Theorycrafters Haven

Yep Lmfao, that’s literally my plan atm. Let the Diablo loot gods decide

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One of the reasons I love this game so much is the RNG elements. RNG in most games is annoying - in Diablo getting RNG legendary loot somehow feels way better.

so its a bug? just glancing over it, doesnt appear to have infinite scaling.

Or do you mean its very strong cause you procc stun very often with some other stuff you can skill later on? with always proccing the dmg on stun passive.

Another question for some Sorc players out here, cause i havent tested it. Does frost shards enchant procc on every skill cast during boss stagger?

Allrounder Druid:

Storm Strike
Landslide
Cyclone Armor
Blood Howl
Wolves
Poison Creeper

Purpose:

Stacking Damage Reduction and increasing Core Skill Damage.

Uses:

Storm Strike for multitarget-damage, damage reduction (both skill and aspect), increase of core skill damage (aspect).

Landslide for high single-target damage.

Cyclone Armor for damage reduction and ally support.

Blood Howl for sustain, attack speed, crit chance and ally support.

Wolves for single-target damage, lightning damage (unique) and core skill damage (aspect).

Poison Creeper for multitarget-damage, terramote farming and core skill damage (aspect).

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I’m waiting to see how re-balancing goes after the server slam. Someone will surely data mine the changes for release and it’ll help guide me on the best build.

But… that being said I’m generally going for a fast clearing Sorc build. General outline below.

Shockfire Sorc

Basic:

  • 1 Spark (Enhanced/Glinting) - for increased crit

Core:

  • 5 Chain Lightning (Enhanced/Greater) - for rapid clearing
  • 5 Fireball (Enhanced/Destructive) - for enchanting

Defensive:

  • 1 Fireshield (Enhanced/Shimmering) -cooldown barrier
  • 5 Teleport (Enhanced/Shimmering) -breaks all cc
  • 1 Ice Armor -more defence
  • 3 Glass Canon - offensive passive

Conjuration:

  • 5 Fire Hydra (Enhanced/Invoked)
  • 3 Align the Elements -defensive passive
  • 3 Protection -defensive passive

Mastery:

  • 5 Firewall (Enhanced/Mages)

Ultimate:

  • 1 Inferno (Prime/Supreme)
  • 3 Coursing Currents - offensive crit passive

Passive:

  • 1 Vyr’s Mastery - offensive crit passive

Enchantments: Fireball for clearing, Firewall for dps, Fireshield for 1 extra life,

You basically want to max stack crit gear for end game. You play rather defensively, kiting and criting. Switch your Fireball enchantment out for boss fights to something more defensive. I prefer Fireshield Enchant while I’m learning a boss.

Please offer critiques and ideas to make it better. I’ve not put together a list of Aspects yet, but it should be fairly easy to do and tweak from there.

your plan is fireshield and fireball as enchantments?

do you plan to play hc? otherwise i would recommend something more offensive for leveling.

The rest probably works for leveling, but later it lacks a clear path or certain synergies that you definately want with such a build.

For example firewall and chainlightning as your main dps options seems strange at first glance, especially w/o knowing your planning for paragon. Devouring blaze passive is a very strong offensive passive, if you want to incoprorate fire. So i wouldnt ignore that, since it also works for chainlightning as strong dps increase if you pull it off reliably.

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Strange is good!! lol Thanks for the feed back.

Fireshield enchant is only for bosses, especially world bosses where one-hit kills are more common. And maybe PVP :smiley: I like not dying.

No plan for HC, i just like lots of defensive options, assuming I can produce enough DPS of course. The build might be lacking some element stacking but I like mixing things up a bit and seeing if I can find synergies elsewhere.

I’ve been looking into the paragon board a bit. Not sure exactly what I want to do yet but overall it’ll focus on anything that builds Crit in Shock or Fire and I really like the Enchantment paragon board.

I’ll take the Devouring Blaze enchant into consideration for sure.

I’m going to play a Pulverize Druid and equip whatever legendary items say “Pulverize” on them just like every other Pulverize Druid.

I’m gonna run whatever abilities give me fortification, and help me stay healthy to build Overpower stacks, and then I’m gonna complain on the forums that my build sucks at killing bosses until I get some legendary that fixes all my problems.

Then I’m gonna be mad when some youtuber writes a guide for a build that is exactly like the build I’m using, but then I’ll remember that he probably isn’t running haircut 7/13 so I’m still a special snowflake.

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its a passive.

And i know what you mean, my stagger/cc build has all 3 elements. But there are some small questions, that i need testing during leveling, before i can finalize.

I need to know exactly how ice shards enchant behaves during stagger. Does every skill cast procc it in this window or not. and some Attack speed questions regarding crackling energy. among other things.

Yeah, I’m interested to see how Crackling Energy works exactly before committing a build to it just yet, but I think with the one I have planned I could easily respec into it, if it turns out to be an effective enough mechanic.

Your stagger/cc build sounds interesting and there are some good mechanics that will allow for damage stacking with it + paragon nodes that care about all elements. Could be a thing, I do love Frost Nova.

I worry they nerfed Ice Shards too far into the ground to be interesting any more. Maybe in the higher levels but I couldn’t get it to be fun in the Server Slam, post nerf.

I’ve got a question for any barbarian players -

Did you use whirlwind with steel grasp ? And does steel grasp require you to stop spinning ? Or can you use it like a shout while continuing to channel whirlwind ?

If your looking for a pull effect, there is an aspect for whirlwind that pulls while wirlwinding. And if you want the vulnerability or berserk, you can get that thru other means aswell.

What i dont get about whirlwind is the support in aspects for it compared to other Core Skills. Why does it have 5 aspects that can directly support it. And all other have merely 2. No wonder why so many people go whirlwind route.

There is to much RNG, with the gambler, you more or less get 1 legendary for a full stack of gambeling currency, which you get for the orange events.

1 event, 35 currency, 400-500 currency on gambeling, = 1 legendary.

Together with the dungeons enchantment, which always give you very strong effects for specific builds, your leveling is not very big RNG depending.

Made some Necro builds.

Bone Spear: (https://d4builds.gg/builds/da4fd7a2-80f2-48bf-808c-5ddd01e28fe1/)

Blood Surge: (https://d4builds.gg/builds/56155433-5614-42d5-9c1f-d4f7e42879e3/)

My stagger build will be my first build i probably endgame.

But i also have my own endgame fire build. It evolved around meteor and firewall.
With no core or basic builders. Ball lightning and firewall as an enchant.
Meteor as its main attack
Slotted skills that are not changeable are Meteor, Firewall and Blizzard.

The other 3 are open for utility and/or ultimates. Fireshield+Deep freeze + x for a more defensive approach. Both other Ultimates can be made workable aswell, there is even merit for Unstable currents in this build if you change some stuff a bit. But ultimates in this build are merely for utility, with less cdr then other builds provide.
So there is many options here. Personally i probably go teleport + fireshield + Deep Freeze. For a lot of cc breaks.

Esus Ferocity + Aspect for insane AS

The reason for all mastery skills is simple, if you look at some glyphs, it will become clear. But i will not tell which, i think its easy enough to figure my thinking :smiley:

yeh, noticed the incredible “+to mastery dmg” and “+area” too.

to me btw, it also hinted to another less immediate thing. instead of, as clearly intended, pushing me to think “yummy, now i have to fill this glyph area with plenty of points, so i get the additional requirements too”… just the opposite. pushed me entirely different direction, convinced now that it’s far more convenient (at least in cases, as for example a multielemental build, appropriately) to get as many paragon boards as possible, with most linear path as possible, avoiding totally to allocate a single paragon point more than needed in glyphs effect area.

that because, in the end, even if you don’t satisfy requirements (better: because you don’t do that), you can then use all those points you save, to reach much more glyphs areas and yummy squares for plenty of other boosts to this or that element, this or that crit condition etc. in other boards. which in the end, gets you much more profit than filling simple requirements (nevermind how apparently yummy) of fewer glyphs areas ever would.

that said, what’s also clear is that even if you renounce to the “double” by not reaching requirements, you actually don’t lose much or anything if by doing that you get another equivalent area.

example to make it immediately clear, think just 1 or 2 boards. in case of one board you fill in the glpyh area, get double effect, that’s it. no more points to allocate anywhere else, done. in case of you going for the 2 boards, you allocate less points in board 1 in the glpyh area, don’t satisfy requirements and don’t get double effect. but you have enough points to get to board 2, get all the additional boosts there, and get to the glyph area there… where you allocate as many points as you did in board 1, glyph area. even if you didn’t fill in enough to get “double” in any of the 2 glyphs areas, the fact you got 2, makes up for that apparent loss.

in short, the difference between allocating (for example) 10 points in one glyph area getting the reward or 5 points each in 2 glyphs areas without the requirements reward, is negligible or null. and push you to the latter, if that gets you also all the additional perks on the path, that you’d lose if you sticked to the former only (sure getting double on a single glyph area, but still missing the rest). in case of a multielemental build that’s simply unmissable, nobody should want to skip that in my eyes, the choice is only one.

You should check fireball and meteor in a max mana, max crit build.

If i get it right, both skill get 100% crit rate, if you cast them with 100+ mana.

With my calulation, you can go 192 mana as sorc, which means, 3 meteor with 100% crit, before you drop below 100 mana, and they loosee there massive crit chance buff, when cast over 100mana.

yes i know that, and thats exactly what i was planning to do, well maybe not the max mana part(i would try to get 140), get enough manareg that it stays and replenishs back to 140 instantly and just go to town with AS and meteor spam, while also putting up blizzard for some more ccs and firewalls for some juicy fire synergies, and proccing ball lightnings that proccing some on crit effects of lightning passives.

This sounds like a dream actually. I would be interesting in trying this build out for a Sorc alt.

How many of you “theorycrafters” here know about damage multiplier pools and how some damage multipliers are additive with each other into one big pool as a single multiplier?