Diablo 3 - Builds thread

I need some advice.

Playing a monk and I got to Act II inferno but this sure is crazy hard, mobs 1 shot me dead. I can kill them fairly easily if I actually am able to get any shots in, and that's only when I'm using serenity.

I've got 21k dps with Breath Of Heaven rune.
My health is 18k.
I have 4k armour.
Resist all is 149

Should I sacrifice some of my damage for vitality?

Health is low (I'd say 25-30k is needed minimum), resists is low (10:1 ratio with armor, so you want 400), armour is probably ok if that number is unbuffed but you might be able to squeeze another 500 in there.
Do you have any other life regens? Life on hit, HP/s or LpSS (life per spirit spent)

Failing that, wait for patch 1.03 which will decrease the mega jump between Act 1 and 2
 
Got a nice 550dps 850 LoH weapon last night :D
So I'm going to try and shake up my build: Drop Sieze the initiative (-1100 armor), add a shield (+1100 armor) so I get a "free" passive. Thinking I'll add in resolve for 25% less damage dealt by mobs if I damage them. Which will be easy if I switch MoE for MoC with Submission (12% damage to all within 20 yards). Hopefully that damage reduction evens out the loss of the extra evasion. So all in all, I can hopefully run with 24% more damage now :D And running in a group the whole group will get extra DPS output too. If I feel particularly brave I might even swap out concussion on crippling wave for breaking wave. But I dont think I can live without that damage reduction yet. I suspect though that by single wielding the loss of attack speed is going to hurt though :( So will see how it turns out.

http://us.battle.net/d3/en/calculator/monk#WYfigk!UYZ!ZcYZYc
 
So Conan is currently trying a crit build (had some WW with Blood Funnel rune in mind) and my one passive increases Crit Chance by 10% if using axes/maces. I was really happy with this, as equipping one in each hand showed my Crit chance as +20%. This last patch however seems to have "fixed" that and it now only reflects +10% :epic super cry:

If anything I suppose it gives me some variety... Adding a mighty weapon (adds 4 Fury per attack) will aid in keeping my WW going I suppose.
 
whoot is seems my first line of defence has improved for my WD. good job acher/phreeMe :)

now I just need to hang back and blow my pipe, while you guys smash away.
 
whoot is seems my first line of defence has improved for my WD. good job acher/phreeMe :)

now I just need to hang back and blow my pipe, while you guys smash away.

Lol, all good bud. So you going to play with your balls tonight??

Edit: Was going to edit that to it's intentional meaning, but I was laughing too hard. Your bouncing balls....
 
Lol, all good bud. So you going to play with your balls tonight??

Edit: Was going to edit that to it's intentional meaning, but I was laughing too hard. Your bouncing balls....

hahahaa nice one, wanna try them out tonight, see what the damage is like, since i've now figured i can slot any spell I want.
can't believe I only found that out at lvl60.
 
hahahaa nice one, wanna try them out tonight, see what the damage is like, since i've now figured i can slot any spell I want.
can't believe I only found that out at lvl60.

The only things that wouldn't benefit from the AOE are the ranged mobs, or those that flee. I think it could be a nice addition.

Yeah lets not remind me about that :D
 
My barb build - http://us.battle.net/d3/en/calculator/barbarian#WhXQiP!ZYX!YbaZYc
Some of the runes are different (I'm only lvl 52) but thats what I'm aiming for, although the frenzy rune is likely to change. With skills only I've got a 33% chance to crit :D Minimal damage negation, so a shield is a must have (and they can give 10% more crit chance). Hopefully with some good crit items I can drop weapons master or ruthless for Nerves of steel or tough as nails. WotB with slaughter is also insane, but I think a longer duration in inferno will be more valuable
 
You will die, and you are missing the most important spell the barb have, Revenge with Provocation.

http://us.battle.net/d3/en/calculator/barbarian#WSkXVR!bVe!accacZ

That is basically the best you can go as standard to make it in Inferno as you progress

Some things you can change according to the situations and as you get stronger and farm acts.

IE Ignore pain -> WotB with Insanity (best rune) (I use it for farming some bosses/elites)
Charge or Leap -> Threatenig Shout (some boss fights)
and with passives one can play around as u get stronger, like Superstition -> Berserker Rage (when u don't have to worry about range/non physical attacks or are strong enough)
etc, that's just some examples.

Obviously you can go a dps build, but you will need nice items and decent LoH weapons (expensive)
 
Ya, I prefer dealing damage instead of standing there for three days tickling monsters. Trust me, revenge is not a standard barb skill. You do not need it if you do not plan to be in harms way for very long. I want to deal damage, not stack armour upon armour upon armour upon armour
Watch this space for my great glory, or an instant death :D
 
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You said this thou: "so a shield is a must have"

I just think you are going to have problems with that build and the gear requirement for a dps build is quite high, specially the weapons you need = expensive

I'd love to switch to a pure dps build myself, but I will have to farm Act3/4 for a long time or hope 1.0.3 changes things dramatically :)
 
Because I recognise I need some defence I now must run revenge? :rolleyes: Pure DPS will never work on melee, obviously.
Also I dont see myself needing LoH, not yet. With my monk at the same level it was a must have already. The barb, not at all. Would be nice to have of course. The trick I found was to know quickly whether or not to activate WotB. With a monk you can fight, get slapped around and then activate your heals or serenity half way through a fightand keep going. With a barb if the fight is going south and only then you WotB to try turn it around, it almost never works (for me at least). But activate it first thing and half the mob is down (usually more) when you hit "low life"
Less time in a fight = less healing required.
 
It unfortunately does not quite work that way with a Barb in inferno. I still get 2-3 shot'd loads of the time with decent stats. I wish you the best of luck thou, keep us updated :)
 
Ya, I prefer dealing damage instead of standing there for three days tickling monsters. Trust me, revenge is not a standard barb skill. You do not need it if you do not plan to be in harms way for very long. I want to deal damage, not stack armour upon armour upon armour upon armour
Watch this space for my great glory, or an instant death :D

Yeah bud, based on what we were saying last time, I realised 2 things.
1) Most mobs were dead in under 20s
2) Stats are everything

In late Hell/early Inferno, if you can survive the initial attacks, then the added dodge/crit chance will work nicely. I was generating almost 30 Fury a sec when I was trying to prolong WotB, but would either need to run away a bit to stay alive, or everything would be dead just outside of the 15s....

So yeah, GL bud, hopefully it works well!!
 
I wish you the best of luck thou, keep us updated :)

I should hit inferno by the weekend, and then we shall see if my barb lives up to his heritage, or cries like a little girl :D
I reckon the worst case scenario is I can use this build for some fun in the acts where I'm overgeared
 
I should hit inferno by the weekend, and then we shall see if my barb lives up to his heritage, or cries like a little girl :D
I reckon the worst case scenario is I can use this build for some fun in the acts where I'm overgeared

Ye I do or can do that in Act 1 or Hell :) not Act 2 thou
 
Oh and this is effectively what I'm going to try with Conan....

I sadly need to focus on 3 attributes (bar resists).
Strength obviously for damage and a little armour
Dex seems to be more of an armour boost than strength
and Vitality for staying alive.

Here's where it gets scary. It preferably needs to be a dual wield build... with either an axe or mace and a mighty weap.

So my idea is to go crit heavy. To aid this my passives will probably be 25% increased armour, 5% increased crit chance and 50% crit damage and the third adds stats based on weapon type.... axe/mace +10% crit chance, mighty weapon +4 Fury per hit.

I'd then go with
Whirlwind and the bloodfunnel rune (1% life when crit)

Overpower with the +5% life for every enemy hit rune. I'd go with this over Revenge as if my build works out and I crit often, this resets the cooldown of Overpower to 1s meaning I could see it used almost as frequently as Revenge - can't recall accurately, but I think it does more damage too?

Ground stomp with the extended range rune. That also brings enemies to me in a group making WW more effective.

Ignore Pain with the 2s extended duration just for survivability

I'd leave the other slot open pending circumstance/build choice.
So basically I'd need weapons that add strength and dex (LoH would be really nice). My crit chance now (Lvl 40) is sitting at 25% which is only 5% below that of Revenge's increased chance, so there would be room to improve with one or 2 drops.

As with most experimental builds for a barb (monks are still OP :D ) gear is everything, so the success or failure I feel will largely come down to what gear I have come Inferno. Hopefully I'll be able to have some sort of guage by my survivability in Act 4 of Hell.
 
Why must you dual wield? You only get the bonus from weapons master from whats in your main hand.
Overpower deals less damage than revenge (165 vs 220), but heals for more (8 vs 5)
I dont get the dex thing? It only adds dodge. If thats what you are after, dont go above 500 dex (which is 30% dodge).
 
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