Diablo 3 - Builds thread

Curses, I cant decide whether to build a "life on hit" or "life per spirit spent" monk :/
Decisions decisions

To me it would be fairly straightforward bud (no diss). Whichever adds from total life% instead of life per dmg dealt.
Unless they both do that, then I'd go for the one that yields the highest average.

As in, how much spirit do you burn and how often vs the your attack which you're technically always using.
 
To me it would be fairly straightforward bud (no diss). Whichever adds from total life% instead of life per dmg dealt.
Unless they both do that, then I'd go for the one that yields the highest average.

As in, how much spirit do you burn and how often vs the your attack which you're technically always using.

Well if you really know the system I think life per spirit can be near infinite unless you get unlucky and dont crit enough. So if I can get a 20% crit chance, I'm golden. Then I must hope that the exploit never gets patched out :p Altough maybe its already been patched out, see some people moaning on EU forums, haha
Life on hit though wont abuse the system, so hopefully wont get nerfed :p It has a few major drawbacks (like hitting shielded dudes doesnt count as a hit, I think)
 
Well if you really know the system I think life per spirit can be near infinite unless you get unlucky and dont crit enough. So if I can get a 20% crit chance, I'm golden. Then I must hope that the exploit never gets patched out :p Altough maybe its already been patched out, see some people moaning on EU forums, haha
Life on hit though wont abuse the system, so hopefully wont get nerfed :p It has a few major drawbacks (like hitting shielded dudes doesnt count as a hit, I think)

This is really not aimed at you bud, but I hope monks either get nerfed to hell, or barbs get a decent buff :D

Edit: with my jealousy gone, to answer your shielded question, they do seem to give health. My barb has 2 skills that give life for every enemy hit and there's no way he'd get that return from 1 creature.
 
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Curses, I cant decide whether to build a "life on hit" or "life per spirit spent" monk :/
Decisions decisions

Life per spirit spent is too rare to stack effectively :( With 2.5 Attack Speed 300 Life on Hit coupled with the speed of Fists of Thunder/Way of the Hundred Fists = 1500hp per 3 hit combo

Mantra of Healing (boon) was changed to give 187 HP per hit, just to find a weapon above 700dps with more than 300 LoH is the hard part now...

I'm sitting on 2.06 attack speed with 250 LoH and getting +700hp ticking off my character

@PhreeMe stop hating on Monks and group with one... Warcry (Impunity) + Mantra of Healing (Time in Need), me and my barb friend sit on;

940 res all (550 base)
8k armor
 
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Life per spirit spent is too rare to stack effectively :( With 2.5 Attack Speed 300 Life on Hit coupled with the speed of Fists of Thunder/Way of the Hundred Fists = 1500hp per 3 hit combo

Mantra of Healing (boon) was changed to give 187 HP per hit, just to find a weapon above 700dps with more than 300 LoH is the hard part now...

I'm sitting on 2.06 attack speed with 250 LoH and getting +700hp ticking off my character

@PhreeMe stop hating on Monks and group with one... Warcry (Impunity) + Mantra of Healing (Time in Need), me and my barb friend sit on;

940 res all (550 base)
8k armor

Yip, until your Barb friend is on his own. The monk will survive... well I do too, to a degree, but far from the ease of the monk.
So again, nerf monk or buff barb :D

Seriously though, Bliz have said they won't take something - be it a class or skill - that's working properly and nerf it. So your monk is safe :p I just find it unjust that a class that derives his armour from the same stat that gives dodge chance, coupled with setting all resists to match your highest is compared to a class that gets fringe benefits. Your one passive would change my barbarians skillset completely, allowing me be a more efficient melee attacker. Hell, I may even use my Immortal King's weapon as I don't have to try and build for as much damage mitigation...
 
Seriously though, Bliz have said they won't take something - be it a class or skill - that's working properly and nerf it. So your monk is safe :p I just find it unjust that a class that derives his armour from the same stat that gives dodge chance, coupled with setting all resists to match your highest is compared to a class that gets fringe benefits. Your one passive would change my barbarians skillset completely, allowing me be a more efficient melee attacker. Hell, I may even use my Immortal King's weapon as I don't have to try and build for as much damage mitigation...

At least Barbs haven't gotten any nerfs yet!

While I won't compare Monks and Barbs, both have strengths and weaknesses, they work amazingly well together

I'm glad I rolled Melee... it's hard :D

I just wish the idjits wouldn't cash in on the massive gear checks melee require to progress
 
At least Barbs haven't gotten any nerfs yet!

While I won't compare Monks and Barbs, both have strengths and weaknesses, they work amazingly well together

I'm glad I rolled Melee... it's hard :D

I just wish the idjits wouldn't cash in on the massive gear checks melee require to progress

I hear that. Took a look around the AH to see what the hardest-hitting-weapon is that I could find. There probably is better, but in setting 2 search criteria, I found a 1h spear (why are these always the highest dps items?) that does 1321 dps. That's close on double the dps of the Immortal King's hammer.

Legendaries need a HUGE buff.
 
My current monk build (level 56)
http://us.battle.net/d3/en/calculator/monk#UTYigh!UdX!ZbcYaa

Way of the Hundred Fists (Blazing Fists)
Seven Sided Strike (pandemonium)
Blinding Flash (Faith in the light)
Sweeping Wind (Inner Storm)
Serenity (Peaceful repose)
Mantra of Evasion (Hard Target)
Passives - One with Everything (to irritate Phreeme for 111 resist to all :p), Gaurdians Path, Sieze the Initiative

WotHF is spirit, with crits can get a nice 15% IAS. Add sweeping wind for another 45% AOE around me. Normal monsters go down pretty fast, and with evasion and high armor I'm generally still at 3/4 life. Rare/champions get a SSS in the face right at the beginning, followed up by blind, so I get 3-4 seconds of damage in, which always gets one down to at least 1/3 HP. By then all stacks are maxed too (SW + WotHF) so that 1/3 HP goes by fast. Get the healing orb, otherwise take Serenity for 3 seconds of bliss (might switch this rune to the 4 sec duration) and finish the fight. I find I only die now if I click Serenity too late
Currently running pitiful life on hit, but trying to get through until level 60. IAS and increased crit chance is key, otherwise SW stays at 15% and you take too much damage. SSS will get Fulminating Onslaught as well, hoping that helps clear tightly packed mobs quick. Otherwise will need to find something else, with a lower cooldown as a spirit dump. MoE I'm also gonna try backlash at level 60. I should have 55% dodge at all times, as high as 70% if I change my spirit attack and recast MoE, so backlash should proc quite a bit.

edit: I realised only now that Gaurdians path is utterly useless cause I switched to a shield :p Will see what I switch that to tonight, probably Resolve for 25% damage decrease

And thats my monk build (for now). /waits for Phreeme to moan how OP monks are :p
 
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My current monk build (level 56)
http://us.battle.net/d3/en/calculator/monk#UTYigh!UdX!ZbcYaa

Way of the Hundred Fists (Blazing Fists)
Seven Sided Strike (pandemonium)
Blinding Flash (Faith in the light)
Sweeping Wind (Inner Storm)
Serenity (Peaceful repose)
Mantra of Evasion (Hard Target)
Passives - One with Everything (to irritate Phreeme for 111 resist to all :p), Gaurdians Path, Sieze the Initiative

WotHF is spirit, with crits can get a nice 15% IAS. Add sweeping wind for another 45% AOE around me. Normal monsters go down pretty fast, and with evasion and high armor I'm generally still at 3/4 life. Rare/champions get a SSS in the face right at the beginning, followed up by blind, so I get 3-4 seconds of damage in, which always gets one down to at least 1/3 HP. By then all stacks are maxed too (SW + WotHF) so that 1/3 HP goes by fast. Get the healing orb, otherwise take Serenity for 3 seconds of bliss (might switch this rune to the 4 sec duration) and finish the fight. I find I only die now if I click Serenity too late
Currently running pitiful life on hit, but trying to get through until level 60. IAS and increased crit chance is key, otherwise SW stays at 15% and you take too much damage. SSS will get Fulminating Onslaught as well, hoping that helps clear tightly packed mobs quick. Otherwise will need to find something else, with a lower cooldown as a spirit dump. MoE I'm also gonna try backlash at level 60. I should have 55% dodge at all times, as high as 70% if I change my spirit attack and recast MoE, so backlash should proc quite a bit.

edit: I realised only now that Gaurdians path is utterly useless cause I switched to a shield :p Will see what I switch that to tonight...

And thats my monk build (for now). /waits for Phreeme to moan how OP monks are :p

*sigh*...... just...... *sigh*
:D

You know, I think I've built such a hatred for the monk that I may never play as one. That's thanks to you and Oculate :D
/jk
 
Resolve for 25% damage decrease

I find that if you're not actively hitting things, the Resolve passive is wasted. I switched to Transcendence to spam Mantra of Evasion for slightly more passive healing when tanking

Backlash was fun through Hell Act 3 (Crater levels), lots of spiders = I could stand and just heal and watch everything die :p

How is everyone topping 70% dodge o.O I have 1734 dex, even with MOEs initial 3 second proc I sit on 65% dodge
 
How is everyone topping 70% dodge o.O I have 1734 dex, even with MOEs initial 3 second proc I sit on 65% dodge

FoT with Lightning Flash (16% to dodge for 2 seconds)
Dual wield with Guardians path - 15%
MoE - 15%, with 30% for 3 seconds
With a base dodge of 40% (2000 dex) that gives you 70% dodge. At your dex you should get to 68.5% with all those on

So an extra 3.5% doesnt look like much, but with 25k base HP, 50% armor and 50% resist all, thats essentially another 31k eHP
 
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FoT with Lightning Flash (16% to dodge for 2 seconds)
Dual wield with Guardians path - 15%
MoE - 15%, with 30% for 3 seconds
With a base dodge of 40% (2000 dex) that gives you 70% dodge. At your dex you should get to 68.5% with all those on

So an extra 3.5% doesnt look like much, but with 25k base HP, 50% armor and 50% resist all, thats essentially another 31k eHP

Interesting, thanks :)

I need to use a eHP calc this evening when I've got my stats. The only time I'll go back to dual wielding is if I get an off hand weap with +800 LoH
 
I find dual wield... troubling for LoH builds. You dont really get less LoH single wielding (it feels exactly the same), but with a shield, you get a huge armor boost, and you can easily pick up crit chance (my shield has +6 I think) and resist all, and then 3 or 4 other stats.
So from a gut feeling point of view, shield >> dual wield.
 
I find dual wield... troubling for LoH builds.

with enough +LoH and the hidden +15% AS while dual wielding it's great :p

but with a shield, you get a huge armor boost, and you can easily pick up crit chance (my shield has +6 I think) and resist all, and then 3 or 4 other stats.

Yeah my shield is 1200 armor, 17% chance to block, 76 Dex, 72 Vit, +52 resist all
 
with enough +LoH and the hidden +15% AS while dual wielding it's great :p

I'm actually gonna check exactly how LoH works tonight. If it is cumulative (which it should be) then I'll revisit dual wielding if I can get enough resists and chance to crit from other gear... in other words, when I have 50 buhjillion gold or have farmed forever :p
Adding my current shield, my DPS goes up, so right now I have no reason to dual wield
 
LoH definately stacks between weapons, verified it myself last night. So I will be aiming for a dual wield build in Inferno with 1500+ LoH :eek: Only one way to find out if those will be famous last words :p

Currently running this in Hell Act 3 - linky

Hoping to swap out OwE for Guardians Path for the extra evasion, which will make backlash proc more. But will need some serious LoH weapons (750+), attack speed and resist all items. Lots of farming in my future! For now, not any issues, cyclone and MoE with their zero cooldown gives solid healing in a pinch, and my attack speed is already above 2, so I get spirit back fast. Cyclone keeps everyone within SW range and hitting my evasion aura for an extra 35% aoe. Blinding flash and serenity are must haves against rare/champ mobs imo. Another 30% damage for cyclone/SW/backlash/normal attack makes a huge difference.
I dont remember my exact stats, but think I'm doing (unbuffed) 5.5k dps, 35% dodge, 55% armour, 30% resist all, 27k HP
 
Yeah this LoH/Life steal%/Life Regen thing has suddenly become very important to me.
So I thought I'd try something a little different last night which seemingly seems (lol) to have paid off.

Here's my new build.

LMB: Cleave with the rune that increases damage to 156%.
RMB: Hammer of the Ancients with the run that increases dmg to 270%.

Slot 1: Ignore pain with the rune that increases duration to 7s.
Slot 2: War Cry with the rune that adds life % and 310 regen per sec.
Slot 3: Battle Rage with the rune that increases damage gain to 30%.
Slot 4: Threatening Shout with the rune that slows attack speed.

Passive 1: Nerves of Steel - 25% Increased armour.
Passive 2: Inspiring Presence - Shout durations double + regen 1% of life for 60s.
Passive 3: Bloodthirst - 3% dmg converted to life.

While I'm still settling on the RMB skill (and 3rd passive), I end up with ~700 regen per sec with 20% increased armour, 30% increased damage and can generally have the enemy almost constantly doing the 25% less damage (Threatening shout's cooldown effects this). When facing Fire Chained enemies, a little bit of micro seems to keep me alive (damn you vortex/teleporter/fast/jailors) as well as most of the others I suffer with.
 
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