it doesn't hurt for people to use some of the principals of those roles. Having a Monk/Barb use their skills that suck monsters into them, and then stunning/slowing them is a form of tanking. If someone finds it fun to do that, then great.
Someone won't die if the tank can't get everything, everyone is built to take damage in this game, that's why the roles don't really exist, but that doesn't mean playing like they do is something that shouldn't be allowed.
I know I'm going to find it very fun to try and keep the monsters on me, debuffing them, and wearing all kinds of defensive stats/skills. Will someone die if I can't gather all the monsters? Maybe not, but they have a higher chance since I'll be built to be in the fray unlike a glass canon build.
I would like to see a DH WD combo in levels with higher AI. The WD seems able to entangle multiple enemies with his summons allowing the DH to unleash high overhead DPS. Since WD are considered the mid-range class(they say so in some bluepost) they should present unique combinations to teams that aren't usually seen in other games.
Since Monks are the most active classes(requiring combos) is it possible that they have equal potential as the others but are simply more difficult to use? Once again I'm not in the beta and looking for some insight from those who are.
It's a matter of opinion really. The monk was the easiest play through for me personally and I never came close to dying against the Skeleton King. The melee classes do have a huge advantage when it comes to the 30% dmg reduction buff though. I almost feel like it's too powerful, but without experiencing the later difficulties it's impossible to know for sure.