Pcgamer’s elite surveillance teams have
infiltrated the Blizzard offices and dug up the skill combos and strategies
used by five of the cooks responsible for the addictive brimstone stew that is
Diablo 3.
Wizard build: Zaven Haroutunian, Associate
Level Designer
“I love aberrant builds. While leveling my Wizard, I ran through most
of the game with a melee glass cannon spec. However, I swapped over to a ranged
build when I got to Inferno difficulty. The build is still a little strange since
it uses no Signature spell, and is focused on doing a lot of knockback. Arcane
Orb (Tap the Source) is my primary damage spell, with Hydra (Venom Hydra) as my
secondary damage source. In addition, Teleport (Calamity) and Mirror Image
(Mirror Mimics) increase the amount of knockback I do to enemies.”
“This build chews through my Arcane Power, so
I use Energy Armor (Energy Tap) to get an Arcane Power boost. For my passive
skills, I take Galvanizing Wand instead, improving my Energy Armor further, and
also essentially cutting the AP cost by half. The passive skill Evocation
reduces the cooldown on Teleport, Mirror Image and Wave of force, while
Illusionist improves both my Teleport and Wave of Force. I’m in the process of
assembling the gear needed for this build to really shine, and tweaking the
build as needed, but I already have a lot of fun playing this build.”
Witch Doctor build: Henry Ho, Senior
Software Engineer
“I love the Zombie Bears, both for the awesome factor and the crazy
amounts of AoE damage it does. The Vision Quest passive, of course, is what
makes this build viable. The four perpetual cooldown skills I chose are Soul
Harvest, Hex, Fetish Army, and Zombie Dogs. Soul Harvest gives me bonus
Intellect (damage) so that my gear can be slightly more defense-based, rather
than DPS-based. Hex is great for taking an elite out of the action for short
amounts of time. Although Fetish Army and Zombie Dogs are weak in damage and
survivability, they prove useful distractions for the enemy mobs, enabling my
Zombie Bears to rush all over them.”
“Both Soul Harvest and Hex are runed to heal
me, as the WD is generally pretty weak on defense. Fetish Army is runed for
shorter cooldown, because the original 120 sec cooldown is unnecessarily long
(especially compared to my other skills’ cooldowns). And Zombie Dogs have Final
Gift, a small chance to spawn a health globe when they die. This works because
I expect them to spawn and die very often. With my gear totaling +15000 Life
per health globe, every globe is essentially a full heal.”
Barbarian build: Ken Lamb, Software
Engineer
“This is a tanky Monk build that I use when playing with my glass
cannon Demon Hunter and Wizard friends. It’s not really a soloing build, but
will help you keep your friends alive as you go through Inferno difficulty. The
focus is on control and group survivability. Cyclone Strike: Implosion allows
you to pull in huge groups of monsters for allies to attack with AOE skills
like Cluster Arrow, Spike Traps, and Meteor.”
“Both Breath of Heaven and Blinding Flash can
be used in emergencies when your allies find themselves vortexed by a Champion
or hooked by the Butcher. Crippling Wave: Concussion combined with the Resolve
passive will help group survivability as well. Mantra of Healing: Time of Need
will buff group resistances up, but if they’re already pretty high or you’re
rolling with a Barbarian that has War Cry: Impunity, you can swap it out for
Mantra of Conviction: Overawe to really buff group DPS.”
Demon Hunter build: Matthew Ryan, 3D Artist
“The Demon Hunter build I’m playing with in Inferno is focused around
stun locking larger enemies and bosses. In previous difficulties Grenades with
the Stun rune worked fine, but now I have added Elemental Arrow with the
Lightning Bolt rune and Rain of Vengeance with the Flying Strike rune. With a
good mix of AOE and single target attack options, I peppered in a few utility spells
to really round it out.”
“Vault really makes the Demon Hunter fun for
me, so that’s absolutely on my number one action skill slot. Preparation with
the Punishment rune really allows me to continue my Elemental Arrow without
having to worry about throwing down Grenades, and mixed with Marked for death
my damage output really goes up. Last but not least, my passives focus on
upping my crit chance with Sharpshooter and Archery because the Elemental Arrow
is dependent upon a crit to stun.”
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