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New Suppored Skills + Builds for Patch 2.0.1

Which Torment Can I Run MAX, Efficiently.

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Fire Barb (T1-T4) 2hw(Skorn)
Primary - Seismic Slam (Shattered Ground)
Secondary - Furios Charge (Battering Ram)
Buttons 1-4:
- Ground Stomp (Trembling stomp)
- Overpower (Revel)
- Battle Rage (Into the Fray)
- War Cry (Charge)
Passive: Weapon Master,Ruthless,Brawler

P.S 3KK critical damage
 
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I have the same problem my wizard is not working.
 
Fire Barb (T1-T4)
Primary - Seismic Slam (Shattered Ground)
Secondary - Furios Charge (Battering Ram)
Buttons 1-4:
- Ground Stomp (Trembling stomp)
- Overpower (Revel)
- Battle Rage (Into the Fray)
- War Cry (Charge)
Passive: Weapon Master,Ruthless,Brawler

Are you using 2 hw or 1 1hw
 
Frozen Orb and Archon Wizard (With high APOC and high crit, as well as a high AP pool)
Link to build: Wizard - Game Guide - Diablo III
Outgearing/Playing on low torment allows you to shoot 1-2 Frozen Orbs and follow that orb to its destination. Any white mobs will be slain by these orbs, so you only stop for the time it takes to cast the orb. Frozen Orb is best used at a medium-far distance, because it explodes at the end. On Elites you either empty your AP pool on Frozen Orbs and they die from that, or you pop your Archon if it is available and zap them down with that. With Electrocute (Forked Lightning) as generator you still have a good aoe damage output at any range and a good single target ability as your AP generator.

Frozen Orb has issues with walling (It doesn't go through it, obviously).
Frozen Orb has medium range, but explodes at max range. It is best used by the orb exploding immediatly behind its target. Assuming the target is walking towards you, you simply try to fire your orb so orb-maxrange is where the target currently stands.
Archon has a long cooldown.
Familiar Icicle stuns a single target regularly and is a great tool for soloplay.
When there's no archon available and the elites didn't die from you emptying your AP pool with frozen orbs, kiting with electrocute/Frozen Orbs is necesary, because of the explossion range of the Orb (Assuming the elites are melee).
This build works with ease for speed-clearing and zero or few deaths in my equipment, with 500k damage and 1000k toughness (60% crit, 20 APoC), on torment 2. Viable, but risking more deaths, up to torment 5.

Is that Last Skill Lvl 70 nessesary?
 
Monk:
Monk - Game Guide - Diablo III

Very basic dps build, however it has proved to be one of the top DPS output builds solo.
Cyclone with Deadly Reach using implosion to proc cyclones. Fire Ally is useless to activate, it's simply a 10% damage boost. Seven-Sided strike can and will destroy goblins. This is a dual wield build.

This build, while geared with at the very least one of the following; Thunderfury, Odyn Son, Thundergod's Vigor or Fulminator will destroy packs of mobs. The single target DPS is not that great, however the more mobs around, the more damage you will do. If you have three pieces of these items, you will absolutely demolish mobs.

Notes for build;
- Cyclone Strike can and will refresh Cyclone, using it as an initiator would be great for the bot to understand.
- Unless using two fast weapons (ie, no Odyn Son or other mace), should add an option to limit the use of mantras to when above 80% hit points.
- Seven-Sided Strike should be used when clusters of mobs are low in order to more effectively utilize the damage. This skill should be used when A. There is a rare pack of mobs and all or most trash has been cleared, B. An elite pack of mobs when all trash has been cleared, or B. in conjunction with 3rd hit deadly reach buff on a goblin. This skill will destroy a goblin instantly.
- Seven-Sided Strike works magic for rare packs that have the frozen mod. When the bot encounters anything with Frozen, Seven-Sided Strike should be saved until approximately 1 second before the frozen crystals explode. When Seven-Sided Strike is used, the monk will be mid skill and will be immune to all damage, including frozen. This would also be useful for avoiding a large amount of explosions from dying mobs.
- Fire Ally should never be used as an active UNLESS you are fighting a single mob and the monk's resource pool is capped.
- Cyclone, while killing Elite and Rare packs should be effectively spammed UNLESS the mob pack as a debilitating mod such as Frozen. This case the prior mentioned Seven-Sided Strike would be an effective way to make the bot completely avoid frozen.
 
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Frozen Orb and Archon Wizard (With high APOC and high crit, as well as a high AP pool)
Link to build: Wizard - Game Guide - Diablo III
Outgearing/Playing on low torment allows you to shoot 1-2 Frozen Orbs and follow that orb to its destination. Any white mobs will be slain by these orbs, so you only stop for the time it takes to cast the orb. Frozen Orb is best used at a medium-far distance, because it explodes at the end. On Elites you either empty your AP pool on Frozen Orbs and they die from that, or you pop your Archon if it is available and zap them down with that. With Electrocute (Forked Lightning) as generator you still have a good aoe damage output at any range and a good single target ability as your AP generator.

Frozen Orb has issues with walling (It doesn't go through it, obviously).
Frozen Orb has medium range, but explodes at max range. It is best used by the orb exploding immediatly behind its target. Assuming the target is walking towards you, you simply try to fire your orb so orb-maxrange is where the target currently stands.
Archon has a long cooldown.
Familiar Icicle stuns a single target regularly and is a great tool for soloplay.
When there's no archon available and the elites didn't die from you emptying your AP pool with frozen orbs, kiting with electrocute/Frozen Orbs is necesary, because of the explossion range of the Orb (Assuming the elites are melee).
This build works with ease for speed-clearing and zero or few deaths in my equipment, with 500k damage and 1000k toughness (60% crit, 20 APoC), on torment 2. Viable, but risking more deaths, up to torment 5.

Tried your built. Very good decent build.

Thanks so much for this good information you explain next to it.
Keep the good work and keep this post alive.
 
Monk:
Monk - Game Guide - Diablo III
Use Exploding Palm as main damage skill. When mob "A" was bleed by Exploding Palm and under 10% HP, use Cyclone to pull nearby mob. When mob "A" died, it would explode and all near by mob get 50% Max HP of mob "A" as physic damage. High Torment, high damage by Exloding Palm :cool:
 
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Frozen Orb and Archon Wizard (With high APOC and high crit, as well as a high AP pool)
Link to build: Wizard - Game Guide - Diablo III
Outgearing/Playing on low torment allows you to shoot 1-2 Frozen Orbs and follow that orb to its destination. Any white mobs will be slain by these orbs, so you only stop for the time it takes to cast the orb. Frozen Orb is best used at a medium-far distance, because it explodes at the end. On Elites you either empty your AP pool on Frozen Orbs and they die from that, or you pop your Archon if it is available and zap them down with that. With Electrocute (Forked Lightning) as generator you still have a good aoe damage output at any range and a good single target ability as your AP generator.

Frozen Orb has issues with walling (It doesn't go through it, obviously).
Frozen Orb has medium range, but explodes at max range. It is best used by the orb exploding immediatly behind its target. Assuming the target is walking towards you, you simply try to fire your orb so orb-maxrange is where the target currently stands.
Archon has a long cooldown.
Familiar Icicle stuns a single target regularly and is a great tool for soloplay.
When there's no archon available and the elites didn't die from you emptying your AP pool with frozen orbs, kiting with electrocute/Frozen Orbs is necesary, because of the explossion range of the Orb (Assuming the elites are melee).
This build works with ease for speed-clearing and zero or few deaths in my equipment, with 500k damage and 1000k toughness (60% crit, 20 APoC), on torment 2. Viable, but risking more deaths, up to torment 5.

Find yourself an azurewrath and equip it on your enchantress follower with a hellfire ring then change your pet to cannoneer

1h weps or 2h?

My original post has been updated with a more detailed description on how the build works.
 
This is my WD build

Very good built with or without Demonbuddy

Witch Doctor - Game Guide - Diablo III

You need high crit hit and dmg

GEAR BONUSES
+2435 Intelligence
+1219 Vitality
Critical Hit Chance Increased by 47.5%
Critical Hit Damage Increased by 318.0%
+961 Armor

TTRIBUTES
Strength160
Dexterity159
Intelligence2620
Vitality1344
Damage161586
Toughness405299
Healing933
 
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Wiz
Wizard - Game Guide - Diablo III

Azurewrath or Frostburn 2.0 or both are they key of this build.

Detailed explaination http://www.thebuddyforum.com/demonbuddy-forum/153523-fun-alternative-wiz-build-try-out.html

Frozen orbs too costly on mana and you really need high mana regen to make it work
Arcane orbs isnt working with trinity now if im not wrong, it doesnt spam arcane orbs but only shoot a few and back to spamming mana spenders.

This is a cheaper and easier build so far since all you have to do is farm for azurewrath and other items with cold dmg%. With the smart loot 2.0, this is easy.
 
Speed Farm Wizard Build

This build uses a combination of skills and items to give a movement speed up to 90%! Having movespeed is huge and makes farming go much faster. Right now, I get 600+ items dropped per hour with this build.

Wizard - Game Guide - Diablo III

Key elements:
- Storm armor - scramble - gives 25% movespeed when you are hit
- Passive: illusionist - gives 30% movespeed when you use teleport or mirror image or slow time

With some cooldown reduction and Evocation, you can get a 40% reduction in cooldown for your spells. This means that you can cast teleport ever 9.6 seconds, and mirror image every 9.6 seconds. IF you stagger thier casting, it means you can cast one or the other every 4.8 seconds. Doing this properly will give you a 30% increase in move speed for 3 seconds every 4.8 seconds, or 62.5% of the time.

If you equip a 1.08 occulus which knocks 4 s off the cooldown for teleport, its even faster.

Also teleport - wormhole allows you to travel a great distance in a short time.

For items, just equip fire walkers, and watch your fire trail and lightening bolts from storm armor MELT everything around you. Set your bot not to attack trash and he will just run at 55% movespeed, plus another 25% when he gets hit. This is the fastest build I have seen, even faster than barb with sprint.

Running this build manually is best, but the bot can do it, but not as efficiently as it could.

My request is to have the bot cast mirror image and teleport in a staggered manner to increase the movespeed bonus uptime to a maximum. With the current bot, there is often overlap between casting teleport and mirror image, which wastes some of the movespeed.
 
FIRST BUILD
Build on T4 / T5 - Fire Monk
Link : Monk - Game Guide - Diablo III

Required equipment:
Andariels Visage 2.0 (+ fire skill dmg) Andariel's Visage - Game Guide - Diablo III
Maximus 2.0 Maximus - Game Guide - Diablo III
Magefist 2.0 Magefist - Game Guide - Diablo III

To play: Maximus has a chance to summon demon, the demon and you will create a fire chain, which ticks 700k-1mil damage on t4. With that, you need to use dashing strike to position yourself with the fire chain while maintaining sweeping wind firestorm. CS: Implosion is used to suck in all the enemies around you, while MoC: dishearten slows them down 80% so they cant move at all while the fire chain and your mangle / firestorm sweeps them down. If you do encounter an elite pack, use IS: Forbidden Palace, for 55% DR and 30% increased dmg.

I have no idea and am a complete fool when it comes to scripting and programming, I'm not sure if this is hard to do due to positioning.

SECOND BUILD
Built for running normal, legendary farming if you want to take a break from Torment
Link: Monk - Game Guide - Diablo III
Paragon points: Resource cost, movement speed, then the rest your choice

Required Equipment:
Nothing in particular, preferably anything cap your movement speed

To play: pretty self explanatory. Farming normal is all about efficiency, speed, mobs/hr and chests/hr. You would want to maintain inner storm while using TR and just rushing everywhere. If you happen to run into empty spaces and you are about to run out of spirit, activate Air Ally to add another 100 spirit. I usually do this in A3 so mob density usually isnt a problem. Also, remember to use dashing strike, the rune "way of the falling star" speed bonus will be added to your TR speed indefinitely after using it right after DS. Yes, Indefinitely. Other than that, not much else!

Thank you to all the developers and script writers! can't wait for the new release of DB

This! ^^

I am just waiting for magefist to drop and this will be my monk. I would love to see logic in trinity to support something like this!
 
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