Due to extremely bugged formatting on DiabloFans that messed up this entire post, the guide has been moved over to: http://devizzlive.blogspot.com/2014/03/hardcore-guide-divine-warrior-how-to.html(at least for now).
EDIT: The above build is slightly out of date given all the balance changes that were applied to the crusader class. Stay tuned though because I am going to update it in the upcoming days!
- Registered User
Member for 6 years, 2 months, and 20 days
Last active Sat, Oct, 25 2014 00:57:24
- 2 Followers
- 280 Total Posts
- 24 Thanks
Mar 26, 2014Devizz posted a message on [HARDCORE GUIDE] The Divine Warrior - How to become an unstoppable force of destruction on Torment difficultyPosted in: Crusader: The Church of Zakarum
Apr 25, 2014Socket, without a doubt.Posted in: Crusader: The Church of Zakarum
Btw, the rolls on this beauty are sick, you managed to get a perfect block chance and % life. Strength roll is quite high as well. If you can reroll the socket into 10% crit, just holy shit man.
Pity it didn't roll with some kind of res as a secondary stat but if it is softcore then who cares, right?
But be warned, it is quite tough to get the stat that you desire on this shield. It is actually MUCH, much tougher than on the other shields. Why? Because of the amount of possible affixes that you can roll. There are like 20 or perhaps even more. It took me like 50 tries to get 9% crit on my Akarat's Awakening.
Nevertheless, good luck and gz on your shield!
Apr 17, 2014Posted in: Crusader: The Church of Zakarum
Basically this.Quote from Njoy420
Is the damage black damage or elemental damage? if its black damage u will definetly go under 2,6k if u remove the 7% damage
% dmg is right now kind of bugged and does not affect elemental damage as it should.
You definitely need to roll a socket on it. If the weapon damage is elemental, get rid of % dmg (keep in mind that this will most likely get fixed and when that happens, you might regret getting rid of that % DMG).
If it is NOT elemental, get rid of vitality.
Apr 13, 2014Devizz posted a message on DiabloFans Is Recruiting Class Moderators. Apply Here!Posted in: Crusader: The Church of Zakarum
- How long have you been playing Diablo (not Diablo 3 necessarily)?
- Why do you wish to be the class moderator for the Crusader specifically? What makes the Crusader greater than the other classes in your eyes?
- Do you have any experience as a moderator or an administrator at an online community?
Apr 4, 2014Devizz posted a message on [GUIDE] How to become a sucessful and exceptional barbarian on inferno difficultyI take that back, I am planning on doing an updated version of this guide for HARDCORE, should be up in few days so stay tuned.Posted in: Barbarian: Bastion's Keep
May 29, 2012Devizz posted a message on [GUIDE] How to become a sucessful and exceptional barbarian on inferno difficultyViews:Over quarter of a million!This guide became THE most popular barbarian guide, I was astounded by the amount of positive feedback that I received. Thank you guys!Posted in: Barbarian: Bastion's Keep
Disclaimer:Keep in mind that numerous balance changes and difficulty tweaks that were introduced to diablo 3 over time rendered this guide not viable.
2. SKILLS -RECOMMENDED
3. PASSIVES -RECOMMENDED
4. SKILLS -VIABLE(other abilities that you might want to pick up, depending on your personal preferences)
5. PASSIVES -VIABLE
6. BALANCING YOUR STATISTICS
7. GEARING(potential BiS items that are worth looking at)
8. SOLO PLAY AND CO-OP PLAY(differences between both, what follower to pick for use etc.)
9. USEFUL LINKS(as an example:
10. FAQ(Frequently Asked Questions)
1. HOW TO BECOME A SUCCESSFUL AND EXCEPTIONAL BARBARIAN IN INFERNO DIFFICULTY - INTRODUCTION The aim of this guide is to help people who are struggling with progressing through inferno difficulty level. If you chose a barbarian class and after finishing hell, just entered inferno with not that good nightmarish/hellish gear, you will die. You will die a lot. All the other difficulty levels before Inferno are a complete faceroll, roflstomp (call it whatever you want) - you can do them with minimum effort put into 'theorycrafting'. As for the inferno itself - completely different story, here you have to strive for perfection because of the gear barrier (jump between hell and inferno is SO MUCH HIGHER in terms of damage you receive and the damage you need to deal) that the highest difficulty of diablo 3 is. Champions with arcane, molten, plague or fire chains buff shall be your bane, and you will cry out loud and run for your life if you see them. You will pray to whatever god you believe in that you don’t get all of these buffs on one champion at the same time…
But that does not mean that you still can’t be successful at playing barbarian in inferno. There are more barbarians out there than you think, that already killed Diablo, cleared inferno and have it on farm (yup, including act IV champions).
So, what am I doing wrong?– You may ask. Diablo is the kind of game in which the gear of your character is essential, maybe even more important than skill and knowledge of your class. If you don’t have good enough gear, no matter how good you are, you just won’t be able to carry yourself through some boss , champion or even an add pack.
Thus, first of all you need to understand the concept of farming and gearing. Here is how it works:
The further you progress through acts, the better gear you get. So inferno act IV drops the best gear in the whole game. You won’t be able to obtain 1k+ dps weapon by farming butcher endlessly on inferno act I. If you want to find out more about how to farm inferno gear, be sure check out my other guide.
Now, back to the barbarian guide. Even if you get a good gear, you still need to be able to play your class and understand its basic mechanics, advantages and disadvantages. In other words, you will also have to optimize your build - if you want to be successful, that is.
Barbarian can wield one handed weapons (he can also dual wield them), shields and two handed weapons. The latter is not viable, unless you want to keep on dying. Despite 30% additional passive DMG reduction, that other classes are lacking, barb is still INSANELY squishy if you do not play him the right way. Don’t get me wrong, wielding big and badass 2h sword is awesome. I always dual wield in all the games that I play – but unfortunately, at this moment in time it is just not worth it. Using 2h might be viable or even better once you get a good gear and have the whole inferno on farm. But if you just entered inferno and still do not have the best in slot gear,one handed weapon along with shield is a way to go. You need to be tanky. Barbarians can’t kite mobs or burst them down like other classes. You need to go in, smash things and survive. Still, you can’t just stack vitality on its own along with tank stats. If you do that, you will be having problems as well. You need to balance out all your stats, and now I will try to help you do that.
First of all, the most vital part of your build – the abilities itself.
2. SKILLS -RECOMMENDED
Here are the abilities that I recommend using and that I find best. Of course a lot of things depend on your play style and personal preferences, hence I will later list other viable skills that you might choose to use.
This skill is just insane for single target dps. I always had problem with choosing between bash and frenzy, but after some testing, in the end I fell in love with frenzy. As for rune, I saw a lot of people use Sidearm - while it is good for add packs, I find maniac to be better for boss fights without adds or situations in which you need to focus one target and nuke it down fast (there are a lot of such situations when you face champion packs, killing one champion out of the pack might be the only way to go with some combos you will get in inferno). And if you will be stacking life per hit stat (and I recommend doing that actually, more about that later), 75% bonus attack speed is just insane.
Decent weapon dmg, but that is not the best thing about it. Knockback, insanely good AoE knockback. It will help you survive A LOT. If it were not for seismic slam, I would still be struggling with Belial on inferno. Once I picked Shattered Ground rune, it became piss easy fight and problem of adds on phase 1&2 was solved. Cracking rift rune is also decent, if you want some more weapon dmg at the cost of smaller aoe and worse knockback.
This is A MUST skill. You just have to pick it, if you do not, than you will fail badly (unless you picked other survival ability with relatively low cooldown, that is Leap with Iron Impact, in fact it is better if you got not that great dps, but high amount of armor meaning 9k+). 65% reduced DMG is godly and will help you survive all the time. As for runes, all of them are useful in some ways. I would suggest picking up Ignorance is Bliss, if you have relatively good damage output. You will be surprised when you see the amount of self heal you can put off with that rune.
Another skill that you just have to take. While it is not so good for boss fights without adds, it will keep you alive when you are overwhelmed by huge packs of mobs. The more mobs there are, the more indestructible you shall become. Two viable runes for this spell are: Either Vengeance Is Mine or Provocation. By taking the first one, you gamble more. I tested both runes out and I died way to much with VIM. With Provocation, you are a lot more likely to survive, trust me. Anyway, the choice is yours.
The rumor is that this skill will get nerfed soon. I fear the day that this will happen... Blizzard truely does not want Inferno to be doable by barbarians.
20% increased armor buff for the whole party is nice, but that is not the most important part of this ability. You will find out the hard way, that having resists is essential in inferno. Without resists, you will die. With Impunity rune, you will get HUGE boost to all of your resistances, depending on how much of them you have at the moment. Other runes seem useful, but in my opinion, resistances are the most important stat for barb in inferno. Thus, Impunity rune is just the best.
Wrath of the Berserker
With this baby active, you become freaking god of war. You obtain insane boost to all stats like critical hit chance, attack speed, dodge chance and movement speed. Best skill for barbarian in the whole game (in my humble opinion). Now as for runes, all of them look good but 100% DMG boost is just way too good to pass up. With Insanity rune, I find my dmg output to be rising by 4 or even 5 times (for example, without WotB up I have constant 15k damage displayed in my profile, after popping it I get something above 60k dmage).
Wrath of the Berserker also gives you immediate immunity to CC effects (breaks any current CC on you as well), this is totally worth noting if you are facing champion pack with crowd control ability. Are you being driven mad by champion with nightmare buff? Use WotB = win, mob can kiss your arse.
3. PASSIVES -RECOMMENDED
Nerves Of Steel
If you stack vitality, this passive is just overpowered. And you need to have a lot of vitality if you want to survive in Inferno, I will explain more about gearing and choosing stats later, but suffice to say that 40k HP is the absolute minimum. And if you have above 40,000 hp, this passive is so worth it (you will probably end up having even more HP in later acts in inferno, maybe something around 50-60k).
Tough as Nails
Works very well with Nerves of Steel. I would say that picking NOS with Tough as Nails is just essential for inferno. You will have a lot of armor, vitality and strength as barbarian (if you are gearing correctly) and both those passives benefit in some way from the following stats. 25% boost to thorns works well if you have a lot of gear with “meele attackers take X damage per hit” stat. But that stat is not so good, and we are mainly picking this passive because of 25% increased armor. Though overall, you should avoid thorns on items if you have an option to pick items with other stats like + All Resistances.
My personal favourite. Imagine that you are struggling to survive in inferno, your screen stats to glow with red and you panic. What do you do? You smash your Ignore Pain button. You still die? Well, now you have additional 50% damage reduction which provides you with total of 82.5% (1-(1-0,5)*(1-0,65)=0,825=82,5%) damage reduction for OH FUCK situations. If you have Revenge skill with Provocation rune, along with Relentless passive and Ignore Pain up, you are simply immortal. You will be on low health A LOT of times in inferno, and this passive will save your life countless times. You will find out the hard way, and mark my words - you will get to love this passive as well as I did.
Another thing that is worth noting about Relentless is its another passive effect - you can now endlessly spam all abilities that cost fury (so if you took Seismic Slam for example, mobs won't be able to even come near you).
4. SKILLS -VIABLE(other abilities that you might want to pick up, depending on your personal preferences, if you see (!) icon next to certain ability, it means that you SHOULD use it instead of core build abilities, in certain situations and that i highly recommend doing so).
I used this skill for a long time, but in the end went for Frenzy. There is one situation that I can think of, in which bash might prove better than frenzy. If you are going for huge fury consumption build in which fury generation is essential, bash with Instigation rune will grant you insane fury. What I suggest you do is: test out both bash and frenzy and just pick whatever suits you best.
Hammer of the Ancients
Best ability in game if you are going for pure dmg. With Smash rune, you will be doing 270% weapon dmg. And that is a lot in comparison to other skills we have in our arsenal. In addition, HotA is AoE skill, so you will hit multiple targets with it (if they are any obviously). Also, you get 5% additional crit chance which is very good! The problem with HotA is that you gain only damage and nothing that will help you survive. I would say that this skill might be better if you want to burst some target very fast in single target encounter. The Devil’s Anvil rune is nice if you are in situation in which you need some slow. So you if you want to slow things, go ahead and take this skill.
I used Rend for a long time because of Blood Lust rune. I was struggling to survive in Inferno and I just continuously stacked rend on adds and kited them while being healed from dots left on mobs by rend. Nice ability, but in the end I find knockback to be better for survival. By all means, test it out and decide what you prefer.
Now, that is the skill that I miss the most in my current build. Leap was my favourite skill (and probably still is). It gives you great mobility and escape mechanics. I would say that the only viable, insanely good rune for it is Iron Impact. It increases your armor by 300%, effectively tripling your armor! THIS IS JUST INSANE! If you are tanky and have like 9k armor, you will end up with something around 36k armor which is OP like hell. Every 10 sec you are basically immortal for 4 seconds. I actually pick this rune up for some fights.This skill might prove to be better than lets say Ignore Pain , IF you are going for pure tank build with relatively low dps (and if you have decent amount of armor, something around 9k+ I would say). Its HUGE advanatage is the ability to get out of practically everything - if you find yourself in a bad position, this skill will save you and help you position yourself accordingly.
I actually did not use that skill at all. I maybe tested it like once without any rune, when I obtained it for the first time and was like "meh". How silly of me... and I just do not know how I managed to miss the potential of FS. One viable rune here (or rather one that shines out in comparison to all others) is Dreadnought. OBVIOUS CHOICE, no other options here. Why? Well, now carefully read what it does. It regains 8% of your maximum life for EACH TARGET you hit. You got that? When I first realized what this rune does, I thought it was to beautiful to be true. And when I saw it in action... oh man. So basically, if you hit 10 targets with it, you will regain 80% of your health by using this ability. Is it just me, or does this seem a bit OP to you as well? In addition - the more HP you got, the better this skill gets. I actually use FS now instead of some abilities in certain situations.
Another great thing about FS is that you can use it as escape mechanism ability. Do you often find yourself in a situation in which you are blocked by nasty, big mobs? Well, it shall not be a problem for you anymore, now you will be able to just run pass them.
Another ability that I had hard time dropping. Disadvantage of it is, that it is the only shout that is not generating any fury, and actually costs 20 of it. Sometimes you may end up not being able to use this because you will be trying to stay alive by using Seismic Slam. DO NOT drop War Cry in favour of this shout. WC is just too good to pass up with its boost to all of your resistances. If you lack some damage, you may pick up Battle Rage and War Cry at the same time. Unarguably, Marauder’s Rage is the best rune for it. Well, I suppose that Swords to Ploughshares might be worth looking at, if you decide to pick Pound of Flesh passive and depend on health globes. I would say that Battle Rage complements well with Ruthless passive and Hammer of the Ancients ability. In other words – heavy crit based build (you might need some crit on your gear for that).
This ability might also be good if you need some high DPS along with strong burst for certain encounter (for example for Inferno Rakanoth). You could sacrifice your fury spender (for example Seismic Slam) and replace it with this shout. You should get a lot more damage by having BG up, being on max fury with Berserker Rage passive on and by just mashing your Frenzy button.
20% flat damage reduction every 15 seconds is nice, but I done some testing and in my opinion War Cry with right rune gives you more survival and damage migration in the most O SHIT situations. Tempting thing about Threatening Shout is its rune: Demoralize. You get to actually TAUNT your enemies for 3 second. Yes, you can capture aggro on mobs the same way tanks do in WoW by using this ability.
2000% weapon dmg is HUGE. I find this ability to be working best along with Wrath of the Berserker. Do not pick it up instead of WotB – it is just not worth it. You will do less damage (well maybe not in aoe situations, but it is still not worth it ) and also, you won’t get survival bonuses from WotB. As for runes, pick whatever you like. Chilling Earth gives you very nice CC and The Mountain’s Call works very well with Boon of Bul-Kathos passive.
Some people like to use this, so if you are one of them then by all means... 4 sec long AoE stun is very nice (less effective in inferno, because inferno mobs have default cc reduction time), and 12 sec cd on it is not bad, not bad at all. Try it and see for yourself if you find it useful.
5. PASSIVES -VIABLE
Pound of Flesh
This passive is surprisingly good and if you have gear that increases the health you get from health globes, it becomes even better. I sometimes pick it up if I know I will be facing a lot of mobs. The more adds are there, the higher is the chance of you getting a health globe.
Superstition (!) I was using this passive for some time instead of Relentless. I thought to myself: It is better to prevent the situations in which I am below 20% HP, so this passive will help me achieve that right? Short answer: No. You will be on low health a lot of times anyway. Nevertheless, test both passives out and decide which one suits you best. If you are low on resists, have higher physical res (or maybe have string of ears?) then you might consider picking this up in order to migrate some magic damage taken.
Boon of Bul-Kathos
You might want to pick this passive up if you decide to pick Earthquake and Wrath of the Berserker at the same time. You will be able to enter god mode more often. Remember, your Earthquake and WotB are long cooldown abilities so once they are on CD, you become kind of useless. This passive will help you deal with that.
If you see yourself sitting on maximum fury all the time and if you lack some damage - this passive is great. If you do not use any fury spender, it is great as well and works very nicely with Battle Rage shout (BR costs only 20 fury and you will use it every 30 seconds, so do not worry abour your uptime on this passive).
6. BALANCING YOUR STATISTICS
Now that I helped you decide what abilities to chose, we will look at gearing and stat balancing.
As barbarian, you will need to be able to balance out your stats. If you go for tank only stats, you will have issues. If you pick too much damage and will not be tanky enough, you will have issues as well and will keep dying.
I would say that+All Resistancesis theMOST IMPORTANTstat for barbarian (at least until certain point). If you don’t have any resistances, you will get insta-killed by champion packs in inferno. Monks have easier time with resistances, because they can just stack one resistance of their choice and all of their other resistances will profit from it. It is not same for barbarians. We need to balance all resistances. Sure, sometimes they might prove useless. But if you stack one type of resistance and then face champion pack with buff that you don’t have any defense for, you will die and will be forced to skip it.
Here are my rough estimates on the resistances you need for each act if you want to be relatively tanky and abstain from dying while fighting champions:
ForAct Iyou will need around2all resistances.ForAct II–500-800ForAct III–800-1000
While these numbers might seem high, remember that War Cry with Impunity rune will help you achieve them.Act IV–1k+
While for example act II is doable with 500 resists, you might be struggling at it with such res values (especially while doing some nasty champ packs). If you want to just go in and kill stuff without taking damage that can threaten you, you need to have the maximum value for certain act (in that case: 800+ resists).
Also remember that sometimes you might be able to do certain act with lower res values than suggested, if you are sacrificing some of them in favour of damage. Basically - the more damage you deal, faster the mob dies. Logical right? Sometimes offense is a best defense.
So overall, I would say that stat priority for barbarians is as follows:
Keep in mind that it is hard to state the definite stat priority. Everything depends on the build you chose and how you play. As an example, your life on hit will be useless if you don’t have decent amount of attack speed. On the other hand, a lot of attack speed without some life on hit stat on your gear might prove to be a lot weaker.Weapon DMG(probably best stat for all classes in Diablo, almost all abilities have their damage based on it) >% Chance to Block(best stat for shields) >% Life(depends what % it is of course, as an example I would say that you just NEED to have a helm with socket as barbarian) >All Resistances(until caps for each act that I mentioned before) >Vitality=Strength(you need to balance those stats around so that you are able to both survive and kill stuff, if you have for example twice more vitality than strength then you are doing something wrong) >Fire resistance=Physical resistance>Armor>Attack Speed %>Life on Hit>Life regen.
I would say that you need at least 40k+ HP in later inferno acts (act 2 and above that is, you might be able to do the first act with 35k+ or something a bit lower). Once in act 3 and 4, you should have somewhere around 40-50k HP (maybe even more, up to 60k - if you stack more vitality along with % life).
As for damage, as I said before - stacking ONLY defensive stats and buying items with only vitality on them is bad. You need some STR (it also gives armor!) and you need some DMG. In act 1, something like 5k damage should be enough but later on if you will be below 8-9k dmg, then you will be having problems for sure. You need to have AT LEAST 8-9k damage for act 2 and 3, preferably more. So if you see that your target is simply not dying, try to get a new weapon with more dps or even replace some vit with str (or even play around with your build and replace some defensive ability with offensive one).
Also remember, that having some life on hit is nice and helps a lot. It is sometimes better to lose 100 DPS on your weapon at a cost of getting 200-300 life on hit stat. I would say that for acts from II to IV you will need somewhere around 500-1k life on hit. If you can't get your hands on weapon with loh then try to buy some rings or amulets with it (decent weapons with life on hit tend to get really, really expensive).
At this moment in time, % AS is undoubtedly the best DPS stat for all classes (especially barbs that are stacking LOH). If you stack attack speed on every possible piece of gear, your dps increases like mad. So why not stack it? Well... because it will get nerfed to the ground soon (it was already confirmed by Blizzard in one of blue posts). It is insanely OP indeed... for now. I suggest getting % AS just on your neck and one ring. Focus on str/vit/+all resists on other pieces of gear. That way you will avoid DRs once patch hits.
7. GEARING (potential BiS items that are worth looking at)
There are some items out there that are exceptionally good for us, the most manly class players in the game. % block chance is SUPERB stat for barbarians (and overall for characters who are using shield for defensive puproses). Thus at this moment in time,Stormshieldis unquestionably the most sought after item by barbarians, and if there is any chance that you can get your hands on it - DO IT (though prices for it tend to get a bit crazy on auction house, I wonder how much people will be willing to pay for it once RMAH hits live servers).
Anyway, here is the list of legendary items that I consider worth taking a glance at (not sure if they will be buffed in 1.1 patch, I would wait untill then before actually buying them):
7.1.Stormshield 960–1059 Armor +(10.0-25.0)% Chance to Block 2800-3800 Block Amount +(84-89) Strength +7% Chance to Block Reduces damage from melee attacks by 4%. Reduces damage from elites by (4-5)%. +(61-70) Resistance to All Elements 2 Random Magic Properties
Best item in the game, seriously - stats speak for themselves, if you want to buy it on AH, then prioritize % block chance over anything else. As for 2 random magic stats that are good - % life or vitality. Any of these will do well and shall increase the price of this beauty even further.
7.2.The Helm of Command 360–397 Armor +(84-89) Vitality +8% Chance to Block 4 Random Magic Properties
Another AMAZING piece of gear with even more amazing itemization. First of all, make sure that it has socket. The amount of % life you can get from socket slot in head is just to great to pass up. And I just can't stress enough how important the HP for barbarians is, especially if they go for tank build based on lifeleech. After socket, prioritize + All resists stat, + Strength and preferably +% life.
7.3.String of Ears 235–309 Armor Reduces damage from melee attacks by (10-20)%. +(85-145) Armor Each Hit Adds +(55-94) Life +(11-20) Resistance to All Elements 3 Random Magic Properties
The best thing about this item is its built-in reduction from melee attacks. Make sure that you get the most of it, thus buy item with the highest possible % of reduction. 20% would be best obviously.
7.4.Justice Lantern +(85-145) Armor +(60-65) Vitality +11% Chance to Block Reduces the duration of control impairing effects by (7-8)%. 2 Random Magic Properties
While this ring might not seem so good at first in comparison to other rare rings with for example +% AS, + Life on hit, its insane amount of bonus block chance is what makes it worthwhile. Two another random magic, best stats for it would be + Strength and + All resistances.
7.5.Mara's Kaleidoscope +(66-71) Strength +(66-71) Dexterity +(66-71) Intelligence +(66-71) Vitality Reduces damage from melee attacks by 4%. Reduces damage from ranged attacks by 4%. +(11-20) Resistance to All Elements 2 Random Magic Properties
Flat damage reduction against both ranged and meele attacks is what makes this item very good (so in a nutshell, we basically get 4% reduction against all types of damage) in addition to always needed + All resistances stat and decent amount of other stats like str and vit.Blackthorne's Medalwith the right stats might be better than this neck though (especially if it will grant you 2 or 3 set piece bonus of the Blackthorne tier set). It depends on whether you are stacking legendaries along with very powerful rares or if you are aiming for tier pieces and thus their respective set bonuses.
Now, let me explain why I find those "weak, underpowered legendaries" to be better than rares with perfect stats.
You will have a block chance of around 50% which is rather good - if you have good enough overall damage reduction, it is basically same thing as 50% flat dmg reduction (still highly dependent on RNG though).
Reduction against meele attacks is also nice because tbh, the most creatures that you encounter in Diablo are actually melee.
Here is the possibleBiSlist that I've made, excluding insane rare items with perfect stats (with current state of legendary items, perfectly rolled rares are much, much better - keep in mind that this may change once patch that will significantly buff legendaries hits live servers):
HEAD:The Helm of CommandSHOULDERS:/Rare NECK:Blackthorne's Medal
TORSO:Immortal King's Soul Cage
WRISTS:Wondrous Deflectorswith Vit, Str and + All Resistances orRare.
WAIST:Immortal King's Detail
FINGER:Justice Lantern,Rarewith % AS > Vitality > Life on hit, > Strength
1-Hand:Rare/w DPS > Life on hit > Vitality > Strength > % AS
8. Solo play and Co-op play
There are two most obvious differences when it comes to comparing singleplayer aspect of the game and the multiplayer one.
When you play wiith other people, all mobs/champions and bosses deal more damage to you (it is confirmed - this was hotfix'd, that change right here changes hell of a lot for us and makes playing barb tank in group a lot more fun, easier and viable) and have more HP. Lets say that you played with your friends all the time until now. Solo play might require you to adapt to completly different type of playstyle in order to be successful in it. As an example, you might think twice before going for pure tank build with very low dps (like 4-5k for example). If you will have such dps but lets say very good survivability, you still might fail in some situations. Well, lets say that you are able to kill everything. But still, it will take way too long. Diablo 3 is a 'farm' based game (well, you know what I want to say, I didn't mean that d3 is farmville or whatever...) time in it counts along with how fast you can clear stuff. TIME IS MONEY! Make sure that you balance your stats right, I can't stress this enough.
As far as picking of your follower for inferno goes: both the Templar and the Enchantress are viable. It is only that Enchantress is so much better and useful in overall terms. Let me explain why. Templar is great when it comes to saving your life (if you pick correct abilities for him of course). He might be even better than Enchantress during early levels.
But as far as Inferno and late game goes, you just have to pick Enchantress. She provides you with a passive aura called Powered Armor that increases your armor by 15% (!). On top of that, all your attackers are slowed by 30% for 3 seconds. The best thing about this aura is that it is active even when Enchantress is dead. Lets be honest, companions are kind of derp and tend to die a lot. 100% uptime on 15% increased armor aura is so damn good...
Now, here are the builds that I suggest picking for your followers:
Intervene (TAKE IT!)
Heal is nice during early game but later on becomes useless. 4k heal every 30 seconds? Imagine that in Inferno... no use at all. Intervene is one of the reasons for which you would even consider picking Templar.
155 life regen per second is not that bad I guess... though pick whatever you want here (if you are in need of slow, feel free to take Intimidate).
Same here, pick what you prefer. Though i doubt that you will be able to equip your templar with decent 1h so that Onslaught is actually worth it... and charge got a potential to save you.
This ability will save your life, same as Intervene so take it if you decided to pick templar. Inspire might be nice if you are going for pure dps, fury generation oriented build I guess...
8.2. Enchantress(HIGHLY RECOMMENDED FOR INFERNO!)
I find Charm to be a lot more useful than AoE knocback.
Powered Armor(TAKE IT!)
No questions asked, just take it. Free armor boost.
I would say that Barbarians are more focused on burst damage because of WotB. Thus, syngery of WotB with this ability is pretty nice. Can't think of any use for Disorient (maybe for early phases on Inferno Belial encounter).
Another nice aura that provides you with passive 3% AS bonus. I think it gives somewhere around 500 additional damage. Though it works only when Enchantress is alive, unlike Powered Armor.
If you disagree with something I wrote go ahead and point it out, I more than welcome any constructive criticism and your own opinions on the matter. I will try to keep this class compendium up to date and add stuff to it on the weekly, maybe even daily basis.
- To post a comment, please login or register a new account.
Apr 15, 2014Cavar posted a message on [HARDCORE STREAM] Crusader with top 1 strength in the world! :OI followed your stream and will try to catch you when I'm not at work.Posted in: Crusader: The Church of Zakarum
Jun 18, 2012This is a mirror of my guide on the European official forums but adapted and improved for this forum engine. I got very good feedback on it there, however I feel like I can reach a much bigger audience by posting it here. For now, I'll just synchronize it on both sources.Posted in: Monk: The Inner Sanctuary
I'm trying to keep the guide itself short and to the point. This is mostly opinion based on my experiences rather than a collection of knowledge; however, if you doubt any claims regarding numbers, formulas or mechanics, check the appendix - I link all sources.
1.0.4 noteAnyhow, Paragon levels sparkled my interest to Diablo 3 again, which means I'll be playing which means I'll be expanding this guide rather than just updating it. My thoughts so far:
I'm most likely going to be rewriting the guide from scratch because the whole point of the game is changing with this patch. What's going to matter now is speed of clearing. Having read the entire patch note, I'm pretty sure that progressing through Inferno is no longer going to be an issue pretty much regardless of which exact build you're using, as long as it makes sense and you have the appropriate gear. Hence there's no point in "forcing" a certain build anymore like in this guide.
Instead I'm going to write about which abilities are the most efficient and where, certain obvious or not very obvious combinations that just work well, add a bit more theory and numbers (f.ex. Sweeping Wind mechanics).
Gear section will probably become the main focus of the guide as well, seeing as legendaries actually have a weight now and will be sought after. It'll still be just a listing of stuff with a few comments, but I'll put more effort here as there's actually a reason to min/max now.
However, I'm not going to play the game (at least not a lot) until 28th August, so this will be slightly delayed.
Skill build and gameplay
- IAS nerf is huge, but it's still a good stat to have. They halved it, not nerfed it to the ground;
- Sweeping Wind/Cyclone and stacking crit is the way to go. Cyclone is ridiculously good;
- Ironically, 1h/Shield remains the best way to play. This is because shields can have up to 10% crit;
- Every primary other than Fists of Thunder feels incredibly slow, Deadly Reach feels good only with >2.0 APS;
- Removed Crippling Wave suggestion completely, can't generate enough spirit to make use of Transcendence;
- Defense stat wise everything is the same as before. You just don't need them as much now and should get damage.
These are the set in stone skills. Empty slots will vary depending on your gear, act, how well you are geared for that act, and personal preference. I will talk about all viable and/or common options as well as link full builds in the end of this section.
Fists of Thunder/Thunderclap: the go-to choice. This is what you want to run as long as you don't need extra defensive benefits of the other options. Highest spirit regeneration, highest LoH modifiers (due to Thunderclap proccing LoH separately from main attack), teleport to boost your damage uptime immensely, and the best DPS strike due to being innately hasted. This is especially important post IAS nerf, and the only attack that won't bore you to death with its slow animation.
Deadly Reach/Keen Eye: this is the skill that defines our defensive playstyle. You don't become a ranged class with it, but it allows you to not let yourself get hit by multiple mobs at the same time, not get yourself surrounded, have a much easier time avoiding ground AoE and trivialize fire chain packs. You simply move back all the time while attacking, getting mobs stuck in terrain where you can, or attacking through walls where possible. The downside is that it's very slow, you end up losing a lot of damage and potentially a lot of sustainability too if you rely on LoH, spirit regen will feel slow if you're used to FoT. If you can't get above 2.0 attack speed post patch, I wouldn't recommend going this path anymore.
Sweeping Wind/Cyclone: with high enough crit (read: 20% or above) this ability becomes ridiculously good. You get so many cyclones with the right stats, and they usually strike several times before they disappear, more if they get stuck in walls or obstacles. The cyclones are so good I would recommend this even if you use Deadly Reach and rarely have mobs in range of Sweeping Wind itself.
Sweeping Wind/Blade Storm: scales incredibly well, best damage ability for this slot if you don't have high enough crit.
Sweeping Wind/Fire Storm: if you play with DR/Keen Eye and don't have enough crit for Cyclone, this is your choice. You need the extra range because DR itself is ranged.
Dashing Strike/Blinding Speed or Quicksilver: this gives the one thing that you lack with DR as primary and that's a dash, a controllable one too. 25 spirit is really nothing, this gives quite a lot of control. Obviously the most defensive choice of all.
Deadly Reach/Foresight: the buff from Foresight lasts 30 seconds, so this is a "passive" 18% damage. Although Blade Storm outdamages this, it is very handy to have a ranged strike for packs that are hard to deal with in melee - having both FoT and DR binded lets you switch between the two playstyles depending on affixes. There's no UI buff for it, just a green glow around your character and it affects the DPS tooltip, so you'll have to look at one of these things to keep it up.
Mantra of Evasion/Hard Target: always run this on acts you are progressing through. Dodge stacks multiplicatively, so don't worry, it is working correctly and there's no diminishing returns.
Mantra of Conviction/Overawe: if you can survive without MoE, switch to this. This is the first thing you want to switch when you feel like your gear is good enough for the act you are farming. The damage gain is just monstrous.
Mantra of Evasion/Backlash: if you feel confident in the act you're farming but still get gibbed when you try Overawe, give this a try. The damage from Backlash is very noticeable, it's a nice balance of damage and survivability.
Mantra of Conviction/Submission: only reason I'm mentioning it is because for some odd reason, this skill scales very bad with attack speed (different to how Wind works), not that it was anything impressive in the first place. After the IAS nerf there's even less reason to try it. See appendix for more info.
Peaceful Repose rune for Serenity might be a better choice than Ascension if you're just starting inferno and have no sustain stats. I can't see this being true past Act 1 however.
If you don't stack resistances correctly and they're all roughly equal without OWE, don't use OWE. Use Transcendence until you get proper resistance gear. Again, you want to get at least a bit resistance gear before you go Act 2.
Faith in the Light increases damage by more than 30%, for some reason it scales with attacks per second. So, if you have 2 attacks per second, it's actually a 60% damage bonus. This is not just a tooltip bug, but confirmed in ingame tests. See appendix.
These are just to give you examples of how it all comes together.
Standard FoT & Cyclone build
Deadly Reach build (with no crit gear)
No OWE build (entry level gear)
The most common mistake is not investing enough into damage. Damage is everything. Always.
Crit can be found on:
- Shields, up to 10%;
- Gloves, up to 10%;
- Amulets, up to 8.5%;
- Bracers, up to 6%;
- Helms, up to 6%;
- Rings, up to 4.5%.
- Weapons, up to 100%, Emeralds socketed into weapons can give up to another 100%;
- Amulets, up to 65%;
- Gloves, up to 50%;
- Rings, up to 34%.
- Weapons, up to 11%;
- Amulets, up to 9%;
- Gloves, up to 9%;
- Rings, up to 9%.
Rings are the last slots you should upgrade from IAS to crit/critdmg items, or not even upgrade them at all depending on your current rings and budget. They can carry much less crit than other slots, but the same standard amount of IAS. Also, items can potentially have all three of these stats. Just something to look forward to.
The best approach to defensive stats in this and nearly all similar games is balancing them out. Never tunnel one stat. It's not good to have very low hp but very high mitigation, just as it is not useful to have very high hp but very low mitigation. It's useless to have lots of LoH, but health pool so low that you're going to die every time you stop hitting. Also, you stop all damage when you kill things - don't focus too much on defense. You need just enough, not too much.
To answer two of the most common questions:
- OWE works like this: if arcane resistance is your highest stat, and you get an item with +50 all resistances and +50 arcane resistances, the total gain from that item will be 100 resistances;
- LoH procs from all direct damage. Damage auras and DoTs don't proc it, but all our AoE cleaves do, per target. If you hit a target with Fists of Thunder, and Thunderclap will hit your main target and another 5 offtargets, it will be: 1 hit from FoT, 1 hit on main target from TC, and another 5 offtarget hits from TC, total 7 LoH procs. However LoH is scaled per ability, check the table linked in appendix for exact values.
Here's something you should add to bookmarks if you know what effective health is: http://rubensayshi.g...ehp-calculator/
Weapon: DPS, Life on Hit, Socket, Crit Damage, Weapon Type, Attack Speed, Dexterity, Life per Spirit Spent, Vitality
Weapon is the only slot that can carry high amounts of LoH. There's really no such thing as "LoH build", there's just "LoH weapon".
Attack speed on weapon is multiplied with total IAS on gear, so there's nothing bad about weapons with IAS contrary to popular belief. There's a difference in base attack speed depending on weapon type: Daggers (1.5) > Swords/Fists (1.4) > Axes (1.3) > Maces and Spears (1.2).
Emeralds socketed into weapon give crit damage, Amethysts give LoH. Even the last non-recipe tier is good:
Only Fists and Daibos can have Life per Spirit Spent.
Shield: Block Chance, Block Amount, Crit Chance, +% Block, Dexterity, Resistances, Vitality, Life %, Reduced Damage from Elites/Melee/Ranged
Pay attention to shield stats - block chance and amount - they make a big difference although it might not seem so on paper. Damage is blocked after it is reduced by armor and resistance, think about that. Picking a shield is like picking a weapon - block chance and value are main stats on it, like damage is on weapons.
Amulet: Crit Chance, Crit Damage, Attack Speed, Life on Hit, Dexterity, Resistances, Vitality, Life %, Reduced Damage from Melee/Ranged
Amulets can actually have very considerable amounts of LoH, high end ones are around 600.
Rings: Attack Speed, Crit Chance, Crit Damage, Life on Hit, Dexterity, Resistances, Vitality, Life %
I keep attack speed as highest priority here simply because you can find more of it than crit. Amount of LoH on rings is abysmal.
Helm: Crit Chance, Socket, Dexterity, Resistances, Life per Spirit Spent, Vitality, Life %, Monk Skill Bonus
You want a socket to put an Amethyst there for 15% Life. I think this is pretty important, but completely viable to ignore it if you won't go below 30-35k HP or so.
There are some interesting choices here when it comes to class stats - you can get a 11% damage modifier to any primary skill. Don't overestimate this stat, it won't be better than 100 Dexterity. These and Life per Spirit Spent are available only on Spirit Stones.
Belt: Dexterity, Resistances, Vitality
This would be just a standard armor slot if not for one item - slightly overhyped String of Ears. One of its predefined stats is melee damage reduction, up to 20%. However, it is a level 53 item so its stat rolls will be fairly low, and it has +11-20 resist to all as a set stat meaning it can't even roll for all resist. A good rolled item level 61+ belt will most likely be overall more EHP than String, even against melee (you can check yourself on the EHP calculator).
Gloves: Crit Chance, Crit Damage, Attack Speed, Dexterity, Resistances, Vitality
Bracers: Crit Chance, Dexterity, Resistances, Vitality, Reduced Damage from Melee/Ranged
Boots: Movement Speed, Dexterity, Resistances, Vitality, Life %
Chest: Dexterity, Resistances, Vitality, Life %, Sockets (up to 3), Reduced Damage from Melee/Ranged/Elite
Pants: Dexterity, Resistances, Vitality, Sockets (up to 2)
Shoulders: Dexterity, Resistances, Vitality, Life %
Some notes about this list: order the stats are listed in can be treated as priority lists, but don't follow them to the letter. This game is about balancing stats and choosing what to prioritize depending on your own playstyle and which act you're at. There's no single pattern that will work just as good for every situation, think for yourself.
I skipped sockets on jewelry because if anything, that's a waste of a potentially better stat roll in my opinion.
Adding 'best in slot' legendaries for post-patch is on my to-do list.
- http://rubensayshi.g...ehp-calculator/ - EHP calculator, this tool is amazing
- http://us.battle.net...opic/5151274359 - a discussion about dodge mechanics and diminishing returns on US forums
- http://armadagaming....ffective-Health - a very known thread about DRs and EHP
- https://docs.google....cHhkTjB5b0hZTkE - Monk LoH values table
- http://www.clicktolo...m/p/combat.html - combat mechanics compendium
- http://eu.battle.net...opic/4211013502 - damage reduction debuff stacking test (Resolve + Concussion)
- http://eu.battle.net...opic/4551990465 - Sweeping Wind and Submission tests (Submission info at posts 16 and 17)
- http://www.diablofan..._40#entry959036 - post #58 (and the discussion leading to it) for Faith in the Light test and details
- 1.0.3 rewrite. Short summary at the top of the post. Too many changes to list them all individually.
May 28, 2012Hey guys, one of my friends said that I should post my stream here for all of you to watch,Posted in: Barbarian: Bastion's Keep
Build is :
crit chance: 33,5%
Crit hit dmg: +354%
res ~ 550 to all
Doing this build to run with friends in act 1-2-3-4 Inferno, we are casual players and on 3:e boss, always play 4man when progressing.
May 23, 2012Posted in: Diablo III General Discussion
So what, I should stop playing a game because one aspect doesn't seem appealing to me? I love diablo, I'm a diablo fan since 90s, stop telling me what I want or what should I do because you don't know me. I just think they screwed up when it comes to difficulty and gear system but that's all, the game's great and I really like it.Quote from Theungry
You're missing the point. It shouldn't be the way you want, because you don't want Diablo. Play the games you want to play. Complaining that apples aren't oranges makes no sense whatsoever.
- To post a comment, please login or register a new account.