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I'm trying to create a build designed to inflict damage, to fit my desired up close and personal play style, and that can be used effectively with dual wielding. I would greatly appreciate any and all feedback. It is a dual spirit generator build. I don't have much experience with the calculator, so I will take all advice seriously. My main question is how to rune my mantra of conviction. The plan is to use the damage buff from BOH with Blazing Wrath along with the buff from Guiding Light, compounded by the buff from Foresight and the buff created when using generators with Combination Strike and hopefully a damage buff from my mantra to deal significantly buffed damage.
My build: http://us.battle.net/d3/en/calculato...VTk!gYc!ccbccc
WotHF: Selected for speed and damage. Runed with Windforce Flurry for the 250% added damage.
Deadly Reach: Selected for distance and damage. Runed with Foresight for the 18% damage buff.
EP: Runed with Essence Burn.
SSS: Again, selected for damage. Runed with Fulminating Onslaught for AoE.
BoH: Selected for healing and Runed with Blazing Wrath for the 15% damage buff.
Mantra of Conviction: Selected for the 12% damage buff. Not sure how to rune it.
Passives:
Combination Strike: Selected because I'm using 2 generators for the 8% damage increase.
Transcendence: Selected for healing.
Guiding Light: Selected for the 16% damage buff.
Thoughts?
I'd say Guiding Light is too situational (requires a party member) and Transcendence will be unnecessary with gear that can give you life leech, damage to life conversion, life regen, etc. In addition, the templar companion provides heals as well.
You need to have more survivability so I would suggest that you take out Transcendence and put in Resolve if it works with Submission. Also, take out Guiding Light and put in Seize the Initiative (by level 60 you have around 2000-3000 dexterity with gear).
In addition, instead of WotHF, maybe I can suggest Crippling Wave with the Concussion rune to take 45% less damage (with Resolve passive).
Other than that, Breath of Heaven with the Blazing Wrath rune are also kind of situational. Normally you would save Breath of Heaven for emergency heals, but now instead you want to use the damage buff and use it when your HP is full (starting a fight instead?). That would be detrimental to the role the skill plays as a defensive heal.
Exploding Palm works well, but the 30% of monster life might be better than 60% weapon damage for Inferno where monsters have on ~100K hp in Act 3 (based on Brady Strategy Guide leaks).
Also take care that SSS does Holy damage with Fulminating Onslaught. Not sure if you are aware, but creatures in Act IV might have extra resistance to Holy Damage (based on the location, I am guessing).
Thanks for the feedback. So, I have a couple different approaches now, somewhat taking into account what you said. I got other feedback from the battle.net forums, suggesting that I keep BoH with Blazing Wrath, but adding survivability passives and an active to get out of bad situations (mobility). Here's what I came up with:
1) Thunderclap teleporting build: http://us.battle.net/d3/en/calculato...VTk!ZYX!cabccc
2) Slipstream build (I chose Slipstream as my rune for Tempest Rush because of the 25% damage reduction, or should I go with Bluster?):
http://us.battle.net/d3/en/calculato...VTk!ZYX!cYbccc
3) Soaring Skull build:
http://us.battle.net/d3/en/calculato...VTk!ZYX!cYbccc
What do you think?
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