So far, I’m in love with a meteor wizard or the spirit barrage witch doctor.
Fire and Ice M6… it now only exists in the PS3 and X360 version of D3 RoS. This was the first end game viable build I completed when RoS came out. And I even had well rolled TnTs and Etrayu to maximise damage output… though, I always wanted a Kridershot so I could generate back hatred faster.
I suppose the CM Wizard is also a build I’ve been fond of. Not sure if it can be made in the base game version of D3 on PS3 or X360. This was my end game build in vanilla.
Diablo 3 1.07 CM/W Wizard 300k DPS MP Vault of Assassins - YouTube
WD (Surprising?), my favorite set is Jade, but in my opinion, the most effective are Mundu for farming and Helltooth “Teddy bears” for pushing.
I guess it depends on the what for.
For example, I really like the Multishot Marauder for clearing Echoing Nightmares.
Easiest build to stand on the sidelines and clear the field with.
Getting the Wizard Frost Hydra Build going for my first Hardcore is great because the build seems so durable when trying to stay alive. 10 Hydra heads times 8% making a whopping 80% damage reduction.
For fast clear stuff, the DH GoD, the Monk POJ or the Barbarian Rend Build with Wrath of the Wastes are all no brainers.
But, you are right about the Witch Doctor Spirit Barrage with the Mundunugu set.
Watching everything just melt as you move is pretty satisfying.
By far and away UE DH. I love destroying everything on the screen. Build also has great mobility and decent toughness. Unfortunately, on the weak side for GRs, but my go to for T16 farming.
HTooth Gargs is a close second. I love a pet build. Always have. Unfortunately, WDs in general are weak on GRS and T16 farming, so it doesn’t get as much play as I would like.
Crusader Pony is my primary farm build but can also clear high GR.
I’ll go with Akkhan’s Crusader and GoD DH, both of them are comfortable and somewhat easier to gear up.
For sure, I have found some eccentric builds but those never really did for me; having no guide and lacking hints to direct you a path is not a fun approach for this game. I have managed to figure a few mechanics that work as an established alternative to the traditional build, but it took me about months just to come up with those.
GoD DH & Whirlwind Barb. I have been using the DH from almost day one. I had a DH that could match the barb before we got The ROS add-on.
The most important thing is to enjoy the game. I can see that you have a lot of season characters of different classes and different builds. (So you’re having a lot of fun, is what I mean by saying that).
I can also see that a lot of them have some of the same legendary gems equipped. For example several Bane of the Stricken. Some level 25 and some 30. Many would say that, since you can only play one hero at the time, it would be more efficient to only have one of each of the legendary gems you plan to use in order to concentrate on levelling the gem up. Another thing to note specifically about the Stricken gem is that it only does the stacking damage on one single monster at the time, no matter how many you are attacking in a fight. So it has its real value only when killing the rift guardian begins to take too long time compared to killing champions and other elites (yellows and blues). At lower level Greater Rifts a Bane of the Powerful for example can be more “efficient” than a Stricken.
Venom Hydra ![]()
DH - M6 Cluster Arrow with “cluster bombs” rune, hellcat belt.
WD - Helltooth Gargantuan.
Very much this.
I wish the devs had this mentality early on in the game’s life. I’m still irked when they changed M6 to be more “engaging” because players complained that the top build wasn’t engaging to play. Then, a patch or two later, they introduced UE which became top build and there was little point in playing M6 anymore.
These days, I leave M6 for when I want to play Cluster Arrow and UE is my Multishot set of choice just to retain some variety.
But I do wonder at times what the build variety would be like for DHs had the devs just churned out UE as the engaging build option and left M6 for those of us who enjoyed laying down mega sentries of death.
(Personally, I’d have updated the Kridershot bow so that Elemental Arrow would become both a generator and also receive a damage buff to enemies hit by Sentries… better to encourage players to be active than to force them.)
Try to include Rain of Vengeance- Shade somewhere in the Ball Lightning setup. As long as the cracking bolts hit the targets inside RoV area of effect, it enables Area Damage occurrences for Elemental Arrow- Ball Lightning. If you can not include RoV- Shade or have no space for a trade-off, just go for EA- Frost Arrow or not; I haven’t tested with EA-FA. To tell, when you have Kridershot, you can not reset the RoV cooldown fast enough for it to matter in combat; as I get it, RoV meant to be paired with ORotZ.
I can’t remember the exact setups but both Unhallowed Set and Marauder can afford to include RoV but former is bound by Kridershot while latter have no interest. Thus, it is more comfortable to use Marauder for the sake of equipping Yang’s or Dawn. Just a note though, I have not tested this very in depth, so while I may end up being wrong I have run quite a few games to check the legitimacy of this idea which I am kind of convinced it works.
you are both spitting facts ![]()
i bet you read “The Mamba Mentality” recently, am i right?
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D3 has many good set mechanics. I am fond of these:
UE6 Grenade. UE’s 6pc discipline damage scaler and 4pc effect timer make this set distinct. Grenade adds extra challenge to maintaining the 4pc bonus. A Danetta’s rework to support Grenade (while keeping the Hatred Spending mechanic) would be incredibly welcome.
S6 Impale. An eccentric, up close damage dealer. I like how the skill runes matter. Chain of Shadow is sort of obsolete now, would be cool to see it become more relevant in push.
Marauder, the Sentry ramp up became tolerable since they added Captain Crimson. Garwulf has no place though, which is a shame — if this halved the cooldown of all pet skills, while doubling their damage, it’d be back on the table. Elemental Arrow makes the most sense on Marauder, but Kridershot needs a large 8-9x multiplier to compete.
Heaven’s Fury w/ Ivory Tower. A great soloers set that feels amazing in density. This one was nerfed too much, it needs passibility on non-season. It also stinks in groups when other players eat your blocks. Otherwise the concept is solid. Ivory Tower and Elberli Charo each need 100% increased damage to Heaven’s Fury.
LoD Bombardment. I like to play this with Rally for double bombs. It is good gameplay because it requires the player to time keypresses. This build also has meaningful variants.
LoD Blessed Shield. I liked it prior to the recent buff of Akkhan’s Manacle. The gameplay feels flatter now, but the visuals are fun.
Try to include Rain of Vengeance- Shade somewhere in the Ball Lightning setup. As long as the cracking bolts hit the targets inside RoV area of effect, it enables Area Damage occurrences for Elemental Arrow- Ball Lightning.
I gotta try that sometime. I do EA with Odyssey and Chakram with Echoing Fury.
Missing a skill to swap in RoV may be rough on Marauder, especially a generator, on season I’d opt for losing Vault.
I do EA with Odyssey
For Marauder, keep Elemental Arrow as a spender and equip Yang’s then you may have space for Augustine or Odyssey’s at the Cube. No need for Kridershot for Marauder, as it’s only required for Unhallowed setup with Uskang.
I gotta try that sometime.
It looked like it worked when I have tested it at GR120 scale in UE6 Ball Lightning setup, but that skill doesn’t really fit the profile of other skills with similar properties. Without it, I haven’t been able to scratch the surface of any monster in the Greater Rift but its effect made some differences as I observed. Maybe I was just biased.
For a fact I know Crusader class have Provoke- Charged Up and Shield Glare- Emblazoned (which only useful for Roland Shield Bash spec) that enable Area Damage, but RoV deals a consistent damage over a wide area yet seem to replicate that. That’s why I’m not fully sure of its traits, test RoV- Shade with Chakram and EA then let us know if it helps.
Chain of Shadow is sort of obsolete now, would be cool to see it become more relevant in push.
When you pair it with Lianna’s Wings, it can save you from a reflected projectile. Keeping yourself distant from a Dervish is the best way of timing your shot between their long and short chains with dangling blades.
You have to slow them down by casting Shadow Power, then move away to aim then again cast Shadow Power to be safe; too much button presses. Easier to be said than done when your Impale shot pierce through targets (to hit the blade circling behind it) or you face multiple Sand Dwellers though.
Garwulf has no place though,
Yeah, Marauder don’t really work well with it. I find it to be working better with Natalya or Unhallowed Essence because two extra wolves summoned help you to keep distance.
Necromancer - Bones of Rathma. Even though it needs a bit more work. Revive minions more often than not just stand around and in order to get the most optimal damage, you need multiple skills on your hot bar not leaving much for evasion/defensive skills. Considering that’s it’s BONES of Rathma, I wish they would let us use skeletal mages rather than Revive. Maybe bring bone spirit back as well.
Obviously this build!
So, for season 28, we’re getting the new Natalya Set. WOO! But it’s not spin to win.Fear not! I have been hard at work to create a strafe variant. However, you’re going to have to farm Act 4 bounties. This is the weapon you’re looking for and boy oh boy are you going to be spinning! So what you’re looking for is the following: Aughilds 3 pc. Crimsons 3 pc. Natalya 6pc. Including the ring. Squirts CoE Helltrapper Demon’s Demise For cube: Chanon bolter Trag coils …
I wish they would let us use skeletal mages rather than Revive. Maybe bring bone spirit back as well.
You can’t use those with Rathma Set, I mean, you can but the utility won’t help.
However, I believe Trag’Oul can support all three of those skills without much hassle; each of them have blood cost skill rune modifiers. Only issue is the massive blood cost caused by stacked corpses when using Revive by MoSD helm, but that can be negated by Blood for Blood passive. Also LoD can have a Bone Spirit setup and a Revive setup; yet, those need to be at cold skill rune instead of physical.
this build!
To be honest it looks like a cool idea but kind of underwhelming to play. When you pick Strafe as the utility skill, then you are bound to use Mantle of Channeling and there’s no way around it with Aughild’s Set; the damage will not be consistent against the crowd that way. May worth a try to toss Omryn’s belt or Cape of the Dark Night in Cube, just so you can free one skill slot for replacing Caltrops with some other defensive buff.