2v2 pvp arena just seems right to me! For everyone interested in pvp with some backbone! 2v2 requires each player actually make a build that may not revolve, but involves your teammate to some extent. A large group for TDM just feels like senseless slaughter (which is awesome and I`ll be involved in that as well). Unlike 4v4 or 3v3 where you have someone to back you up if one of your team dies; 2v2 leaves your team vulnerable once either of you die! On the other hand if your are the 1v2 that also brings another very interesting aspect to the game. Now you are forced to make a decision, fight or flight! You must stay alive until you teammate respawns and comes to your rescue YAAAAYYYYYY
For anyone that has a minute and that is interested in pvp, take a moment and post up a 2v2 team where the builds involve each other and works with each others strengths and defend each others weaknesses.
planning to play 2v2 maybe 3v3 cause it sounds like fun, but 1v1 is too little and 4v4 is too much IMO.
imagine a 4 monks team using gold runed serenity = 12 sec of imunity every minute = 20% of game time!!
add to that BoH to each player, near death experience, one of the team have mantra of evasion with divine protection another with mantra of healing boon of protection and you get the most boring matches....
planning to play 2v2 maybe 3v3 cause it sounds like fun, but 1v1 is too little and 4v4 is too much IMO.
imagine a 4 monks team using gold runed serenity = 12 sec of imunity every minute = 20% of game time!!
add to that BoH to each player, near death experience, one of the team have mantra of evasion with divine protection another with mantra of healing boon of protection and you get the most boring matches....
That's exactly why I won't be playing anything above 2v2 MAYyyyyyYyyYbe 3v3 and that's a big maybe! Because of this ^ IMO monks will be way too OP with the ability to AoE heal making them damn hard to kill!
both your wizard and barb builds have too many skills with cooldowns.... i think you need something spammable, unless you plan on using your basic attack ??
If I stagger my FN and WoF I get one of them every 5 secs which isn't much when your running around/avoiding attacks. Plus spamming Blizzard and moving to keep a wall of sleet and ice and a barb in between the opponent and myself will give me time to regen AP. Remember at end game you every character will have decent resource regen.
Barb:
All have a 10 second cooldown except GS which is 12 so that's a move every 4 seconds to cycle them effectively. So for 3 seconds I have to WW and move (not too bad now that you think about it eh ;)) and a little birdy told me that the Barb gains fury from being hit as well.
I like your idea for a healing/reflecting team. Reflect dmg while healing so that the other team basically kills themselves while you are dealing dmg as well. But one little thing... I think I heard that they were going to change some of the skills when you step into the arena so they're more PvPish... I would assume that the 70% thorn dmg would be tweeked a bit because reflecting 70% dmg is HUGE! But who knows.
I think I heard that they were going to change some of the skills when you step into the arena so they're more PvPish... I would assume that the 70% thorn dmg would be tweeked a bit because reflecting 70% dmg is HUGE! But who knows.
i think it is going to be tweaked but they shouldn't go too far, maybe 1/2 -> 1/4 the original...
i think in D2 pvp thorn was 1/10 pve thorn which made it useless.
Apparently I'm in the lowest percentile. I like mindless slaughter and chaos. The part I love most about PvP is striking at the right opportunity, which is much easier in large battles.
Whirlwind; Too high fury cost per second. Considering that you have very low fury generation, you might want to pick up HOTA.
Leap attack (Call of Arreat); Counter-productive since it is your gap closer. Why knock them away?
Alternative : Death from Above version.
Ancient Spear; I do prefer Skirmish in 2v2 than Grappling Hooks
Frenzy would do more damage than whirlwind when it comes to single-target and less awkward to play with when you are low on fury.
One of the best attacks will be Hammer of the Ancients combined with ruthless. An attack with 20% crit chance, 225% critical hit damage. Seeing it will be harder to increase your crit chance in PVP.
The little birdie lied. You gain fury when you are hit by elemental or ranged attack if you have superstition. So it is a passive you should consider if you really want to go with whirlwind.
The passives I would go with would be Ruthless, Superstition and Relentless. Would switch out Ruthless for Juggernaut if I didn't go with HOTA.
Making a balanced build for the barbarian was quite boring but I do think I'll play something similar w/e Im playing with.
You may be right about WW being to high cost/sec for my current setup so I shall do a little bit of tweeking maybe change ground stomp to bash (crimson).
Leap Attack (crimson): this knocks them towards you not away. You may have misread the skill. My build is all about keeping the enemies close to the barb at all times
Ancient Spear (Indigo): I chose this because I want both if not all enemies brought back at the same time because WW is a small AoE skill. Also, if the barb does get all enemies with the grappling hooks the Wizard would teleport in and Frost Nova/Time Slow/Blizzard/Wave of Force them to keep them near the WWing barb so that we can double team them while CCing them
In D2 WW only used one of your weapons to hit (if you want range you would go with a spear or warhammer) But I think a shield n sword WWer is best because your pretty open when your slowly WWing around; thus, you need the extra defense imo
Apparently I'm in the lowest percentile. I like mindless slaughter and chaos. The part I love most about PvP is striking at the right opportunity, which is much easier in large battles.
they sould add a PvP mode where both teams try to kill as many NPCs as they can, and if one team kills a character in the other team the killed character takes a penalty (time or score) ie. competitive horde mode.
4v4 please! I don't want this to be like WoW Arena (I haven't seen enough videos yet to know all the differences). I want D3 PvP to be quick and messy!
I would think that 2's would be the most played. It is just easier to find someone to plays 2's with. Otherwise you have to start scheduling times where 3 or 4 people have to be on at the same time which wont usually happen. 1v1 could be pretty interesting because the ability to counter each class is there with varying your build
I chose 2v2 because I just think it would be the most balanced and really show how coordinated players really are, who stands out more as a team, and who has more experience in general. 3v3 and above just seems to chaotic to me to be honest. I just wish blizzard would make a ladder system that would award a certain percentage of players every season to actually make it competitive, atleast for the people who don't know a large group of players who run there own tournaments ect...the reward itself doesn't have to be amazing, I think with a ladder system with actual ranking it would give D3 a longevity of competitive PvP.
2v2 would be my ideal game to play. It allows for closely cordinated teamwork, without making Diablo too complicated. They develpores stated they wanted it to be a fun game, without the seriousness of WoW Arena. Keeping it to 1v1 and 2v2 would allow it to be just for fun, yet still have teamwork involved.
I totally agree with 2v2. It seems to promote the most synergy and cooperative play from people. Also I've always enjoyed it because its the easiest to just pick up and play with a bud. 2v2 no longer ranked in WoW was one of my biggest reasons for quitting it, aside from the horrible class balance in cata.
For me its probably 2v2. It's just so easy to organise games with just 1 other mate. 3v3 has always been the most enjoyable for me, in wow at least. 2v2 imbalances in wow were viral however they don't plan on focusing on pvp balance. I don't see why they can't add the mode and i wouldn't be surprised if it was patched in at a later date(or in the expansion).
Even in WoW, I've always preferred 2v2. It feels more initmate in terms of communicating with your teammate and winning; where 3v3 and 5v5 was always cluttered, chaotic and all over the place. Definately love the idea of tag teaming your enemies.
For anyone that has a minute and that is interested in pvp, take a moment and post up a 2v2 team where the builds involve each other and works with each others strengths and defend each others weaknesses.
imagine a 4 monks team using gold runed serenity = 12 sec of imunity every minute = 20% of game time!!
add to that BoH to each player, near death experience, one of the team have mantra of evasion with divine protection another with mantra of healing boon of protection and you get the most boring matches....
That's exactly why I won't be playing anything above 2v2 MAYyyyyyYyyYbe 3v3 and that's a big maybe! Because of this ^ IMO monks will be way too OP with the ability to AoE heal making them damn hard to kill!
4 Monks with these skills: http://us.battle.net/d3/en/calculator/monk#SXQ!VX!ZYc
F%$& THAT!!!
I`ll get the ball rolling:
Sub Zero (Wizard)
Scorpion (Barbarian)
If anyone has comments or questions about what I chose don`t be afraid to comment. I don`t take much personally!
here is a 2v2 Monk/Barb team.
Monk.
Barb.
If I stagger my FN and WoF I get one of them every 5 secs which isn't much when your running around/avoiding attacks. Plus spamming Blizzard and moving to keep a wall of sleet and ice and a barb in between the opponent and myself will give me time to regen AP. Remember at end game you every character will have decent resource regen.
Barb:
All have a 10 second cooldown except GS which is 12 so that's a move every 4 seconds to cycle them effectively. So for 3 seconds I have to WW and move (not too bad now that you think about it eh ;)) and a little birdy told me that the Barb gains fury from being hit as well.
I like your idea for a healing/reflecting team. Reflect dmg while healing so that the other team basically kills themselves while you are dealing dmg as well. But one little thing... I think I heard that they were going to change some of the skills when you step into the arena so they're more PvPish... I would assume that the 70% thorn dmg would be tweeked a bit because reflecting 70% dmg is HUGE! But who knows.
i think it is going to be tweaked but they shouldn't go too far, maybe 1/2 -> 1/4 the original...
i think in D2 pvp thorn was 1/10 pve thorn which made it useless.
You may be right about WW being to high cost/sec for my current setup so I shall do a little bit of tweeking maybe change ground stomp to bash (crimson).
Leap Attack (crimson): this knocks them towards you not away. You may have misread the skill. My build is all about keeping the enemies close to the barb at all times
Ancient Spear (Indigo): I chose this because I want both if not all enemies brought back at the same time because WW is a small AoE skill. Also, if the barb does get all enemies with the grappling hooks the Wizard would teleport in and Frost Nova/Time Slow/Blizzard/Wave of Force them to keep them near the WWing barb so that we can double team them while CCing them
In D2 WW only used one of your weapons to hit (if you want range you would go with a spear or warhammer) But I think a shield n sword WWer is best because your pretty open when your slowly WWing around; thus, you need the extra defense imo
they sould add a PvP mode where both teams try to kill as many NPCs as they can, and if one team kills a character in the other team the killed character takes a penalty (time or score) ie. competitive horde mode.
Thanks Caniroth for the awesome sig!
depends on how many friends would like to join me