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Just theorycrafting here, but wondering from those who have actual experience how viable my theoretical build would be for inferno, if anyone wants to try it out and let me know, that's cool too.
http://us.battle.net/d3/en/calculato...YkP!UTe!ZZaZcY
Cleave w/ reaping swing to whittle away at multiple mobs quicker, goes w/ the whole motto of this build of just "leap in and start swinging". Reaping swing because I don't think mobs die quickly enough in inferno for rupture to be the awesomeness it is in normal, and vs individual champions/ bosses allows faster generation of fury for HotA
HotA because this build is seriously lacking in damage potential, and this helps make up for it, as the only consistent fury spender is the highest single target damage/ fury skill I could find, and has some AoE potential to help w/ multimobs as well.
Leap to get into combat and get an advantage over enemies, to get out of combat if things get hairy, to move quickly between levels in a dungeon and skip the stairs (more fun and potentially useful than you might think), and to overall kick some major ***. Iron impact seems more generally useful than the death from above (might not always hit or stun your foe, and is useless against ranged hits/ while fleeting), though I'd be curious how death from above plays out as well, as between it and ground stomp you can get some serious stun going.
Ground stomp not only for the obvious (give yourself time to think, turn the tide in a fight that's not going your way, stop enemies from fleeing, etc, it's just amazing how useful it is), but also because w/ wrenching smash, it can "reel in" foes so you hit more w/ cleave and HotA
War Cry w/ impunity because I expect to already have massive armor going on from Str investment, and want to get some dex for dodge, so reducing the investment required in resist all to obtain figures that are useful is a wonderful thing. It also makes iron impact more, uhm, 'impactful'.
WotB because, y'know, it's awesome? I dunno, I don't see this build clearing fights in Inferno in 15 seconds, that's for sure, but w/ a 60% dodge bonus, he should have an easier time of surviving in the thick of things. And, he'll output more damage in the mean time, too, which leads to the next thing...
Relentless, b/c I'm preparing myself for Hardcore, and I feel this will be absolutely vital in that mode. Also b/c it gives you two options- 1) in most cases, run! or 2) if WotB is on/ available, pop it, and if the situation allows it, just Hulk Smash (HotA) the thing in front of you until it does.
Juggernaut, b/c in HC Inferno I have a feeling being stunned = being dead, so the less time you're "down", the more likely they won't put you down permanently. Also, occasionally if you're chain stunned/ feared/ etc, you'll get some health, helping survive the event.
Superstition, b/c most ranged attacks will be non-physical, and reducing damage from those sources seems useful for a melee class who wants to live.
Itemization would be typical- 1hander w/ shield, as much armor/block/physical resists as I can manage, and min 500 dex for dodge chance. My goal w/ this build, and my itemization, would be to be able to actually stand toe to toe w/ more than 1 foe and survive. With appropriate itemization, do you think that would be possible?
Revenge with provocation is too good to pass up. Switch out stomp for it.
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