I think you can do that. From my understanding of how the skill system works is there is no requirements.
The only reason they have it tiered off and lvl requirements is so that most bad ass of skills are saved for last.
so lets say you lvl 6. and been lvling up one skill. you dont need to get anything in the tier 2. but until you get to the next tier your basiclly stuck in tier 1.
So, only having one skill at lvl 6-12 Might be difficult killing stuff
Get real, folks, the diablo you all knew is dead, a few years ago i said right here in this forum that D3 had a pretty good chance of being blizzard first bust (i was flamed to death ofc), and what you know, its not even beta and its already looking that way.
Since DH has too little skills i'll be making a wizard as my second class so heres how i'll build her/him
1- teleport- a must have
2- Hydra - another must have
3 - Blizzard - my fave spell
4 - diamond skin - for some defense
5 - Meteor- what a classic!
6 - Slow Time- useful for making meteor hit more accurately
7 - ethereal blade - for the close ranges
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Cleave
War Cry
Frenzy
Leap Attack/Threatening Shout - having trouble picking between them
Rend
Furious Charge
Wrath of the Ancients
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Smiling is infectious.
Give, expecting nothing thereof. ------------ BoD - Come have some fun! Folks will always come and go, so enjoy them while they're meant to be in your life.
I really like the Indigo Plague of Toads (giant chap)
I also like Firebomb. I don't know why, but that giant, exploding ball of fire just makes me happy.
I also like the Fetish Army.
The rest might be Zombie Wall, Spirit Walk, Locust Swarm/Acid Cloud and maybe Poison Dart. If there's a trait that enhances fire skills I will probably go that route with firebats.
Basically it's wall/army to stop the flow of enemies and then bombard them with poison and fire.
Our wiki (top navigation bar has a link) under each class has all the announced skills.
Wow... Dfan wiki is so freaking awesome. I searche don google for a couple minutes and found anything...
Ok, i rad up W stuff for a bit and come up with a idea.
Spirit Witch Doctor
-Haunt: I imagine this as the basis of my build. Haunts jumps for second target when the original target is killed. So if damage all my enemies, my haunts will keep jumping from one enemy to another, finishing enemies weakned by the other AoE skills.
-Locust Swarm: Looks just like a more AoE-centric haunt. I think cobine the two will give a huge amount of DoT damage to a enemy and if the enemy is low on health the dot just keep bouncing.
-Grasp of the Dead: It looks like this is a AoE-CC spell. I'm pretty sure i will need that kind of thing since i use no summons. It also looks synergic with the rest of the build.
/-Wall of Zombies: Additional protection skill. If something scapes from the grasp nof the dead it will only do it to hit the wall.
-Soul Harvest: Another AoE spell. This one will recover my mana wich is good since i think this kind of witch doctor build (build with no summons) will be very mana intensive.
-Strong AoE Skill (Acid Cloud, Pit of Fire or Spirit Barrage): Used to weak all enmies at once, so my dot skills cna finish then. I can't really decide each of those skills i should pick. It will greatly depends on how those skills works and how the game mechanics work. Also, i don't know the mana cost, rune effect and this kinda of stuff. I will just pick the most synergic one.
-A Single Target Damager (Poison Dart or Firebats): I think, with so many AoEs and bouncy dots, those swarm of weak enemies will die very quickly. But i think larger enemies and bosses may be a problem to kill with AoEs and stuff. So i will pick my final skill just to deal with this kinda of enemy.
Okay i think the witch doctor would be an awesome class and my 7 are:
1. Plague of toads
2. Locust swarm
3. Haunt
4. Acid Cloud
5. Mass Confusion
6. Wall of Zombies
7. Spirit Walk(depends on usefulness, if useless ill go with fire bomb instead)
On a side note it would be interesting to see the rune effects on the movements. It would be cool if you could put a rune in spirit walk and leave a firewall behind you.
I'm looking into a crazy DW zerk barb for fast dungeon clearing. Hopefully they'll implement dual-spec, so I can run a slow 1-H spike damage PvP build.
Zerk Barb:
T1
Rampage - attack speed buff and multi-target
Cleave - multi-target skills are a must
T2
Ignore Pain - gotta have some defense
T3
Frenzy - stacking speed and dmg mod, definitely gonna be used constantly
T4
Leap Attack - good for handling ranged enemies while surrounded by melee mobs
T5
Battle Rage - if this doesn't stack well with rampage and frenzy, I'll swap this out for ground stomp, because a good stun would be helpful in minimizing spike damage at the start of a fight.
T6
-
T7
Wrath of the Berserker
The obvious focus is dual-wield, sick attack speed, and lots of crits. The issue with this build is I don't know what stacks and what doesn't, or cooldowns, so I'm taking a real optimist's view of the skill interop. And this build will be heavily dependent on health globes, since the only defensive skill is Ignore Pain, presumably on long CD, and I won't be able to retreat very effectively.
I'm taking Bliz's word that the faster you kill the better off you are. I didn't choose whirlwind, which I consider a skill best suited for slow 1-H. That could be moronic, but before I see actual damage mod math for dual-wield, I'm holding out.
Slow 1-H PvP Barb:
T1
-
T2
Ground Stomp - stuns are crucial to not getting kited
Ignore Pain - have to be able to mitigate enemy nukes
T3
-
T4
Leap Attack - distance closer
T5
Ancient Spear - distance closer, and I like the stun
T6
Furious Charge - distance closer
Whirlwind - main nuke, this ability should be buffed/runed so I can 1-hit almost anyone.
T7
Wrath of the Berserker - no-brainer
My biggest concern for a PvP barb is naturally staying in melee range, which is why I focused on movement skills. My primary, and potentially flawed, assumption is that once I get in melee range, WotB and WW will decimate all opponents. I may be overestimating WW, since that's basically the only attack skilled here, but given rune options I don't think so. I decided not to take sprint and go with Ignore Pain in case everything's on CD and a Wizard/DH/WD is at range.
I don't like the fact that Rend isn't in this build, but pulling from my knowledge of Arms warrior PvP in WoW, rend is never a game-changer, and I'd rather have one more skill that closes distance. I also would like weapon throw since it slows, but it's not a distance closer, and I could see the slow being countered so outrunning them would be a long-shot.
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"Ridicule is the only weapon which can be used against unintelligible propositions."
-Thomas Jefferson
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The only reason they have it tiered off and lvl requirements is so that most bad ass of skills are saved for last.
so lets say you lvl 6. and been lvling up one skill. you dont need to get anything in the tier 2. but until you get to the next tier your basiclly stuck in tier 1.
So, only having one skill at lvl 6-12 Might be difficult killing stuff
1- energy shield.
2- wave of force
3- ray of frost
4- explosive blast.
5- hydra.
6- energy twister/arcane torrent.
7- teleport.
8- profit!
1- teleport- a must have
2- Hydra - another must have
3 - Blizzard - my fave spell
4 - diamond skin - for some defense
5 - Meteor- what a classic!
6 - Slow Time- useful for making meteor hit more accurately
7 - ethereal blade - for the close ranges
Cleave
War Cry
Frenzy
Leap Attack/Threatening Shout - having trouble picking between them
Rend
Furious Charge
Wrath of the Ancients
Folks will always come and go, so enjoy them while they're meant to be in your life.
I really like the Indigo Plague of Toads (giant chap)
I also like Firebomb. I don't know why, but that giant, exploding ball of fire just makes me happy.
I also like the Fetish Army.
The rest might be Zombie Wall, Spirit Walk, Locust Swarm/Acid Cloud and maybe Poison Dart. If there's a trait that enhances fire skills I will probably go that route with firebats.
Basically it's wall/army to stop the flow of enemies and then bombard them with poison and fire.
Join the chat!
Wow... Dfan wiki is so freaking awesome. I searche don google for a couple minutes and found anything...
Ok, i rad up W stuff for a bit and come up with a idea.
Spirit Witch Doctor
-Haunt: I imagine this as the basis of my build. Haunts jumps for second target when the original target is killed. So if damage all my enemies, my haunts will keep jumping from one enemy to another, finishing enemies weakned by the other AoE skills.
-Locust Swarm: Looks just like a more AoE-centric haunt. I think cobine the two will give a huge amount of DoT damage to a enemy and if the enemy is low on health the dot just keep bouncing.
-Grasp of the Dead: It looks like this is a AoE-CC spell. I'm pretty sure i will need that kind of thing since i use no summons. It also looks synergic with the rest of the build.
/-Wall of Zombies: Additional protection skill. If something scapes from the grasp nof the dead it will only do it to hit the wall.
-Soul Harvest: Another AoE spell. This one will recover my mana wich is good since i think this kind of witch doctor build (build with no summons) will be very mana intensive.
-Strong AoE Skill (Acid Cloud, Pit of Fire or Spirit Barrage): Used to weak all enmies at once, so my dot skills cna finish then. I can't really decide each of those skills i should pick. It will greatly depends on how those skills works and how the game mechanics work. Also, i don't know the mana cost, rune effect and this kinda of stuff. I will just pick the most synergic one.
-A Single Target Damager (Poison Dart or Firebats): I think, with so many AoEs and bouncy dots, those swarm of weak enemies will die very quickly. But i think larger enemies and bosses may be a problem to kill with AoEs and stuff. So i will pick my final skill just to deal with this kinda of enemy.
:thumbsup:
1. Plague of toads
2. Locust swarm
3. Haunt
4. Acid Cloud
5. Mass Confusion
6. Wall of Zombies
7. Spirit Walk(depends on usefulness, if useless ill go with fire bomb instead)
On a side note it would be interesting to see the rune effects on the movements. It would be cool if you could put a rune in spirit walk and leave a firewall behind you.
Zerk Barb:
T1
Rampage - attack speed buff and multi-target
Cleave - multi-target skills are a must
T2
Ignore Pain - gotta have some defense
T3
Frenzy - stacking speed and dmg mod, definitely gonna be used constantly
T4
Leap Attack - good for handling ranged enemies while surrounded by melee mobs
T5
Battle Rage - if this doesn't stack well with rampage and frenzy, I'll swap this out for ground stomp, because a good stun would be helpful in minimizing spike damage at the start of a fight.
T6
-
T7
Wrath of the Berserker
The obvious focus is dual-wield, sick attack speed, and lots of crits. The issue with this build is I don't know what stacks and what doesn't, or cooldowns, so I'm taking a real optimist's view of the skill interop. And this build will be heavily dependent on health globes, since the only defensive skill is Ignore Pain, presumably on long CD, and I won't be able to retreat very effectively.
I'm taking Bliz's word that the faster you kill the better off you are. I didn't choose whirlwind, which I consider a skill best suited for slow 1-H. That could be moronic, but before I see actual damage mod math for dual-wield, I'm holding out.
Slow 1-H PvP Barb:
T1
-
T2
Ground Stomp - stuns are crucial to not getting kited
Ignore Pain - have to be able to mitigate enemy nukes
T3
-
T4
Leap Attack - distance closer
T5
Ancient Spear - distance closer, and I like the stun
T6
Furious Charge - distance closer
Whirlwind - main nuke, this ability should be buffed/runed so I can 1-hit almost anyone.
T7
Wrath of the Berserker - no-brainer
My biggest concern for a PvP barb is naturally staying in melee range, which is why I focused on movement skills. My primary, and potentially flawed, assumption is that once I get in melee range, WotB and WW will decimate all opponents. I may be overestimating WW, since that's basically the only attack skilled here, but given rune options I don't think so. I decided not to take sprint and go with Ignore Pain in case everything's on CD and a Wizard/DH/WD is at range.
I don't like the fact that Rend isn't in this build, but pulling from my knowledge of Arms warrior PvP in WoW, rend is never a game-changer, and I'd rather have one more skill that closes distance. I also would like weapon throw since it slows, but it's not a distance closer, and I could see the slow being countered so outrunning them would be a long-shot.
-Thomas Jefferson