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  1. #11
    IncGamers Member Elfik's Avatar
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    Re: What about skill/build progression, until you can actually fully use your builds?

    deleted, was a double post


    Last edited by Elfik; 13-04-2012 at 19:27. Reason: spelling;double post

  2. #12
    IncGamers Member Elfik's Avatar
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    Re: What about skill/build progression, until you can actually fully use your builds?

    Quote Originally Posted by jamesL View Post
    I started a similar thread awhile back

    http://diablo.incgamers.com/forums/s...-of-your-build


    most of the replies said they're only planning their level 60 build and that they plan on trying all skills and runes as they get them
    Yes but trying new skills is different from using those new skills on a regular basis. I think people will gravitate towards the more optimal builds, and in the lower levels, there will be a select few different optimal builds. I guess it's unavoidable since there's so few skills available, and the environments and monster AIs will also be more limited.



  3. #13
    IncGamers Member
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    Re: What about skill/build progression, until you can actually fully use your builds?

    With so many unknowns at this point (mob scaling and effects on AP, gear affixes boosting x skill, mob AI and survivability etc), it's hard for me to draw too many lines as far as progression building goes. I did break the skills up into groups...damage boosters, AP related, group synergistic skill and then by type (conj/def/mast/1/2/force)- Am i correct to assume you get one of each type (1 force, 1 def etc...)? If so, I've gotten comfortable with ear-marking the def, conj, mast and 1 slots as follows:
    DEF: interplay nova/slowtime-timewarp (20% mob dam taken-esp appealing for coop)...CONJ:, magic weapon-mighty seems solid(ofc flintspark > until mighty rune unlocked...but again im looking at skill type end points...the minor shuffle through leveling isn't for me worth noting out so much, and will be done based on need at the time., MAST: archon, Primary: cute-surge(ap regen possibility)...atm I have the force slot and the 2ndary slot unselected b/c I didn't see any standouts last I looked, and I think it will allow me to focus on the 4 commited slots staying good, while allowing versitility to accomodate game scaling and defense vs offense adjustments. Note: late game maybe E-armor-pinpoint over magic weap (5%crit vs 15% damage - eh idk)
    Ofc I believe gear affix, esp later game, will make some skills far superior than their baseline so thats a possible factor. I plan to run the highest content coop if I can, so Im a bit confident a core dps with time warp debuff and some CC will hold up decently.

    In summary, earmarking cute-surge/magicweap-mighty/ST-timewarp/archon is, to me, a solid damage base(warp=mob debuff of sorts), with ap regen and some CC. Leaving Force and Secondary open for w/e needs to go there. The idea is for this build to run coop in highest difficulties. (Number one rule of safety...send the other guys in first)

    So yeah, that's about how Ill roll the wiz...faceroll w/e is fun, while working in the 4 listed above and see what shakes out.

    ?...Will mighty apply to archon abilities? How will +% to archon abilities and % from mighty interact?



  4. #14
    D3 Wizard Moderator melianor's Avatar
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    Re: What about skill/build progression, until you can actually fully use your builds?

    Will we ever reroll the same character class?

    Cooldown after new skill choice has been reduced to 5 seconds.
    Possibly we will be tied up in Inferno, trying to make progress.

    Would rolling a new character of the same class make any sense?




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