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Diablo III: Reaper of Souls

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Tatsujin:

--- Quote from: zherok on April 21, 2012, 02:40:25 AM ---Enjoying it so far, though the limited skill set is kinda aggravating. My friend picked a monk, so he's got these huge knockback moves. Then my wizard ends up Arcane Orbing like single mobs in his wake.

--- End quote ---
Wizards don't have access to most of their destructive and tactical abilities till later levels - similar to D2.

zherok:
Yeah. That's what it felt like. And their early runes are incredibly boring. Magic Missile now does... more damage!

Tatsujin:

--- Quote from: zherok on April 21, 2012, 03:59:32 AM ---Yeah. That's what it felt like. And their early runes are incredibly boring. Magic Missile now does... more damage!

--- End quote ---
Blizzard stated that Skill Runes will always be more beneficial than without activating one. The later SR will be more valuable when you start unlocking other abilities and their SR. Also, you might want to look over the SR's that you can't unlock and try and build a combo inside your head. :P I've already built a lot of combo sets for a barbarian.

zherok:
Well, the first monk rune unlocked teleports you to the target. The second Turns Lashing Tail Kick into an AoE, and the third adds additional beams that shoot out when you use Deadly Reach.

The first Wizard rune is straight damage to Magic Missile, and the second adds additional slowing to Chilling Beam (or whatever it's called.) Which is useful, certainly. But... compared to teleporting or hitting additional targets?

Not too worried about the class, but "I CAST MAGIC MISSILE AT THE DARKNESS!" kinda pails in comparison to some of the other stuff.

Tatsujin:

--- Quote from: zherok on April 21, 2012, 05:13:51 AM ---Well, the first monk rune unlocked teleports you to the target. The second Turns Lashing Tail Kick into an AoE, and the third adds additional beams that shoot out when you use Deadly Reach.

The first Wizard rune is straight damage to Magic Missile, and the second adds additional slowing to Chilling Beam (or whatever it's called.) Which is useful, certainly. But... compared to teleporting or hitting additional targets?

Not too worried about the class, but "I CAST MAGIC MISSILE AT THE DARKNESS!" kinda pails in comparison to some of the other stuff.

--- End quote ---
That can be a Blizzard issue. I haven't looked over Wizards for the last few patches. What I can tell you thou' is that they're much better in shape now before Patch 12 or 11. They were horrible and extremely weak to play with. You had to reach level 11 or 12 to gain access to better abilities - in most cases. You needed the help of other players to reach that level, too. I've kinda didn't like their playstyle before. Now, they're much easier to play with and can handle things their own way.

--

Few things I wanted to throw out:

Diablo 3 Class Skills. Work around with this and try to come up with something you think it will benefit your character. Just know that whatever you want to come up with will certainly not be your default play style from Nightmare, Hell and especially Inferno.

Barbarian - Tank (1)
Barbarian - Tank (2)

The above examples are based for Hardcore characters. I have room for as much as 2 abilities to play around with as the other 4 are primary sources for maximum survivability. Now, if I play softcore, this is what would my build look like and I'll explain it:

Barbarian - Berserker (1)

In that build, I have most of my abilities generate as much rage as possible. You can see my "main" attack is Seismic Smash as my other abilities generate more rage passively or chance on hit. I can dispatch Seismic Smash faster dealing enormous amounts of damage to enemies infront of me and those in long range. Cleave isn't the best ability in this build since my rage generation is going to be literally -insane- and Seismic Smash is main frontal cone AoE attack, besides Overpower.

Barbarian - Maximum Damage (1)

This build focuses more on dispatching single targets very fast while at maximum fury. In case more enemies surround me, I can cleave through them and Leap out of there. Leap can also give me an advantage to be in the middle of enemies. I also have Revenge which works well for multi-groups combined with Cleave. The only rage spender I have in that build is Wrath of the Berserker. Note - look over my passive abilities.

Barbarian - Tactical Semi-Tank (1)

This build is more of an "attention" grabber and disturbs enemies. Rend works very well with this as you can lower your enemies health at a steady pace. You're not playing to "kill" shit in front of you, instead - you're playing as a tactical player while your other teammates have a build that annihilates enemies faster. I can switch out Rend for something like This Build which allows me to control enemies at a farther range. I have the ability to slow enemies, stun them, release Ancients, pull any other enemies running towards my teammates to me. This build works very well with all ranged players but not very good with Monks and other Barbarians. This is definitely not the best build to play with as a single player.

Barbarian - Projectile / Knock-Back (1)

Another build which I like verses enemies that are hard to kill in melee or it could be very dangerous to just "jump in there and smash everything apart!". I can, for example, pull few enemies to me with Ancient Spear which grants me a lot of fury, then release it through Seismic Smash would would inflict heavy damage and knocks all targets back. Or otherwise, I dispense all of my fury through one simple attack from Weapon Throw (look at SR) to inflict a devastating attack.

Barbarian - Treasure Hunter (1)

This one works very well with Magic Find. So ..

Obviously, there are many ways, hundreds of ways to make similar builds or change just few things to make it match the style you prefer it to be. You can change few things in any of my builds to match something you think is better or for whatever reason.

I need to go do something else ... mm.

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