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  1. #21
    IncGamers Member
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    Re: Health Globes and You

    Quote Originally Posted by Buran View Post
    # The orb location is usually very random, and due terrain and circumstances (arcane sentry, wall, desecrator, nightmare, jail...) not always are at reach. This can be solved in to some extent playing in coop and using items that enhance the reach at will you get the orbs, but sometimes you don't want to take all the orbs at the same time, so the tactical implementation of this can be difficult.
    Shift of mentality in this context: you want to gobble up globes as they spawn, and constantly be doing damage. +range gear is no longer detrimental, since globes have become your primary means of life regen. Also because WW is no longer your self-heal (rather your overall crit rate) you can use a rapid rage generator, instead of frenzy sidearm try cleave+reap. cleave+reap has a better proc rate, in practice, than ww. Yes, it's a poor setup for bosskills, since having either frenzy or bash is pretty much a must for bosses that you're on the gear curve with.

    Frees you from battle rage/itf since rage starving isn't as punishing.

    Now, I haven't done it. So I wouldn't know. Just pointing out where your paradigm and his don't match.

    I have a feeling that if someone worked through all the theory, globes would wind up being a considerably faster source of healing over time than LoH. Of course there's the consistency problem, but there you have it.



  2. #22
    IncGamers Member Such Violent Storms's Avatar
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    Re: Health Globes and You

    Here is an alternate build taking advantage of a circle-kiting Weapon Throw style and the ridiculous number of critical hits Run Like the Wind tornadoes can achieve. The health globes are less about healing you, and more about healing your party. Running a circle keeps the mobs in a general area so other characters can hack away at them, while running over health globes to heal everyone.

    http://us.battle.net/d3/en/calculato...Qik!YZf!ZZZZbc

    Requirements:
    Belt that reduces the Fury cost of WT by 5.
    Decent life/hit (tornadoes proc life/hit)

    Skills:
    Weapon Throw Richochet. WT can be spammed in conjunction with Sprint easily with enough crit chance. The Ricochet breaks up to hit more targets, each one snared by WT itself.

    Cleave. Initital Fury generator. Use shift and attack to kite using this skill, like a monk kiting with Deadly Reach. This can be alternatively runed for Gathering Storm or even Scattering Blast.

    Sprint. Spawns static tornadoes that you will kite the mobs over, and these tornadoes can proc crits ridiculously (in addition to WT) spawning globes everywhere.

    Overpower. Not used in melee, rather as a free +10% maintainable crit. Can actually be replaced with Wrath of the Berzerker - Thrive on Chaos if your gear/skill is exceptional. (Fury gain from WT can sustain WotB)

    War Cry. If there's another barbarian using Impunity, or you're simply not getting hit a lot/for a lot of damage, you can substitute the Charge rune or an alternative fury generator (Ground Stomp - Foot of the Mountain, etc.)


    Passive skill outline:
    crit chance, crit chance, required

    Weapons Master with a fast (1.3 base +% attack speed) mighty weapon may generate more fury, haven't tested, gear dependent.

    Either of the first 2 crit chance passives can be replaced for a defensive passive. Another option is Unforgiving, which for patient people unlocks a few skill slots, haven't tested though.



  3. #23
    IncGamers Member
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    Re: Health Globes and You

    I hope this isn't to necro-y of me, but I was wondering: any luck with health globe builds in Act 3? I bashed my head against it and got nowhere. It feels like the problem is that things take too damn long to kill.

    If you just get LoH to offset the lack of the effectiveness of globes, you end up in a situation where you might as well do a LoH-based build anyway. Sigh.



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