14 Temmuz 2013 Pazar

Witch Doctor Spirit Barrage Build

Here could be a Spirit Barrage magician Build:
Submitted by: Unknown

http://us.battle.net/d3/en/calculator/witch-doctor#gZSeid!Wbf!aYZaaZ

Currently A level forty one WD in Act two Nightmare.. Havent died once and once I have determined to play with others..

I'm usually the very best harm output.

Spirit Barrage is much from useless, in my build ^ its my best sort of Single Target DPS with my High Hit thus far being a crit of four.2k.

On spirit walk.. I dont use it.. with a runed eightieth Speed Reduction Grasp.. monsters don't reach ME.. and within the crazy probability that they are doing.. In my build.. you'll have Haunt running healing any harm you're taking and Locus doing identical if you have got a printed Life Conversion weapon. In extreme things, you drop a Harvest which supplies you a large amount of health with its horsepower graphic symbol and you are golden.

Believe I sit somewhere at 1300+ Character listed harm absolutely buffed with my current started.

The one issue you'll need with my build is Mana.. you cant spam AoE such as you would with different skills.. however you actually dont would like it. Against teams (In teams, AkA Multiplayer) a Grasp > Locus > x1 Haunt is usually enough DPS for the remainder of your guys to scrub up safely while not you superficial sort of a burden quite a profit and against Bosses, your passives / runes provide you with enough come back mana to stay a barrage going out at a relentless rate. (And thats while not serious +Mana regen gear [On my current gear at least])

Witch Doctor Tank Build

Witch Doctor Tank Build by Completeli. (Note: This build isn't for inferno.)

The build:
http://us.battle.net/d3/en/calculator/witch-doctor#bSUdRT!ZcV!YacZac

A lot of individuals are speech poison dart with splinters is a lot of injury... and it's simply not. Not even single target will it compare, At low weapon levels it's robust however if you are not exploitation spiders (every character is helpful for distinction situations) you are not taking advantage of your ability to multiply low share proc possibilities to obscene levels.

2.6% likelihood to freeze/stun/blind/fear/etc via half-dozen casks of four spiders simply became ~50%
chance to manage one or ten or twenty monsters to death. And with tanking this primarily will increase
your mitigation even a lot of.

10-300 life gained on hit - the number of healing you are doing with simply ten health on hit through twenty four spiders is sort of ridiculous. I expect serious nerfs to spiders only for these 2 things.

Locust swarm: I had to try to to plenty of experimenting to urge to the current purpose. Dire cracked was simply sooooooo preposterously sensible...I thought. This spell combined with Jungle courageousness and unhealthy drugs primarily gave you five hundredth immunity to all or any injury to everything you'll be able to see and equilibrise the screen. the speed this spreads through 30-40 monsters is insane. one forged with thirty monsters encompassing you only outdamaged 2-3 mana bars of Dire Bat spam.

Spirit Walk: With Spirit vessel offers you the bottom cooldown final defense spell within the game, Even beating Monk Serenity spell. to not mention you regain twenty first of your most health each 13seconds. And if accidentally it isn't enough, Spirit Vessel can pop it for you freed from charge and cooldown each ninety seconds (which is sort of not possible to wish even that fast).

Soul Harvest: Another big heal that Illusion esoteric injury something mobs can have you ever riant with the 9-12k heals you pop off each fifteen seconds.

Hex: virtually everything within the game is sheeped up. There square measure solely many bosses that may dodge the bullet. The heal is simply icing on the cake, and a lot of helpful than just about each different character.

Acid Cloud: With body bomb character is your swap with Hex once would like be. And fills your would like for vast injury once you would like it. i buy up to eighteen,000 crits with this. No cooldown suggests that you'll be able to spam 4-5 instantly and do 90k injury in an exceedingly moment, all the whereas you've got your widow-maker spiders to urge your mana back full for consecutive spherical of ridiculous injury.

The Gargantuan: The one summon that ne'er falls off. It's sensible once you comprehend and it's even higher late. the bull is even a lot of disable you'll be able to cash in of. the random stuns he throws out mixed with the just about nonstop disable from your spider procs causes you to take such an occasional % of attacks.

All those spells mixed with:
34,000hp
22% dodge
26% block


...is why we tend to square measure the tankiest of all characters.

And with the burst from acid cloud will still make bigger big mobs once would like be.

Witch Doctor Acid Rain Inferno Build

Diablo III necromancer air pollution Inferno Build submitted by Danyanek.

The Build: http://us.battle.net/d3/en/calculator/witch-doctor#aeUkRZ!ecZ!abcaaa

This is a derivative of some alternative builds. I actually have used it halfway into Act a pair of Inferno successfully (by success I mean I do die, however I move forward at the same rate.)

I opted out of Horrify/Mass Confusion for Haunt. Adds additional dps, and constant pressure.

Fetish Passive can offer you the chance for plenty of "little tanks" and distractions. i take advantage of wall solely to lure the mob, for optimum safe period of time. Hex is employed just about on cooldown, as its a secure heal. The reduced dmg from the opposite passives leave flexibility.

Variations:
Running spirit vessel (which i might do throughout bosses)
** I do that MP5 with zero LS, 0 LOH, 250 life regen whereas watchign tv **

1.0.8 Witch Doctor Sacrifice / Bears Speed Build

Diablo III one.0.8 wizard Sacrifice / Bears Speed Build submitted by Ket.

PRIDE / BEAR (MP 5-7)

~Reason

70 mil exp / hour (without leorics)
Warden kill with five American state in five min or less (all acts)
Farm MP5+ loot quick (mass kills for higher radio frequency rolls on gear)

=Gameplay=
Horrify and Spirit walk to maneuver perpetually from pack to pack of trash and quickly kill elites victimisation dogs as an additional two instant full mana reserve.

Trash-
1. Dogs out
2. Bear Spam (GF/GI can sustain mana)
3. Sacrafice if OOM for full mana

Elites-
1. Dogs ought to already be out (no cd on recast from trash GI)
2. Bear Spam (GF/GI can sustain some mana)
3. Sacrafice if OOM for full mana
4. Recast Dogs
5. Bear Spam
6. Sacrafice if OOM for full mana
7. Bear Spam



=Build=
mp5 = http://us.battle.net/d3/en/calculator/witch-doctor#fVUdXY!TYe!cbaYZccurrent
My profile: http://us.battle.net/d3/en/profile/Ket-1747/

=Gear=
PUR - 15+
DPS - 140k unbuff (possibly lower)
HP - 50k (possibly lower)
AR - 670 unbuff (possibly lower)
Max Manna - 950 (possibly lower)
Mana Regen - seventy (possibly lower)

=Notes=
1. I even have ne'er had to recast associate degreed sacrafice dogs for a 2d time on elites however it's an possibility.
2. this is often way more efficent and quicker than any VQ, SA, BR combos for mp5-7 as a result of the mana is instantly replenished.
3. With GF/GI virtually perma spirit walk and constant flow of globe, not kiting necessary(even RD)
4. easy and simple to use.

** I do that MP5 with zero LS, 0 LOH, 250 life regen whereas watchign tv **

Elite Monk Tank Build

Here is associate degree Elite Monk Tank build submitted by davegri.

The build: http://us.battle.net/d3/en/calculator/monk#WfaSgQ!YaZ!aZabab


Description: mistreatment this build I will tank most elites and massive crowds whereas delivering hefty amounts of dps.

Crippling Wave (Mangle) - this can be my goto aoe spirit builder, initial i take advantage of Cyclone Strike (Implosion) then I pound some incapacitating Wave.

Mangle appeared the foremost good selection though concussion might give further protection if your troubled.

Cyclone Strike (Implosion) - this can be for dragging enemys in so as to destroy them expeditiously.

Fists of Thunder (Thunderclap) - this can be for single enemies or bosses, the thunderclap is for chasing down goblins teleporters and customarily evading bosses. this ability is nice as a result of it build spirit terribly quickly and permits you to spam mantras so as to tank robust enemies.

Sweeping Wind (Firestorm) - pretty nice for going in some further dps into those elite champion packs or typically for a lot of economical aoe destruction. this ability is not a requirement for this build and may get replaced.

Serenity (Peaceful Repose) - button, nuff said.

Mantra of Healing (Boon of Protection) - i am still deciding between this and mantra of evasion, primarily its a spammable heal (with transcendence) + regen and fast heal+ dmg reduction for two seconds.



Passives:

Transcendence - associate degree absolute should.

Resolve - Flat injury reduction the third passive is not vital timely and you'll just about go away with what suits you.

Monk FoT Hell Build

Monk FoT Hell Build submitted by CateyeRR.

I will keep alive for an extended time and tank for the remainder of the cluster, that is okay as a result of i do not have the gear to dish out the dps however. Once I alter a lot of i'll get eliminate bright flash in favor of sweeping wind or one thing. Updated.

FoT + Quickening - I simply cannot surrender the transport quality of this talent. been mistreatment it since lvl six. and i feel FoT is that the quickest spirit generator, that i would like.

SSS + bedlam - this can be truly a lot of of a defensive ability than offensive. 2ish seconds of immunity and beautiful a majority of no matter i am fighting is valuable once fighting champions which will one shot ME.

Blinding flash + searing light-weight - Pretty self informative. i will use this as associate interrupt for mob's huge injury skills, and to shop for myself time once I get in over my head.

WoL + Explosvie - nice aoe injury, i pay additional spirit on this. additionally sensible for obtaining mobs off your back once encircled.

Serenity + Tranquility - should have for champion and rare monsters in hell, notably state change or screw modded since it breaks roots/stuns. additionally protects/unroots the party

MoH + Boon of Protection - My #1 most used spirit spender once tanking. This + transcendence keeps ME alive, against powerful mobs i'm spamming solely this to stay North American nation up.

Passives ar pretty self informative, transcendence is obligatory on behalf of me. Dps suffers to a small degree with this build, additionally as a result of I socket in the main for +vit however my gear is crap right away anyway.

Monk Inferno Build

Monk Inferno Build submitted by Unknown.

Decided to create a build of however i am browsing inferno with Monk(act three currently). several of my friends ar dashing through inferno with WD, DH and Wiz, however not several Monks or Barb. I play Monk solely thus here's the build I notice quite helpful.

First off, i am victimisation this build: (Updated for patch one.0.8)

http://us.battle.net/d3/en/calculator/monk#aWgYSQ!YgX!aZYcYc

My notable stats:

Dex - 1400
Vit - 800
All resist - ~600
HP - 40000
Armor - 6000
Damage -16000
AS-2.4 (I understand it's a part of DPS. Showing since it affects rate of spirit regen)
Spirit regen per sec - six
Life per spirit (without transcendence) - sixty two

I use paw of thunder with concussion for the employment of transport. it is very helpful for treasure pygmies/bandits/goblins and much as battling goes, it is very helpful for kiting against super creeps that have charging attacks(the varieties that 1-hit knockout you) or plague or liquified kind buffs. it is also helpful since it offers a knockback with the third attack. This knockback solely works on non-super creeps and is helpful for stopping charged attacks furthermore as kiting.

Crippling wave with concussion are going to be useful for variety of reasons furthermore. 1st the graphic symbol can scale back the harm of these vexing bugs in act2 furthermore as assist you survive the a lot of stronger creeps. The third attack can slow movespeed/attackspeed of creeps which can assist you kite, furthermore as stun/knockback to interrupt attacks.





As way as my active spells go, Serenity is that the absolute best ability International Maritime Organization. four second invulnerability is de facto over-powered and may be used since Monk is painfully underneath high-powered. i exploit serenity as a last-means of escape. after I am surprised with Frozen orbs or place in Jail or vortexed towards the creeps. together with combination strike and also the harm buff from glaring Flash, my harm can increase a minimum of 50%(sometimes combination strike bugs and provides nearly 100%). that's an enormous boost for monks, since lots folks do not carry 1k DPS weapons.

As for as healing mantra goes, i exploit the graphic symbol "time of need" to extend my resistances. This helps Pine Tree State get 4-5 shot by creeps rather than 2-3 shot. it is important to notice that when activation Mantra of healing will increase your regen greatly for three seconds(inversely exponential). victimisation this to maximise your healing along with your spirit and healing mantra is crucial furthermore.

I think the passive skills ar obvious although I do wish to notice one thing regarding "combination strike". when some days of testing with combination strike, i notice that it's a ability value victimisation. AND it's not necessary for one to use three primary skills. Pre-(today's)patch, sweeping wind gave the 8 May 1945 bonus for spirit generating. I believed initially it absolutely was once the sweeping wind was at goop, however even at the activation of the ability gave the attack bonus(given that I've used my alternative a pair of primary skills at intervals seconds). With this one will get a pure gold i exploit glaring flash.

As way as sweeping winds go, sweeping wind deals additional damage(and appearance additional cool) with crit strikes. With the graphic symbol, it'll provide Pine Tree State an additional 3-spirit per second once at goop and with high-crit the DPS is high and also the charges return quick. one among my biggest DPS for giant mobs, furthermore as super-creep fights. Also, the buff lasts longer then three seconds IF you're employing a primary ability before the three seconds is up. it is not necessary for you to combine in 2 primaries at now if you are lazy, simply victimisation paw of thunder continually(without resting) can keep the harm maximize indefinitely.





Some helpful techniques i have been victimisation for monk**

When fighting super creeps or regular creeps that do not get knocked back by the third strike of paw of thunder, I switch out the third hit for a unhealthful strike. thus in succession it'll be left click left click right click, thus on and then forth. Diablo3 is formed so it's quite easy to try and do this. you dont got to truly click when, you'll be able to drag your left click mouse till the two hits have competent and before the third, simply faucet the proper click(all the whereas your left finger hasn't left the button!).

This will proxy the harm reduction, ms/as reduction, AND at a quicker Ate since paw of thunder as a far quicker attack speed. It takes Associate in Nursing hour or 2 obtaining accustomed however once you begin doing thus, kiting and killing creeps become ALOT easier. I hope this helps. i made a decision to create it since D3 is down. Still thus for one more twenty six minutes....

Mojo's Ninja Monk Build

Mojo's Diablo III Ninja Monk Build submitted by MrMojoRisin.

Build: http://us.battle.net/d3/en/calculator/monk#aUVSgh!Xgd!aZacYc

Gear - This was created doable by dropping OWE - therefore you wish high All Resist and high armor.

Play vogue - Smack 'em within the face and check out to not die!

Description:

This build has some nice quality. the bonus run and attack speed from blazing fists is most fun. once you get the droop of mistreatment twin generators, you will ne'er wish to travel back.

The activity of guardian's path and backlash is impressive. fireplace chains mobs simply kill themselves, and you nearly ne'er get frozen!

For the professionals out there, strive swapping out serenity for dashing strike.

Dual Generators:

I'll make a case for however i take advantage of the twin generators pretty effectively:

I use thunderclap as RMB, and blazing fists because the LMB.

I hold down right mouse (TC) ALL THE TIME. i take advantage of it to run/walk around.

Just faucet down LMB, (Blazing fists) long enough to urge your stacks, then still TC. to refresh Blazing fists, you merely ought to faucet down LMB for a bit. it looks to refresh instantly.

Note that my finger nearly ne'er lets up from the proper push, even whereas sound left push. whichever button you hit can override something already being control down. as presently as you yield of LMB, RMB takes over instantaneously once more.

And that's that. Tou get wont to it pretty fast and it's very effective.

Thanks for reading.

Monk Group Healer Build (Nightmare+)

Monk cluster expert Build (Nightmare+) submitted by tabby.

The Build: http://us.battle.net/d3/en/calculator/monk#adXgjQ!YVb!YbZbbb

This is a full on healing build and is intended completely for party play. This build focuses little on DPS, actually the sole injury you may be doing is that needed to take care of your Spirit via Fists of Thunder/Ally.

Mantra of Healing is employed heavily as a core mitigation/healing tool. Breath of Heaven is employed a lot of as a final resort on badly disabled allies. Serenity serves to mitigate management effects and moderate injury whereas generating Spirit.

Strengths:

Rapid Spirit Generation
High property
Strong cluster mitigation via multiple absorb effects
Strong cluster healing via spammable Heal over Time effects

Abilities:

Fists of Thunder (Quickening): twin wielding (fast weapons) whereas victimisation this explicit ability is that the best thanks to build up Spirit. Period.

Two bimanual weapons can perceptibly abate generation.

Dashing Strike (Quicksilver): valuable for escaping damage/mobs and conversely staying on a target to confirm spirit generation.  It’s conjointly helpful for positioning yourself in vary of a mate for a Breath of Heaven solid.

Breath of Heaven (Circle of Life): Powerful/Cost economical direct heal. the sole disadvantage is that the twelve yard affected space. Ranged ar oftentimes a lot of more out and battle royal will move outside of twelve yards quickly while evading nasty things on the bottom.

Serenity (Tranquility): Powerful cluster defend, significantly helpful once regular right against mobs with  exploding frost orbs.

Mystic Ally (Air Ally): good DPS boost via Associate in Nursing always-on Sweeping Wind impact. it'll conjointly tank mobs and take some hits for you. a lot of significantly this ally incorporates a probability to allow you +100 Spirit on attack.  (For those not curious about adding DPS or those seeking to avoid the RNG of the Spirit proc, i'd recommend commutation this with Inner Sanctuary [runed-for-situation] and victimisation the Infused with lightweight character for Breath of Heaven).

Mantra of Healing (Boon of Protection): Associate in Nursing aura Heal over Time impact that includes robust self-healing whereas victimisation the Transcendence passive and  a spammable three number HoT (with a forty five yard range). The character protects teammates whereas the facility HoT works its magic. Treat this ability less sort of a pre-combat buff and a lot of sort of a core heal with a 2-3 second cooldown.

Passives:

Transcendence: A dead expert may be a useless expert, this ability turns almost everything on your hot-bar into a private heal. *Must Have*

Beacon of Ytar: This ability reduces cooldowns (Inner Sanctuary/Serenity- seventeen seconds, down from twenty. Breath of Heaven thirteen seconds down from 15). “Guiding Light” or "Resolve" could also be prefered.

Exalted Soul: an outsized Spirit pool permits for larger property during times of high injury whereas conjointly reducing “wasted” spirit throughout slow spots.

13 Temmuz 2013 Cumartesi

Monk Wave of Light Build

Monk Wave of sunshine Build submitted by Galm.

Background (skip if you do not care concerning this kind of thing)

Sometime agone I examine somebody attempting a Lashing Tail Kick: Hand of Ytar build, that essentially had him going round the map spamming the talent on something that moves, with none Spirit Generator.

I tried that description for a little, and whereas it had been actually novel, it lacked a particular kick on behalf of me (plus, i used to be method too Spirit-starved - did not have enough Spirit per Second on my gear).

With the arrival of one.04 though, i have been experimenting quite bit with Spirit Spenders, primarily after all everyone's favorite silly gong ability, Wave of sunshine. As a Daibo user (yes, our kind exist), i used to be at the start most fascinated by Wall of sunshine, however once I was pondering the Hand of Ytar, I wondered: what if I spammed authorized  Wave bells instead?

What resulted was (amusingly) the foremost effective build (for my gear and playstyle) that I had ever place along.

The Bell Spam Build (if you are skipping this, I actually have no plan why you are reading this thread)

Build: http://us.battle.net/d3/en/calculator/monk#beXgjQ!bcd!cbbYbZ





Build continued  once the page break..
If you don’t wanna click, it’s -

1. Deadly Reach: Foresight
2. Wave of sunshine: authorized  Wave
3. Breath of Heaven: Blazing Wrath
4. Serenity: Ascension
5. Spirit Ally: Air Ally
6. Mantra of Healing: Circular respiration

P1. Guardian’s Path
P2. Exalted Soul
P3. Chant of Resonance

Not one defensive passive, woo! This set-up ought to offer you a passive eight.1 spirit per second (6 with a thirty fifth bonus from Guardian’s Path) before things. And speaking of things, there’s one I extremely advocate to form this description extremely soar:

Weapon: The agamid lizard
Get one preferrably with Wave of sunshine crit bonus. a lot of on this underneath the Wave of sunshine breakdown.

If you can’t get a Fwying Dwagun (seriously, you guys ought to say this with a faux-Chinese accent), then another high injury Daibo or two-hander can fulfil. Look out for stats like innumerable +Dex, >=1.2k DPS, IAS and preferrably some Vitality.

Stuff like crit, crit injury, life steal and life on hit area unit nice, however not essential.





Stats
As a yardstick, I’m flying with around:

Defensive:
- 3.3k armor
- 579 all resists (700+ poison)
- 34k health
- no LoH / Lifesteal
- 1.2k life per second regen
- +20k health globe bonus
- twelve-tone music movement speed (highly recommended)

Offensive:
- no bonus crit and crit injury (great to own, however not important. … Get it? Critical? Ahahaha. Haha. Ha.)
- pure gold IAS (get some)
- 33k dps before buffs
- 696-1632 weapon injury (this matters quite your listed dps)
- 2003 deftness
- Paragon Level ten





Skill Breakdown, Justifications and issues

This is not a face-tank build. you'll be squishier, you'll be offensive together with your primary a lot of lesser and there'll be times wherever you’ll be deed.

Well. perhaps you're thinking that you’re monk’s deed. In my head my monk’s backflipping, tumble and charging Spirit as she avoids enemy attacks.

Oh, and you’ll be dropping Bells on your enemies. A lot.

Deadly Reach: Foresight
I got this principally for the eighteen injury buff and as a Spirit Generator. If you've got high crit, I’d advocate Strike from on the far side in addition.

Wave of light-weight: authorized  Light
At goop spirit with Exalted Soul, you'll drop six (!!) bells and still have leftover spirit for Serenity.

Though it’s not within the description, Wave of sunshine really deals it’s three90% injury across 3 hits, throughout the “mystical-staff-swinging” animation the Monk will the bell initial falls. In alternative words, this talent really will one hundred and thirtieth injury on three hits, then blasts forward for four-hundredth. every hit has it’s own probability to crit.

Also, note that the talent will injury based-off your WEAPON injury (not its listed DPS, although that’s a decent indication), exaggerated by your deftness. within the case of dual-wielding, it’s a median of your weapons’ injury (?).

Wave of sunshine additionally puts traditional mobs during a stun-animation throughout the bell-smacking half, and solely Rare mobs (yellow champs), bosses and mobs with natural immunity (such diabolical Tremors) don't get knockbacked from the wave blast. In alternative words, WoL is each crowd-control and an outsized AOE-nuke.

The bell additionally hits slightly on the far side than it’s graphic radius. It’s entirely potential to hit sure mobs standing behind you with WoL.

Wave of Light, like most skills, is suffering from IAS, either from your gear, buffs, a hysteria shrine and - this can be why we tend to wished one - the Flying Dragon’s double IAS proc. once procced, your your WoL monk turns into a gattling gun. That shoots bells.





Breath of Heaven: Blazing Wrath & Serenity: Ascension (The nonobligatory Slots)
These 2 skills are literally, in my opinion, optional.

Of the build, these area unit the 2 slots wherever you'll combine and match as you therefore want. as a result of I actually have no LoH / Lifesteal, i exploit these 2 skills to remain alive. Serenity’s injury immunity is good, however considering that solely Rare mobs area unit proof against your knockback, you would possibly end up mistreatment that talent solely in additional specific situations.

Blazing Wrath’s injury boost is good after all, although it extremely will depend upon your current gear - you would possibly not would like the V-day, and may trade it certain , say Seven-Sided Strike or glaring Flash.

Another potential runic letter for Breath of Heaven is that the Infused with light-weight runic letter. You’ll ought to build snap judgement calls concerning this every now and then although - does one reserve it for the heal, or use it early to spam Bells to push mobs away?

Other recommendations - Dashing Strike: method of the Falling Star (the speed boost is nice), glaring Flash (anything), Seven-Sided Strike: many Sided Strike (for injury and immunity).





Spirit Ally: Air Ally
Besides being a wonderful supply of injury and also the occasional tank, Air Ally’s probability to revive a hundred (135 with Guardian’s Path) Spirit on attack is that the true gem of this runic letter.

Be on the lookout for a graphic almost like after you drink a drinkable or obtain a health globe - except that during this case, it’s beige in colour; that’s after you recognize the Spirit recovery procced. I mean, besides suddenly discovering you've got plenty of Spirit.

Mantra of Healing: Circular respiration
3 Spirit per Second. ‘Nuff said.

If you've got innate Spirit regen on your gear, you would possibly additionally wish to think about Mantra of Conviction instead. cow or put off would be helpful runes for this build.

Passives: Guardian’s Path, Exalted Soul, Chant of Resonance

These passives all work towards having an outsized and create Spirit pool. ‘Nuff said.

If you've got Spirit regeneration on your gear, you would possibly wish to think about dropping Chant of Resonance for an additional passive. i like to recommend Transcendance (you’ll be obtaining plenty of life back from the Bell spamming) or Fleet web-toed (you’d be shocked however sensible this is) or Beacon of Ytar (if you’re running with Selective Service System especially).





Putting It all at once - however Bell spamming works

Oh look, enemies.

*BELL COMES bloody DOWN ON THEIR HEADS*

That’s extremely all there's thereto. Avoid enemies attacks, or let your Air Ally absorb the injury. Go near them, then forged Wave of sunshine.

Note that in most things, a pair of WoLs can eventually push mobs out of your vary (though candidly, in solo things a pair of WoLs area unit all it takes to kill most mobs), therefore don’t simply hold right-click (or no matter you mapped it to) and expect everything to die. It will, you only gotta get into position. WoL’s “stun” and pushback is what makes this description extremely shine.

When Flying Dragon’s double-IAS procs, don’t simply use it on WoL - double attack speed additionally suggests that a lot of Spirit, therefore you’ll ought to choose once to get spirit and once to pay it.

Use Deadly Reach to get Spirit, or sport if necessary to attend for Spirit to regen. Use your defensive skills to urge out of dangerous things, and continually assume that you’re spongy enough to urge killed by quite some hits.

Arreat Crater is a wonderful place for you to check this description out.





Pros
- A solid single-player build that melts non-elites and punishes most elites simply. use caution around “heavy” mobs although (those with innate knockback immunity), and additionally mobs that have quick or Vortex.

- You don’t need to build significant resistances or armor for this build. In fact, you don’t even ought to build dual-resistances. you only would like a hard-hitting two-hander.

- This build will farm Act three and four.

Cons
- this can be additionally the foremost group-unfriendly description I actually have ever contend. You’re about to wish to be sensitive to your group’s makeup. important Mass-Frost star wizards can hate you, payback Barbarians can hate you, on the subject of something that desires stuff to remain still can hate you.

To offset the hate, try and position yourself so the mobs get knockbacked into a corner. And build it clear to your cluster that you’re Bell spamming - if they’re nice, they’ll accommodate you too (hopefully by tanking the mobs close to a corner, for example).

- You’ll ought to gear for higher resistances / armor to kill Diablo (unless you’re running with SSS). Phases one and three are literally not regrettable in the least, however the Shadow Clones on part a pair of will be rough, particularly once *they* through bells in YOUR face.

- It’s shrie. Unless you’re into that sorta factor.

- you would possibly feel silly doing nothing however throw bells down. till you see all the dead corpses.

Gonna try to see if I will get a video from ME running around. Till then, go attempt it yourself!

Happy facetanking.

New to Inferno: >200k Monk Build

New to Inferno: >200k Monk Build submitted by scrapz.


Alot of individuals are adding ME telling ME they are obtaining closely-held in mp1 and do not have enough money to farm even mp1. Do a alkeizer route in act three hell, collect 200k gold. Proceed to the business firm and get gear like this.

GEAR: http://d3up.com/b/206455

BUILD: http://us.battle.net/d3/en/calculator/monk#aSXYgh!XUd!acbcYc

I'm getting to provides a temporary runthrough of the instrumentation and ability selections. i can not place along one thing fancy like piffle or druin =X

Stat Goals:

650+ resist
1000+ vitality
2.0+ APS (must)
35CC+ (crucial)
DPs - 20k+

Clears inferno alk run in affordable time of beneath twenty five minutes in mp1. Facetanks mp10 lol.

With noobs, you are sometimes annoyed with dying an excessive amount of. you have got two selections, go extremely offensive and hope you kill the enemy in time before he kills you or go defensive. I selected defensive gear whereas going offensive on my passives.

Weapons:

For budget builds, maximize your cash. get weapons /w natural 70+ crit on them. It's cheaper then shopping for a gem. Since you cannot purchase IAS on a hoop at this budget, it is best to travel with fast(1.4) weapons. try and aim for a minimum of 1200+ loh /w three % life steal.

Q: Why LS?

I know everybody tells you life steal sucks at low dps however it still leeches life correct? Well, this build uses backlash, that could be a defensive and offensive ability. Since LOH solely procs on on-hit attacks, backlash won't work with LOH

LS leeches from all attacks. Being a budget build, you will be severely low dps. you will be perpetually encircled by enemies and backlash deal harm at intervals a decent ten radius of you. plenty of enemies around you obtaining hit = huge quantity of heals.

Rings/Ammy/Gloves/Bracers - DPS slot

Sacrifice some dex and maximize your crit likelihood. Your paper dps are going to be low however it does not account the dps/heal done by spawning tornadoes. this can be conjointly why LS and a quick weapon area unit crucial for this build . quicker hits = a lot of hits = mor possibilities to spawn tornadoes = a lot of healing.

Chest/Pants - further Stats

Always explore for sockets in these slots. Thats a further ninety eight stat points for your chest and sixty eight for your pants.

Shoulders/Belt/Shoes - Mitigation/ Vitality

These slots do not provide any DPS modifiers. it is best to stack mitgation/vit points during this. you'll be able to simply realize low dex/100+vit /120 double resist.

BUILD:

This build is very centered on dodge.

Guardian's Path and Mantra of Evasion provides you fifteen % dodge. Even with low dex points, you will be at fifty % dodge rate. That mean's 1/2 hits you will be dodging and everytime you are doing dodge, you will dish out some harm. WIN/WIN.

Cast your sweeping winds properly:

SW snapshots your dps at the purpose of casting. By casting during this order, you'll maximize your dps/sustain output

1. Breath of Heaven - Blazing wrath (45 second timer)
2. glary flash - religion in light-weight (2-3 second timer)
3. when casting glary flash, immeaditely solid your sweeping winds.
For my setup meaning. #1, #2, right click, #4

Again, this build is very engineered around dodge. Everytime you spam your MoE, you'll gain a short lived increase in dodge of three seconds. pay your spirit properly, solely spam it once you are encircled by enemies.

Happy facetanking.

Demon Hunter Inferno Spike Trap Belial Build / Strategy

Post SS Nerf Demon Hunter Inferno Spike lure Belial Build and strategy submitted by cs_83.

Vault - Tumble
Spike lure - Scatter
Elemental Arrow - Ball Lightning
Hungering Arrow - Shatter Shot
Preparation - Battle Scars (could have swapped this move into understanding for Backup set up or centered Mind)
Smoke Screen - Lingering Fog
Steady Aim, Sharpshooter, Archery
Pretty much my commonplace ability set, except for spike traps, that square measure ordinarily caltrops.

As part one starts I born spikes on one facet of the minions and killed them directly then captive to it facet. I then continuously hide spikes down and targeted the snakes that spawned the nighest to ME.

Once part two starts I burned him down, it's timer based mostly once the snakes spawn, therefore if you'll get him to transition (25%) comparatively quickly, you'll avoid handling too several snakes. Same manoeuvre as part one, keep traps close to ME to kill shut snakes.

Phase three was truly the best. I stood on the proper hand facet of the platform, waited for the inexperienced circle, captive to the proper, waited for subsequent one, captive to the left, then captive alittle more left then that to create certain i used to be out of vary of the double smash. once he begins channeling simply confirm you are moving 100 percent. If you get snug with it you'll do some injury in between.

Dealing with part one and a pair of was the foremost tough, there is some RNG concerned once it involves snake spawns, however once the spike traps it works well.

As a facet note, i attempted Frost Arrow character for Elemental Arrow to manage the adds higher in p1/p2, that worked, however i used to be unable to burn him as quick as I wished to in p2, therefore I curst tendrils.

Paperdoll DPS on behalf of me was somewhere between 80-85k with sharpshooter. didn't have a chilly injury weapon, would have helped a large amount.

Demon Hunter Build

Demon Hunter Build submitted by igdub.

The build: http://eu.battle.net/d3/en/calculator/demon-hunter#aeYdkg!YeX!YacZcY

Build Description:

I'm at half-hour crit with caltrops thus my discipline gathers rather quick and i am merchandising it with shadow power for survivability. it is a miraclesaver from several things once activated quickly.

While leveling, i might extremely recommed rain of vengenace with stampede, it's superb.

Same with caltrops however with another grapheme, eightieth slow / immobilize looking on your preference.

The third should (in my opinion) is twin chakrams, that ability is simply blatantly OP.

The other 2 square measure rather nonobligatory, I've invariably been an enormous fan of vault however avoid combining too several discipline hoggers.

A Few Notes:

1) the most skills were while not a doubt vault, caltrips (later twin), hungering arrow. Rest was stuff that works around it. All of these ought to be available rather early.

2) traditional was 100 percent solo, and that i ne'er had to farm. solely factor that changes with loot was how briskly the mobs died, they're very easy to kite if there is a would like for it.

3) Glass cannon works fine since monsters typically hit for ridiculous amounts of harm thus you cannot tank them anyway and whereas dex = dmg, it conjointly grants ME thirty third dodge (at ~1300 dex) and dodge works on virtually everything (aoe spells and such). +shadow power with sixty fifth reduction is useful, activates instantly if you see one thing you cannot avoid.

Templar was a good tank/healer at traditional on behalf of me, he extremely unbroken my health up if I got hit whereas kiting. I conjointly soloed nm act one and a little of act two, it went swimmingly.

All you've got to urge accustomed is kiting then you are going to try to to nice. Some monsters try and disrupt it however e.g. vortex monsters seldom hit you before you'll vault away.

Inferno mobs seriously hit onerous, everything that is larger than a spider sometimes oneshots ME. this can be injury that happens on a 4man game. all the same, i do not get hit that usually and that i will survive hits from the weakest enemies, that {are|ar|area unit|square MEasure} those {that usually|that thusmetimes|that typically} may get near me so no downside there :)

Demon Hunter Hell Build

Build by: Unknown

This build ought to assist you get through hell along with your Demon Hunter.

http://eu.battle.net/d3/en/calculator/demon-hunter#fcYdTj!cfe!bZZbZZ

This is my build it's terribly management based mostly and picks up further harm from passives and mark of death. i'm level fifty two and that i am presently going tho' hell with a Monk friend.

I use this build as a result of it permits Pine Tree State to induce my harm off safe and straightforward. It does not take long to get full emotion from zero with the bat pet and evasive fireplace. It conjointly permits Pine Tree State to kite effectively once the occasion happens

Demon Hunter Solo Build

Demon Hunter Solo Build by Reat.

Here's a build i have been victimisation whereas soloing, however it feels like it may stand as a good tank for cluster play additionally.

The basic strategy is to face within the front lines with a 1hand xbow and protect, drop caltrops and spam spike traps and Marked for Death at your feet.

At the terribly least, this is often a good survival build, and it does not have the issues a lot of typical builds do against waller/jailer enemies.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#UQhYkT!VUe!YbZccZ

Skills:

Primary: Grenades (Stun Grenades)
Secondary: Spike entice (Long Fuse)
Skill 1: Fan of Knives (Retaliate) or Marked for Death (Valley of Death)
Skill 2: Caltrops (Bait the Trap)
Skill 3: sentinel (Guardian Turret)
Skill 4: Companion (Bat Companion)

Passive 1: desensitizing  Traps
Passive 2: Custom Engineering
Passive 3: athletics

Play Style:

Between Guardian Turret and desensitizing  Traps, you'll have up to four-hundredth injury reduction. this is still true as long as you're standing in your caltrops and either the enemy is additionally, or you are spamming Spike Traps at their feet if they are ranged.

Even with a protect, the injury this build will pump out is great, since it uses the very best damaging skills that ar typically to troublesome to use if you trust kiting (Long Fuse Spike Traps, and Retaliate Fan of Knives). It conjointly gets +20% crit from athletics and Bait the entice, therefore check that to use a +crit injury gem in your weapon. It will use emotion terribly quickly, that is why i like to recommend victimisation the Bat Companion.

If you are in a very cluster you will likely get a lot of mileage out of Marked for Death than Fan of Knives. you may conjointly notice that you simply do not have to be the taking the injury for all the injury reducing effects to figure, and for those silly sods United Nations agency need a battle royal DH, this build works dead for that additionally.

Demon Hunter Level 60 Build

Demon Hunter Level sixty Build submitted by Dog.

The build: http://us.battle.net/d3/en/calculator/demon-hunter#aQZjgd!eYT!YaaaYb

I switch out skills quite bit whereas leveling. For bosses I typically prefer to have smoke screen. In hell I had swapped out Impale with Caltrops Bait the lure runic letter. I likeable the additional survivability having that slow in conjunction with the constant 100% crit. better of each worlds.

My passives modified lots whereas leveling. I typically invariably tried to induce a bow thus athletics and steady aim stayed constant the full method through. i actually likeable sharpshooter soon. individuals hate on that, however I found it to be particular.

Hungering arrow i could not decide between greedy and shatter. Shatter is extremely sensible, except for single target it sounds like just one, maybe 2, of the cut shots will pierce an equivalent mob once more. i am undecided however the mechanics work for them. I used each looking on however i used to be feeling at the time.

Demon Hunter Multi Shot Inferno Build

Diablo III Demon Hunter Multi Shot Inferno Build by Sukoshi.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#bjXZYV!bYe!YaaaZb

This build United Nations agency has been formed for Hell and Inferno i am going to break the build down below.

PRIMARY: Entangling shot is handily the foremost helpful Primary within the game..

Top runes for it area unit the subsequent

#1 Chain gang: Do i want to clarify however helpful this character is, three hundredth dmg (75%x4) unfold to four targets and speed there movement speed by hour affirmative PLEASE!

#2 Justice is served: presently i am rocking this character as a result of i am DW Hizzies with super quick atk speed + passive hate regen from gear my hate goes from zero to full in five seconds.



ALTERNATIVE PRIMARY:

Hungering Arrow - Spray of Teeth - If you've got high crit or use sharpshooter, I extremely advocate making an attempt angular distance out. Even on single target, the injury is basically high. Also, if you are doing select Hungering Arrow ensure to induce a quiver with + Hunger Arrow injury on that.

SECONDARY: Multi shot: this is often handily the simplest AOE for a demon hunter once you acquire the subsequent character.

#1 hearth at Will: This character permits you to spam multi shot like no alternative.. Hits all targets on screen for unbelievable dmg should HAVE character

THIRD: Smoke Screen: Smoke screen is god like literally! It breaks all CC's and It dumps all irritation in ninety nine of eventualities, There was one or a pair of things the mobs still followed Maine whereas invisible however its tiny. however better of all it causes you to unbeatable for two seconds. you would like to avoid associate attack from a boss smoke screen, you wanna run through four lazers from esoteric mobs simply smokescreen, you get unfree smoke screen, ten mobs chasing you and not your barb tank Smokescreen, you get sucked in from vortex simply smokescreen!

#1 Displacement: You run thirty fifth quicker whereas invisible want I say more?

Forth: IMPALE: This ability could be a Boss wrecker, untill i purchase additional testing from Inferno i am keeping impact character at #1 character, however to this point from traditional through hell I actually have been able to virtually stun lock from 100 percent health to zero ALL bosses except Belial once he transforms.

#1 Impact Rune: This character is god like, The beleaguering tank boss in act three picked up my parties barb and ne'er place him backtrack through the entire fight as a result of he was stun barred. Best character to this point

Fifth: Caltrops: nice lure United Nations agency, Drop it defensibly or perhaps objectionably together with smoke screen. Not a lot of to mention regarding it twig Love it!

#1 torturing Ground: immobilization mobs for two seconds essentially creating this ability a frost star.

Sixth: Preperation: The last ability was more durable on behalf of me to decide on till I got the battle scars character. This ability is thus helpful, it permits you to spam caltrops and forever have a smokescreen obtainable to save lots of your !@#. Battle scars character makes this ability Even Better!

#1 Battle scars: This character makes it thus after you use preparation you get cured for hour of your grievous bodily harm power unit, enjoying a squashy category obtaining hit once or double will place you within the red, touch this may nearly place you at full power unit and permit you to forged smokescreen and properly retreat. Best character for preparation and has saved Maine persistently.



Final Note: If you're having issues with mirror Mobs (Really hate these on my Demon Hunter.) then think about using Shadow Power with Gloom. it's very helped Maine. you may drop impale and use Hungering Arrow as your primary

Demon Hunter Inferno Rain of Vengeance Build

Diablo III Demon Hunter Post Nerf Inferno Rain of retribution Build submitted by irecu.

I have cleared up to and together with most of ACT three on INFERNO difficulty]

(Cleared elites solo and Belial(2-man with barb) post last nights patch.

Firstly, i might prefer to address those those who area unit whining concerning the nerf. affirmative your kitchen utensil build is gone however you had to understand it absolutely was coming back and here's some reasons why it absolutely was the correct factor to try and do.

1. Inferno is meant to be onerous. having the ability to clear it in two weeks with poor gear is clearly unreasonable.

2. Smokescreen isn't meant to possess such an outsized up-time and in doing thus it absolutely was a really low talent build. (it was primarily exploiting AN overwhelmed ability)

3. SS/prep was really boring and disappointing. currently we will have some fun and experiment.

4. If you are the variety of player WHO can abuse AN overwhelmed description however not place within the onerous yards to clear content, you do not should clear inferno.

For those individuals whining that the nerf was too hard: thanks to you being nerfed, your description is not any longer overwhelmed and intrinsically, you're in a very abundant too high act for your talent, description and most significantly gear. return down AN act or 2 and farm some gear for a trifle whereas, apply and refine a description, it'll do wonders. i actually have born back to Act two to farm and improve my character.

All hope isn't lost but...





Here is that the description that I even have been performing on the previous couple of hours:

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#biXVlY!cYe!aZZbbb

It is not good, nor applicable to any or all things.

This is my farming build, for bosses i could or might not swap to Nether Tentacles betting on the boss (had it for belial) and Marked for Death. Swap in sport if i notice a decent bow. The build does not have vast aoe however if you kite properly it'll all die simply enough.

For those whining concerning dying too simply in act two. This build throws out enough CC and harm that you simply will kite fairly effectively and might avoid most uneccesary harm. That being aforesaid, i feel there'll be atiny low variety of mob sets and positions/environments which will be too onerous and that i am willing to measure with a rare reset/call a lover.

Caltrops (I like the name Cow Traps): area unit your new SS. Combined with the painful Ground glyptography, these are going to be bread and butter. for less than half-dozen Discipline, they're but [*fr1] the value of SS. give 2/3 of the period. they're an especially effective counter to teleport/fast.

Rain of retribution (Stampede): this is often an especially flourishing CC. operative outside of hate and discipline, it may be used as a full ten second CC on elite mobs and AOE packs. It will giant harm and is extraordinarily helpful for kiting.

Screaming Skull: this is often terribly underused for the way sensible it's. intelligibly it's a lower DPS than alternative secondaries, however the CC is extraordinarily helpful against elites and alternative styles of trash. it's terribly reliable, causes the enemy to run away for easier kiting, is aoe(in a line), puts out sensible dps/hatred. the most reason I picked this up was it's a decent counter to fast/illusions and simply solid generally.

Smokescreen - Immunity continues to be priceless for dodging harm. additionally used for positioning (hence run speed rune)

Thrill of the Hunt - Not necessary, however I feel the CC is a lot of helpful than the dps to Maine at the instant.

Steady aim - With high CC; slow, stun and worry, the mobs are going to be terribly slow to induce to you, supplying you with many time to deal harm before they even reach you. Cow traps can nearly always keep them out of the vary (they have a radius of 12). this is often primarily a free two hundredth harm (when you are at intervals ten yards you must be kiting not fighting).

Sharpshooter - Personal DPS selection as i am employing a 2h Xbow. Would swap for sport with a bow. may attempt culling and take a look at the distinction.





For people who area unit curious, my stats area unit as following

pre-nerf

8khp 33kdps (+culling)

post nerf

28khp 30kdps

Without Sharpshooter - running 970 dps weapon and 1500 manual dexterity.

(dps stayed high as i used to be ready to create higher use of passives and swap out discipline and crit gear)
I will be planning to improve my survivability and can most likely use Gloom for boss fights

1.0.8 Demon Hunter Rapid Fire MP10 Build

1.0.8 Demon Hunter fast hearth MP10 Build submitted by anaglyph.

Video:

http://youtu.be/8Y3JH48-jsc

After testing extensively, my opinion is RF is viable and higher for farming at higher MPs and lower MPs. victimisation Mantico.

First of all, you would like to possess a minimum of emotion generation of nine per sec with Bat Companion activated. High important probability is usually recommended. If doable, get an honest SOJ and DML with RF CC bonus. Game play is that the most vital. do not miss it at the tip of this thread.

The Build:

http://us.battle.net/d3/en/calculator/demon-hunter#Uchgdk!Xbf!acZZbc

Grenades * Thinkerer - Shoot three grenades dealing ninety fifth dmg every isn't the most reason for this ability. the flexibility to come up with half dozen emotion is. emotion pool is one hundred fifty therefore in theory eight shots of 3x6 can refill the pool provided all grenades hit the mob. this could be your secondary weapon.
Bola*Bitter Pill - you'll additionally use this ability to regenerate disc with nice dps.

Rapid hearth * Bombardment - this can be your main weapon. With one hundred fifty emotion pool, you'll be able to channel twenty five seconds incessantly provided there's no split. 414% dmg and AOE of eight yards is arguably the foremost powerful ability presently offered to DH. Game play is very important. i'll make a case for later.

Guide continuing when the page break..
Companion * Bat - three emotion generation per sec.

Vault * Tumble - you would like this ability to induce out of sticky things.

Shadow Power * Blood Moon - do not suppose this would like more clarification. Bood Moon character increase life steal to twenty fifth can not be unnoted. you'll be able to additionally use character Night affliction further|for extra|for added} three emotion per sec however sacrificing additional life steal or Gloom, that ever suit you higher.

Optional:
Rain of Vengeance*Beastly bomb - the huge injury cause by the bomb is large. quiet down of thirty sec is suitable.
Sentry * Guardian Turret - further dmg and protection. you'll be able to perpetually use different ability for this eg Preparation. this can be the first time I opted out on Preparation. can make a case for in game play.

Passives skills :

Nightstalker - primarily for Perma Gloom. Worked marvel with RF currently.

Vengeance - liquid ecstasy emotion +25 and gain twenty emotion and Disc once heal by health globe.

Perfectionist - scale back 100 percent Discipline prices and increase all of your defenses by 100 percent together with Life, or

Steady Aim - an honest passive as a result of once you begin channeling more than ten yards, the two hundredth further injury can still kick in albeit enemies ar moving nearer than ten Yard provided you do not break the channeling.

Archery - and five hundredth CD for Mantico

Cull The Weak - this can be additionally associate choice with 15 August 1945 further injury provided you employ cold component SOJ, Buriza and Azkaranth on unwelcome person

Game play

The main great thing about RF is that the ability to channel at superb speed and crit hits. A full one hundred fifty emotion pool can enable you to channel non-stop for twenty five Sec (estimated for Mantico). Imagine what dmg you'll be able to trot out fast 414% weapon dmg for twenty five sec. don't fret if a number of the grenades miss the targets, simply do not break the channeling instead incur twenty emotion once more. perpetually keep in mind this, your Shadow Power * Gloom once activated before firing RF can perpetually stay active even when five seconds. If there's no break in your channeling, SP can last for twenty five secs. do not waste Disc and activate SP once you see your character is while not tentacle. SP continues to be operating. however wonderful! that's why i do not would like Preparation any longer.

When endeavour elites or mobs, first activate your SP and shoot some grenades or Bola (if u use this) to steal some life simply just in case, then either spotter or beastly bomb before you begin channeling. Whenever you're low on emotion, activate SP once more and shoot grenades. The emotion pool are going to be filed up in no time (8 shots and nine emotion per sec generation) as a result of there {are additionally|also are|are} Health globe lying around that also refill your emotion and disc. confirm you have got obtain radius bonus. confirm you hit SP before channeling once more. you may feel unbeatable by currently and somewhat tanky.

The problem arise once encounter with elites which might break your RF channeling eg Knockback, Voltex and etc. do not panic, confirm that each time this happen, you would like to activate your SP before channeling RF and whereas channeling do not waste Disc by pressing SP once more.

If your do that out, I hope it'll work for you as a result of I m having fun time with this build.

Thanks for reading.

Inferno Demon Hunter Post NT Nerf Build

Inferno Demon Hunter Post Nether Tentacles Nerf Build submitted by waiter.

So by currently all of you Demon Hunters out there grasp that National Trust was nerfed and is not as effective because it wont to be.

I decided to undertake out a rather completely different build, and here is what I came up with, it's operating on behalf of me in Act two Inferno. be at liberty to comment and let ME grasp what I will improve or amendment.

I additionally additional a bunch of alternatives to exploitation Elemental Arrow - Ball Lightning.

My new build:
http://us.battle.net/d3/en/calculator/demon-hunter#biYgXV!YeT!YaZYZc

PRIMARY: Entangling Shot - Justice is Served - nice emotion builder and it keeps mobs away. in person i favor to modify out justice is served for shock collar for the little bit of additional harm, and since Ball Lightning is not too costly to use. work party is good too, if you're having issues with obtaining swarmed by several mobs, try it out.

Note: I actually have additionally been making an attempt out Hungering Arrow with Spray of Teeth rather than Entangling Shot (+Sharpshooter and crit gear) and it's been figuring out very well. I bought a +Hunger Arrow harm quiver yet, and currently it hits (and crits) for insane harm. desirous arrow is additionally nice, however overall, I actually have detected that spray of teeth offers a lot of sustained harm. (Note: If you've got high crit, like higher than four-hundredth, Spray of Teeth can offer you a lot of dps, if you've got lower crit, desirous arrow can do a lot of dps.)

SECONDARY: Elemental Arrow - Ball Lightning - Since National Trust was nerfed, i made a decision to undertake Ball Lightning so way it works well, it's terribly just like the recent National Trust and handles massive packs of mobs with ease. (+ it's nice range) i actually assume BL can be the new National Trust. It will solid harm, handles each single target and aoe well, and doesn't value an excessive amount of emotion. There square measure some nice alternatives tho'.




Alternatives to Ball Lightning:

Cluster Arrow - Loaded for Bear - though cluster bombs do a lot of harm, with Loaded for Bear, it's a lot of easier to aim. plenty of times you'll get on the run, and cluster bombs simply will not cut it. Loaded for Bear was buffed in one.0.4 thus it will rise up to cluster bombs in terms of quality. Another get pleasure from exploitation Loaded for Bear is with mirror mobs, it's doable to smoke screen to avoid harm taken from mirror as you fireplace. With loaded for bear, it's straightforward to smoke screen then quickly fireplace loaded for bear, dealing major harm to the mob whereas not taking any harm from mirror. With cluster bombs, this is often more durable to try to to.

Cluster Arrow - Cluster Bombs - This will plenty of harm. If you aim it right, it will eliminate plenty of mobs in ammunition associated even take an elite mobs HP down terribly quickly.The problem is it's atiny low vary, thus you cannot miss, and it prices a humongous fifty emotion, thus you'll solely use some. If you employ it with caltrops, you'll discovered the mobs easier for the shot.

Elemental Arrow - Frost Arrow - If you do not wish to use Ball Lightning, attempt Frost Arrow instead. It's quicker, deals a lot of dps and it freezes things.

Elemental Arrow - Screaming bone - Note from KS: i take advantage of screaming skulls over lightning bolts as a result of I price worry over stun. worry makes the monsters run, usually backtracking them farther from you. this provides you longer to cope with the opposite elites that square measure most likely speeding towards you. With an honest attack speed and a few luck you'll even alternate monsters, fearing all of them into a corner. I've done it some times, its uproarious.

The negatives of screaming skulls is that it does not stack with Sharpshooter to create your 1st hit continually work and may opt for an extended amount while not fearing if you are unlucky ( my record is maybe ten arrows while not skulls). the bone isn't that sensible for dps as a result of it's hardly that monsters line up unless you funnel them through a door, though I still get 70k crits with it, easily.

As for practicality, all champs and elites and traditional mobs square measure fearable. however the champs with special names that dont have minions arent. Untill i purchase four-hundredth crit probability i will stick to screaming skulls.

Chakram - Twin Chakram - two chakrams that hit for 100 percent harm every and it will hit multiple mobs. terribly effective spam move.

Multishot - Fire-at-Will - twenty emotion, several harm, mows down enemies. Hits in no time and really wide thus accuracy is not as strictly needed. additionally note that if you cannot decide between Multishot and Ball Lightning for AoE, BL solely deals 100 percent less harm than Multishot for [*fr1] the emotion value.

Impale - Overpenetration - 250% weapon harm that may hit multiple enemies. nice for elite pack farming. solely draw back is needs extreme accuracy associated you'll wish to run with an AoE move yet since this is often not a decent AoE skill)

Note: Use the grenadier passive aswell as a six emotion generator attack like entangle shot and bat pet, this implies you'll fireplace CA nearly perpetually.





The rest of the skills:

Caltrops - excruciating Ground

Shadow Power - Gloom - this may assist you defeat mirror elites. I wont to use vault, however not any longer.

Smoke Screen - Lingering Fog

Preparation - Backup arrange (I grasp folks can disagree however despite the fact that Backup arrange is nice, I still like taking Battle Scars typically. plenty of times i do not get one shotted and simply get taken all the way down to around 2 hundredth HP and battle scars very comes in handy if potions and SS is on cooldown.)

Comprehensive Diablo 3 Barbarian Guide

Comprehensive Diablo three Barbarian Guide submitted by Daith.

Note: check that to examine out Version a pair of.0 of this guide additionally.

I wrote this guide for all of the Barbarians out there United Nations agency love the category, however ar troubled through sure components of the sport.

This guide is supposed to hold you thru Inferno and beyond! i will be able to review the advantages and downsides of sure skills and that i also will review the organization system. Welcome, fellow kids of Arreat!

Most significantly, i need to stress that Barbarians ar terribly gear-dependent! If you discover yourself unable to progress through Inferno, do not hesitate to travel back and farm Act IV of Hell for money and a couple of item upgrades!

There is no shame during this and you want to assume that the natural flow of the sport goes to be repetition of every Act in Inferno till it's on farm standing then you'll attain consecutive Act.





General Leveling as a Barbarian includes obtaining up shut and private with entire teams of enemies. One build i'd suggest for leveling with various runic letter variants supported your level is:

http://us.battle.net/d3/en/calculator/barbarian#bQVYXk!ZcV!aZZZab

This build got Pine Tree State through each issue. It uses no Fury and will huge damage! Initiate with leap, yank everything to you with Ground Stomp, and AoE like mad! Swap out Cleave for manic disorder throughout Bosses. specialize in Strength and Vitality and something that will increase your harm output on the far side that. begin saving your pennies early tho' as a result of late Hell and Inferno need you to create some major item purchases.

I must say that there's such a issue as a same incorporate Diablo three, just because of the problem of Inferno. Some skills ar simply too important to substitute for all the world else. That said, the build I actually have used continues to be unbelievably fun and has carried Pine Tree State through Inferno. (Not simply, however nonetheless) i will be able to discuss why I selected every talent and passive additionally as choices for various play designs.

NOTE: You ne'er need to change out your skills or runes only for a particular fight as a result of you lose all of your Nephalem bravery stacks. The goal of any build is that it's viable all told things, whether or not it's trash mobs, elites, champions, or bosses.

My current build is as follows: http://us.battle.net/d3/en/calculator/barbarian#WVRikP!ZbV!acbacZ

Guide continued  once the page break..

NOTE: i take advantage of this as a weapon and Board build, however it's viable for any weapon setup.

Frenzy + Sidearm- this can be verity core of the build. This harm output of this ability cannot be matched by the other category. you may be astonished at the speed that bosses drop even in Inferno issue. throw is an out of this world talent for AoE harm and touch those vexatious back-line ranged mobs. It conjointly will terribly solid harm to bosses. the sole disadvantage of throw that I actually have noticed  is that the random choice of any target inside vary, together with destructible  barrels, ashes and such.


The other disadvantage are often slightly maddening. You interact a gaggle of enemies, watch a random axe fly off screen, end your pack and collect the loot and as you progress within the direction that the axe flew you notice a path of gold and catch up simply in time to examine the Treasure hob bear it's portal.


This is going on to Pine Tree State on many occasions and might be quite frustrating, however if you're tuned in to your surroundings, you may be simply fine. Some would argue that Maniac could be a higher runic letter or that Cleave + Broad Sweep could be a higher Fury builder, however once testing each, I powerfully disagree. As mentioned before, the goal is to ne'er got to swap out your skills and manic disorder + Maniac is merely smart for single target fights whereas Cleave + Broad Sweep is merely smart for AoE packs. throw makes clearing trash mobs unbelievably straightforward and quick, whereas not sacrificing harm against one target foe.

Revenge + Provocation- this can be a staple for any Barbarian in Inferno mode due to the high AoE harm and Life come back. Since Life Steal is nerfed to twenty in Inferno mode, you want to trust alternative ways for property and Revenge is simply the issue. (Note: As of 5/26/2012 the proc rate appears to own been slightly reduced as i'm not having the constant chain proc anymore)

** Since the changes created to Revenge, this talent are often replaced by either Overpower + Revel (Much smaller AoE range), or Furious Charge + dreadnought to convey you AN escape talent additionally.**

Ignore Pain + content is Bliss- till you're in supreme gear, this talent could be a should to survive against most Champion and Elite packs. content is cloud nine is nice for property even with Inferno reducing it to four wheel drive of injury Dealt, it's still enough to revive you to full heath for it's length. There ar some choices here if you do not would like the property. Iron Hide offers you slightly a lot of mitigation in those crucial spots whereas Mob Rule is nice for co-op play. Eventually, this talent are often replaced once your gear alone is enough to sustain you.

Battle Rage + Marauder's Rage- This talent offers you a brutal harm boost across the board and will be sustained in the slightest degree times.

War Cry + Impunity- Another core of the Barbarian for obvious reasons. The Armor and Resistance bonuses ar priceless and this could continually be unbroken active.

Wrath of the Norse + Insanity- this can be the playing card you play once you encounter and Elite or Champion pack. Not solely will this quite double your harm output, however it offers you slightly of survivability with the Dodge bonus. i really like this ability and even with stable enough gear for Elites and executives, it's still unimaginable to use. However, the long cooldown are often a true pain once you cannot kill AN Elite/Champion pack while not it. This talent may get replaced once you acquire enough gear to kill Elites while not it.

Ruthless- i'm an enormous fan of passives that offer multiple edges, and also the harm from this one {is too|is simply too|is simply too} a lot of to pass up! you may find yourself stacking important likelihood and demanding harm together with your gear and this may just amplify your harm any.

Tough as Nails- once more, a talent with 2 edges. whereas granting a large armor bonus, this talent really will increase your harm output by a considerable quantity if you're carrying 3-4 items of Thorns gear doing a base 700-800 harm every. However, you may not be going out of your thanks to realize Thorns gear throughout organization.

Nerves of Steel- in person, i'm not an enormous fan of this talent because it is merely one profit and does not grant the maximum amount armor as robust as Nails. whereas it's necessary to cut back the harm you're taking once you 1st get to Inferno since most of it's Physical, you may eventually outgrow the advantage of this. I contemplate this the nonobligatory passive slot. contemplate alternative passives like Weapon Master, Norse Rage, or Relentless supported your personal preference towards offensive or defensive play.

NOT Superstition- whereas several could also be tempted to require this talent for the static two hundredth reduction to all or any non-physical harm and alittle Fury generation, i will be able to justify why there ar much better choices. Throughout Inferno, ninetieth of the harm you may soak up battle royal are going to be Physical. Also, most of the Non-Physical harm within the game are often simply avoided with movement and player talent. (i.e. Pools, esoteric Sentries, Projectiles, etc.)

Now that we've the core build established, lets take a glance at the organization and what to appear for as a Barbarian. NOTE: All of the subsequent stats ar what you wish to appear for in RARE quality things. several Legendary and Set things can have distinctive stats that commonly cannot seem on things in this slot.

These stats ar the core of the Barbarian and you ought to try and have them on each item:
Strength
Vitality (You will afford to prevent stacking Vitality once you reach around 50-55K Health)
All Resistance (Does not seem on Weapons, most vital CORE STAT)

Once you discover AN item that has all of the higher than stats thereon, take a glance at the opposite stats thereon to work out whether or not it'll totally profit you as a Barbarian. NOTE: several things in Diablo three have exclusive stats that solely seem on specific item slots. (Ex. Life Steal seems solely on Rare Weapons and Belts)





The following could be a list of crucial stats that seem solely on specific item slots:

Weapon- Attack Speed, important Hit harm, Life on Hit
Shield- Block, important Hit likelihood, Life %
Helm- important Hit likelihood, Life %
Shoulders- lifetime of
Amulet- Attack Speed, important Hit likelihood, important Hit harm, Life %, Reduced harm from Melee/Ranged
Chest- lifetime of, Reduced harm from Elites/Melee/Ranged
Gloves- Attack Speed, important Hit likelihood, important Hit harm
Bracers- important Hit likelihood, Reduced harm from Melee/Ranged
Belt- Barbarian talent Bonus: Frenzy/Revenge
Ring- Attack Speed, important Hit likelihood, important Hit harm, Life %
Pants- No Noteworthy Stats (See Inna's Glory for several distinctive useful stats)
Boots- Movement Speed

After some caper around with the Life Steal mechanic in Inferno, even with each a weapon and belt at third life steal every, i'm still solely obtaining 300-400 health back per traditional swing. This concludes that Life Steal is just not worthwhile in Inferno and you're happier with Life on Hit or Life Regeneration.





Other Stats to Consider:
Physical Resistance
Armor
Life on Hit
Has Sockets
Life Regeneration
Magic Find
Chance on Hit Procs (ex. Freeze, Stun, etc.
Physical harm to assaulter
Crowd Control Reduction (PvP)





With the mixture of those stats, you may end up decimating even the mightiest adversaries in Inferno. If you discover AN item with all of the core stats (Str, Vit, AR) additionally to fit specific stats, contemplate it a true treasure!

The first item you wish to upgrade is your weapon! Ideally, you wish one thing around 500-600 DPS for a 1H, and 700-800 for a 2H for Inferno Act I. After that, continually upgrade your weakest item first! "You ar solely as sturdy as your weakest link... of chainmail."

As so much as gems go, you may need to specialize in the following:
Helm: Amethyst
Weapon: Emerald
Other: Amethyst or Ruby supported whichever overall stat is lower between Strength and Vitality.

For followers, I actually have used the Enchantress with Forceful Push, hopped-up Armor, Erosion, and centered Mind, and scarily, she will cast off entire teams in Inferno.

The following ar the stats to aim for with every Act of Inferno:
Act I- 30k Health, 12k Damage, three hundred Unbuffed All Resist, 8k Armor
Act II- 38k Health, 18k Damage, 450 Unbuffed All Resist, 9k Armor
Act III- 40k Health, 20k Damage, five hundred Unbuffed All Resist, 9.5k Armor
Act IV- 45k Health, 22k Damage, 550 Unbuffed All Resist, 10k Armor

Thank you all for reading and that i hope this helps alleviate a number of the anger at the Barbarian category within the later difficulties. it's so much and away the mightiest of the categories on the market in Diablo three, however the Journey lies within the acquisition of these all-important things to create you invincible! it's one amongst the foremost fun, rewardful categories all told of Sanctuary!

Miscellaneous Notes:
It helps to own one item to extend your gold and health globe pickup radius. It saves you alittle time and grief throughout the sport.

99% of your survival rate goes to trust you learning the skills of every individual enemy you encounter. this may higher prepare you for times once you encounter AN Elite or Champion pack that has some annoying, non-listed ability that they use.

Barbarian Hammer of the Ancients (HotA) Guide

Diablo III Complete Barbarian Hammer of the people (HotA) Guide submitted by silver.

Okay, it's obvious we want one in all these. i do not have the patience to place everything i would wish to in here in one go, therefore take into account it a WIP.

Q&A
Q: What precisely is that the HotA build?
A: this is often too difficult to answer while not a post of its own. (See below) I conjointly extremely recommend observance some or all of the videos coupled to, particularly if you'd rather skip reading the main points.

Q: i am a DTWW barb, am i able to use HotA?
A: chances are high that you'll get by fine along with your current build and equipment. There area unit many variations of WW/HotA hybrid builds that work terribly effectively. the best thanks to work it in is to switch either war cry or OP:KS with it, and leave a fury generator. merely use HotA against rare elites, goblins, and annoying kiting elites and leave your playstyle unchanged otherwise. If you are conversant in running while not a fury generator, you'll use hybrids exploitation OP:KS or pull that area unit lined within the following post.

Q: What form of gear works best with HotA? Do I actually have to use a Skorn?
A: having the ability to face within the thick of things and HotA mobs down while not the movement that is typical of DTWW needs high defenses. Stack resistances and power unit as heavily as you'll among your budget. it'll offer you rather more build flexibility. As so much as weapons go, HotA alternates injury between the mainhand and offhand, therefore low-DPS stat sticks that area unit typical for DTWW area unit undesirable. the upper the injury of each of your weapons, the better. Skorn may be a common selection as a result of it provides you tremendous injury while not having to fret concerning leveling injury ranges. it's by no means that necessary. Dual-wield setups is a minimum of as powerful if done properly. vital hit likelihood is very vital, and to the next degree than it's with DTWW. vital hit injury is additionally vital as a properly engineered HotA barb are going to be landing crits near 100 percent of the time.

Guide continued  once the page break..



Some posts on twin wield versus Skorn later within the thread:
http://us.battle.net/d3/en/forum/topic/8704260382?page=8#153
http://us.battle.net/d3/en/forum/topic/8704260382?page=9#161

Q: what proportion HotA resource value reduction do i would like, if any?
A: the solution to the current depends heavily on the build you decide on. The accord amongst most knowledgeable about HotA barbs is that none is important if you utilize a build that comes with a fury generator like bash or manic disorder, and lots argue that reduction makes keeping WotB more durable. On identical token, if you would like to use a build while not a fury generator, like a WW/HotA hybrid, i might suggest a value reduction of four, and five on high budgets.
A thread discussing it:
http://us.battle.net/d3/en/forum/topic/8568381059
KillerElite goes into any depth two posts below.

Q: will HotA have breakpoints?
A: Yes, see below. In general, they match up fairly closely with sprint/ww ones, and there area unit additional obtainable. attempt to ensure that you just don't seem to be barely below one once buffed with WotB. apart from that, do not stress over them an excessive amount of.

Q: i need to use a DTWW/HotA hybrid with my Skorn. what proportion attack speed do I need?
A: Most people advocate reaching the seventeen tick breakpoint, which needs one.67 APS once buffed with Wrath of the Scandinavian. With a non-IAS Skorn, this needs forty second IAS from gear. Nubtro suggests forty third just in case you drop wrath of the Scandinavian, as there's a breakpoint at one.43 APS. With AN 11 November IAS Skorn, solely twenty sixth IAS from gear is important to achieve identical breakpoint. The eighteen tick breakpoint is considerably power tool. this needs one.82 APS buffed, however it's counseled to conjointly hit the one.83 APS breakpoint for HotA if you are going this route. With a non-IAS Skorn, this needs fifty eight IAS from gear, or 7 slots. do not try this while not a really massive budget. With AN 11 November IAS Skorn, this breakpoint needs four-hundredth IAS from gear.

Q: that character of HotA ought to I use?
A: the foremost common possibility is Smash as a result of its high proc constant and injury output. It synergizes well for twin wield barbs United Nations agency use DTWW for his or her AoE injury. once counting on HotA for AoE injury, alternative runes is preferred, as Smash reduces its effective space. Thunderstrike is my favorite, because it stuns mobs simply and consequently makes fury generation simple. Rolling thunder incorporates a low proc constant, however has the very best space of result. All three of those runes area unit value thought if you would like for HotA to be your primary supply of injury.



Proc Coefficients
None: .67
Rolling Thunder: .40
Smash: .80
The Devil's Anvil: .08
Thunderstrike: .67
Birthright: .67

Breakpoints
Note: as of currently it's not absolutely established however the animation lengths work with twin wielded weapons of various speeds. The table below assumes one weapon or equal speeds for each. massive because of Nubtro.






#Frames Breakpoint
56 1.008928571
55 1.027272727
54 1.046296296
53 1.066037736
52 1.086538462
51 1.107843137
50 1.13
49 1.153061224
48 1.177083333
47 1.20212766
46 1.22826087
45 1.255555556
44 1.284090909
43 1.313953488
42 1.345238095
41 1.37804878
40 1.4125
39 1.448717949
38 1.486842105
37 1.527027027
36 1.569444444
35 1.614285714
34 1.661764706
33 1.712121212
32 1.765625
31 1.822580645
30 1.883333333
29 1.948275862
28 2.017857143
27 2.092592593
26 2.173076923
25 2.26
24 2.354166667
23 2.456521739
22 2.568181818
21 2.69047619
20 2.825
19 2.973684211
18 3.138888889
17 3.323529412






HotA Builds

Most effective farming builds can use sprint/wotb:toc/br:itf. that does not amendment for HotA. Even while not ww, it's doable to perma-wrath through HotA and bash.

This is a basic build that ought to be fairly simple to use for a beginner and doesn't have gear requirements:

http://us.battle.net/d3/en/calculator/barbarian#aZUcRP!ZeY!YYZZYc

Thunderstrike typically makes things easier by permitting you to get fury off of a bigger quantity of mobs, and beautiful them to create them less dangerous. One may swap this for Smash for higher single target injury. superstitious notion is each a wonderful supply of fury, and provides wonderful survivability. you will notice that there's not abundant space within the ability bar for war cry. the mixture of rend:blood lust and superstitious notion ought to encourage give higher defenses than war cry and far higher offense. once you are running dry on fury, hit bash:instigation to high your globe off. RLTW tornadoes facilitate with fury generation.

The following may be a build that gives higher injury output and faster movement, however has tougher fury management:

http://us.battle.net/d3/en/calculator/barbarian#aZUcRP!ZgY!bZbZYc

Sprint:marathon provides higher movement speed than rltw. You no long have the fury gain from sprint tornadoes, instead ought to move quickly from pack to pack, smashing and bashing as you visit keep fury high. scrapper typically provides the very best injury output for a 3rd passive for HotA/rend builds, as trash mobs tend to clump up around you. Bash:punish provides another massive supply of injury. it is common to use a build like this, however with run just like the wind rather than marathon. These runes is adjusted consistent with your personal preference and equipment.

Videos of "pure" HotA/rend builds:
Jim's with high-end gear (IAS Skorn): http://youtu.be/Z_Ul4X2aSCs
Silverfire's with top-end gear (dual wield): http://youtu.be/6P9tfgvplBk
Det0x's with top-end gear (dual wield): http://www.youtube.com/watch?v=QC1lwk-lQOU
Death's with high-end gear (Skorn): http://www.youtube.com/watch?v=dCkmpafmT-0
Corgon's with 10m geared (dual wield): http://www.youtube.com/watch?v=_mifOEygNAY





Det0x's essence farming build:
http://us.battle.net/d3/en/calculator/barbarian#aZUXRP!ZYd!bZZcYc

Video: http://www.youtube.com/watch?v=NRtuIZwkhjs

Rend is swapped out for the accessorial quality of leap: death from higher than for accessorial quality. having the ability to try and do this needs sturdy gear. He skips trash mobs with the intent of farming essences solely.





MannerCookie's ruthless Assault build:
http://us.battle.net/d3/en/calculator/barbarian#ZcUXSR!ZYh!ZabYZY
http://www.youtube.com/watch?v=sNaCnvgqJeY
http://us.battle.net/d3/en/forum/topic/8569107532#1

The following 2 builds from 2 of the simplest HotA barbs out there use the rolling thunder character.





BangkokCanuk's low MP non-WotB xp farming build:
http://us.battle.net/d3/en/calculator/barbarian#ZaUQRc!hWY!aYbYYa
Video:
http://www.youtube.com/watch?v=o8UkCvt-PnI





Det0X's HotA farming build:
Be aware that this build needs top-end gear to execute properly
Build: http://us.battle.net/d3/en/calculator/barbarian#aZURcP!YZg!babYZc
Discussion: http://us.battle.net/d3/en/forum/topic/7923032654#1
Video: http://youtu.be/VkbZKwJSq0U





WW/HotA Hybrids
They're changing into all the fad lately, and permanently reason. DTWW provides the very best consistent AoE injury obtainable to the barbarian category, and HotA the very best single target injury. i might advocate exploitation HotA reduction (idealy four or 5) once exploitation such builds, as they often come back while not a fury generator. exploitation these builds effectively with a Skorn typically takes high-end gear. It's easier with dual-wielding, however the everyday DTWW jazz band of AN reverberant  fury mainhand and low DPS stat stick off-hand is way from best for HotA injury. AN off-hand with the very best injury and crit injury doable edges HotA considerably, and that they are not low cost. regardless of what the weapon jazz band, you would like to be comfy with employing a fury generator-less build, and your gear has to be ok to require social control to get fury whereas obtaining started. Consequently, these builds area unit additional advanced in technique and equipment necessities, however I extremely advocate gears towards them and exploitation them.





The following area unit samples of terribly powerful hybrid specs.

DAKKON's DTWW/OP:KS/HotA build:
http://us.battle.net/d3/en/calculator/barbarian#ZhPURQ!ZWY!ZZcZYZ

DAKKON's Videos:
http://youtu.be/VSfi_39Bdjg
http://www.youtube.com/watch?v=t02oi4tpEoc

Silverfire's videos:
http://youtu.be/cQJFFXHR99E (HotA:Smash)
http://youtu.be/bK_ggrEfM9I (HotA:thunderstrike)

Discussion:
http://us.battle.net/d3/en/forum/topic/7415515590

Death's DTWW/Rend/HotA build:
http://us.battle.net/d3/en/calculator/barbarian#ZhcUPR!YeZ!ZZbZcY

Death's videos:
http://www.youtube.com/watch?v=CUEavqr-Fzg&feature=youtu.be
http://www.youtube.com/watch?v=_nyLMhzoz20

Silverfire's videos:
Video: http://youtu.be/r5nuMdbjp8A

More videos with high-end gear:
Skorn video: http://www.youtube.com/watch?v=Cf7om8d_aPo
DW video: http://youtu.be/ci_qcDHT9N0

Discussion:
http://us.battle.net/d3/en/forum/topic/7894109404


DAKKON's variation needs higher defenses (or DPS for lifesteal) on your gear, because it does not offer you the luxurious of healing through pull. Death's variation needs higher vital hit likelihood and fury management to figure with success, that is why I used a mighty weapon and 5-piece IK to duplicate it on a budget.

DW HOTA and 2h HOTA have identical tDPS given identical profile dps. 2h has the advantage of abundant higher pull injury since it's based mostly within the injury vary of your MH weapon. DW hit's abundant quicker and returns additional fury creating WOTB easier to stay up once addressing fewer targets.

To maximize fury gains and tDPS, you ought to aim for a totally buffed HOTA tDPS of 100 percent. you would like each HOTA to crit since solely crits can come fifteen fury from into the fray supported the eightieth proc rate of HOTA Smash. you furthermore may wish each HOTA to crit for the plain DPS it provides over a non vital hit. this could be achieved while not an excessive amount of issue if you utilize the correct skills and have enough CC from gear. as an example, if you have got thirty fifth from gear add 15 August 1945 from passives + five-hitter beginning amount+3% from battlerage + 100 percent from WOTB + 100 percent from OPKS, you'll have a complete of seventy eight. every five fury in your globe provides AN addtional one hundred and twenty fifth therefore a globe with one hundred fifteen total fury can offer a further twenty third if you simply use HOTA once your globe is full.

HOTA reduction is a crucial range to calculate, IMO. This reduction goes to see what proportion fury you're able to earn while not spamming fury burning skills like sprint or battlerage. I actually have a complete APS of two.76 with HOTA. This range is from d3rawr.com and appears to be the common of my 2 weapons. At 2.76 APS, With my -5 SOJ, i will be able to burn forty one fury per second. that's fifteen x two.76 = 41.4. As long as I earn quite twenty five fury per second, my WOTB timer can keep obtaining time accessorial. The additional fury I earn the quicker my timer can reset.





A 2H weapon can have identical calculation however since you hit abundant slower, you'll burn less fury and -HOTA reduction is a nasty issue. Assume you have got a HOTA APS of one.5 and a -5 ring. you'll solely burn twenty two.5 fury per second which suggests you'll forever lag behind the twenty five fury you would like to feature one second to WOTB. you'll ought to begin exploitation fury burning skills in order that you'll use quite the twenty five you would like to begin resetting the timer. Since your HOTA CC depends on having a full globe once you use it, if {you begin|you begin} burning fury {you can|you'll|you may} ne'er have a full globe once you visit use HOTA and your issues will start combination. IMO, you ought to burn a minimum of twenty five fury per second whereas exploitation HOTA. As AN example, with 1.5 APS you would like no quite -3 HOTA which suggests you'll burn twenty seven fury per second. If you would like to use a - five SOJ then you would like to possess a minimum of seventy two IAS with a 1APS 2h weapon. this can end in one.72 x fifteen = twenty five.8 fury burned per second.

Earning fury is another set of calculations. For ninety nine of your run you'll most likely be striking multiple targets and taking injury. Taking injury returns fury however the number depends on the MP level and therefore the form of injury still because the monster that's inflicting the injury. I actually have not seen any charts that detail this. this is often merely my observation.

Once you work out what proportion fury you're burning, you'll take a glance at the worst case state of affairs scenario and every one alternative fury gains are going to be easier. Worst case state of affairs being a frozen uber. Use my profile as AN example, again. With 2.76 APS and a -5 SOJ, i will be able to burn forty one fury per second. If i'm striking one target, and forward I actually have 100 percent HOTA CC, i'm solely aiming to earn on the average twelve fury. fifteen from into the fray x eightieth proc rate of smash. that provides Maine a complete earned  of thirty three.12. I may use alternative skills like animus for an additional two hundredth and therefore the Knight Templar with resource regen for an additional 8 May 1945. this could bring my total to forty two fury gained per swing. this is often enough to perma spam HOTA and continually keep my WOTB timer at zero.

Of course, that may seldom happen. differently to realize the additional fury to perma spam on one target is to DW with a mightyweapon. because of @Jim for inform that get into another thread. the additional three fury per swing will end in a fury surplus. you'll lose 100 percent CC from your passive which is able to probably cause another issues however if you gear for it then you'll be ok. Another good way to earn fury that i feel @MiSo noted was to use superstitious notion. whereas tanking elites you're absolute to be taking some elemental injury and therefore the fury gains from superstitious notion can keep you full.