Tag Archives: abilities

Monk PVP Build: 1 – Mantra Twisting

For the first Monk PVP build, I wanted to showcase how much support this class can add to your arena composition. I call this build “Mantra Twisting” as much of the gameplay will be focused on timing the use of and swapping mantras depending on the situation of the match.

Here is the build.

Active Slot 1:

Skill: Crippling Wave
Runestone: Breaking Wave (Alabaster)
Explanation: This is your Spirit-generator for this build but it also serves as a debuffing ability, snaring your target while increasing the damage they take from you and your team. This is a great skill for adding pressure or switching targets for a kill.

 
 
 
 
Active Slot 2:

Skill: Lashing Tail Kick
Runestone: Scorpion Sting (Alabaster)
Explanation: This should be used as your main Spirit spending ability when you don’t need to worry about mobility. The stun from the alabaster runestone allows this skill to be useful both offensively and defensively.

 
Active Slot 3:

Skill: Dashing Strike
Runestone: Way of the Falling Star (Indigo)
Explanation: This is your mobility skill and will be used to keep your Crippling Wave debuffs or Lashing Tail Kick stuns on your targets. Pairing this ability with the indigo runestone not only lets you stay on top of your target should they use a gap-creating skill (Teleport, Leap Attack, etc), but it can also be used to quickly escape around a pillar if you get focused.

 
Active Slot 4:

Skill: Mantra of Evasion
Runestone: Divine Protection (Alabaster)
Explanation: This is your main defensive mantra. You will likely want to keep this mantra active if you aren’t able to keep up the damage from the other team or if one of your teammates starts getting low on health.
 
 

 
 
 
 
 
 
Active Slot 5:

Skill: Mantra of Healing
Runestone: Boon of Protection (Obsidian)
Explanation: This mantra is the one you will ‘twist’ the most, as you will likely be using it on cooldown- provided the shield is allowable every 30 seconds.


 
 
 
Active Slot 6:

Skill: Mantra of Conviction
Runestone: Overawe (Crimson)
Explanation: This is your offensive mantra. With the crimson runestone and your Crippling Wave debuff, your abilities alone will cause your target to be taking 135% additional damage from all sources. Use this mantra when you’re ahead to keep the pressure on your opponents or switch to it when going for a kill.
 
 
Passive Skills:

First Slot: Fleet Footed – Increase base movement speed by 10%.”
Explanation: As this passive can be used both offensively and defensively, it is a great choice for ensuring you can stay within melee range of your opponents as well as being in range of your teammates for the mantras.

Second Slot: Pacifism – “While stunned, feared or charmed, all damage taken is reduced by 75%.”
Explanation: Since this build uses half your active skill slots on mantras, the extra survivability will help you avoid needing to use your mantra twisting on yourself.

Third Slot: Near Death Experience – “When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.”
Explanation: When all else fails, this gives you a second chance. An amazing PVP choice for any build- including this one.
 
 
*Disclaimer: Keep in mind this build is based on beta skills that are subject to change and until we step foot in the arena this is all merely theorycrafting. As always, give us your builds and let us know your thoughts in the comments!

Play To Your Strengths: The Right Class For You

Those of us who were lucky enough to have gotten into the Friends & Family beta have had a few weeks to get a feel for each of the classes. Many more of us will be starting our experience now that the closed beta invites have started going out. And while we can’t get passed level 13 repeatedly playing through the first part of Act 1, we can start to see which classes we enjoy the most.

Each of the five classes have their own unique strengths and weaknesses, but how do you know which one will be the best choice for you in PVP? Some of us already have our favorite niche classes but when you’re getting ready to jump into the arena, you’ll want to find the class that best fits your playstyle and/or complements the composition you plan on running.

To help do exactly that, here is a quick breakdown of each class based on the current beta build (0.3.0.7447).

Barbarian:

Description: This stoic warrior uses tremendous physical strength to crush foes. The Barbarian moves aggressively, unleashing a multitude of attacks on enemies. Tough and unyielding, the Barbarian excels at close-range combat. Fury drives the Barbarian’s assaults and is generated in the thick of combat by dealing and receiving damage.

Strengths: Loaded with gap-closing abilities and hard-hitting attacks, the Barbarian is great at keeping pressure on your opponents. They also have several powerful cooldowns, both offensive and defensive, that can be used if you get focused or need more damage for the enemy kill. A very solid all-around choice for PVP currently.

Weaknesses: Some of your gap-closing abilities generate fury, however, they also have 10 second cooldowns. If poorly timed/used, you will likely find yourself fury starved and/or being kited. Your ability to utilize your mobility will make or break this class for you.

Demon Hunter:

Description: Ranged weaponry and shadow manipulation make this vengeful hero an elusive stalker of demons. The Demon Hunter uses a variety of traps and escape skills to evade the grasp of foes. Lethal and evasive, the Demon Hunter inflicts terrible punishments on adversaries and slips out of their range before they can react. The Demon Hunter’s attacks and tactical skills are powered by the dual forces of Hatred and Discipline. Hatred is rapidly regenerated but Discipline is slowly recovered.

Strengths: The Demon Hunter has everything needed to kite like a pro. With traps, snares, cartwheels, and backflips, they have multiple abilities to keep melee characters away.

Weaknesses: The current implementation of their dual-resource system will be undergoing a drastic change soon, due to issues with burning through those resources too quickly, which will likely result in having resource-generating abilities in your rotation. However, resources aside, your ability to win battles will depend on your kiting skills as they lack defensive abilities. When the revision has been completed, we’ll be sure to review the changes in its own update.

Monk:

Description: A holy warrior who attacks faster than the eye can follow, disabling enemies with precision blows. Holy and elemental magic infuse the Monk with the ability to heal and to deliver crippling damage to adversaries. Fast and agile, the Monk gets in close to enemies to execute withering attacks before quickly moving away. The force of Spirit powers the Monk’s abilities. Spirit is gained through the Monk’s primary attacks.

Strengths: With their versatility and great synergy with mantras and group heal capabilities, Monks will be highly desired additions to many arena comps. In addition to their offensive pressure, they have defensive utility as well.

Weaknesses: The only gap-closing abilities Monks have require Spirit. So if you aren’t able to get in close and punch the enemy with your Spirit-generating skills, you will likely find yourself hopelessly kited. Additionally, your main mobility skill, Dashing Strike, needs to be used with the enemy targeted as it is very inefficient if used to get around the map (you come to a complete stop before and after the ability is used and it will burn through your Spirit in a hurry).

Witch Doctor:

Description: A manipulator of the forces of life and death, this unorthodox caster wields the power of nature in unsettling ways. With a wide range of offensive spells to choose from, the Witch Doctor doesn’t shirk from the fray. A master of spirits, the Witch Doctor draws upon exotic forms of magic to summon creatures from beyond the grave. The Witch Doctor utilizes the power of Mana to cast grim spells.

Strengths: The Witch Doctor is a great support class with multiple crowd controlling abilities and snares, giving you many kiting options. They also have several different pets and DoTs skills to choose from, keeping outgoing damage up while on the move.

Weaknesses: Without many defensive abilities, Witch Doctors are susceptible to being focused or gibbed. To compensate for this, several of the skill and runestone choices in your build will likely be survival or crowd-control abilities- such as the build posted by Blasphemery yesterday.

Wizard:

Description: A master of the temporal and elemental energies powering creation itself. The Wizard can inflict, withstand, and avoid damage with a vast and formidable array of directed and area spells. Powerful but fragile, the Wizard must be cunning to survive, deflecting all manner of attacks in order to unleash frozen havoc and flaming ruin on enemies. The Wizard draws on Arcane Power, a quickly regenerating resource, to cast spells.

Strengths: Wizards can put out substantial amounts of burst damage and have several abilities to limit or control their opponents movement. They also have one of the best movement-based ability in the game: Teleport (which can be used very effectively for both offense and defense).

Weaknesses: Wizards do not offer much in the way of group synergy other than their high damage output and will need to be spot on with their defensive cooldowns to avoid being a glass cannon.
Conclusion: At this point of the game (which really doesn’t give us much to really base things on), the Barbarian seems to be the strongest class, followed by the Wizard. However, the other three classes have plenty of potential to give them competition for the top spots so don’t base your decisions on that. We’re dedicated to bringing you the latest news so if anything changes we’ll be on top of it.

Which class are enjoying the most or most looking forward to and why? Let us know in the comments!

Skill Calculator: Witch Doctor PVP Build

As stated previously, we’re going to be posting PvP builds using the talent calculator and the most up-to-date information there is. And what better way to kick off this segment than with a build from what appears to be the most underrated class in PvP at the moment. Working to disavow that notion, I present to you a Witch Doctor PvP build that I feel shows some great potential and explain my logic.

Here we go!: http://us.battle.net/d3/en/calculator/witch-doctor#kdUaVh!ZWf!bbaaYc

First Slot:

Skill: Wall of Zombies
Runestone: Unrelenting Grip (Golden)
Explanation: This is your general crowd control ability, setting up walls to block your opponent’s movement, while the golden runestone adds a slowing effect on top of the movement blocking. This should make kiting a breeze.
Possible substitutions:
Skill: Grasp of the Dead – Cost: 53 Mana, Cooldown: 8 seconds – “Hands reach out from the ground slowing enemy movement by 50% and dealing 50% weapon damage per second as Physical for 8 seconds.
Runestone: Desperate Grasp (Golden) – “Reduces the cooldown to 4.5 seconds.” Or: Unbreakable Grasp (Obsidian) – “Increase the slow amount to 64%.”
Explanation: About the same idea, but I feel the movement blocking of the wall will be more beneficial in most situations.

Second Slot:

 
Skill: Hex
Runestone: Hedge Magic (Golden)
Explanation: Hex is a no-brainer here, a complete disable that actually INCREASES damage taken? Yes please. I picked the golden runestone to add even more utility to the skill, taking them out of commission while healing yourself at the same time, can’t beat it.
Possible substitutions:
Runestone: Jinx (Alabaster) – “Increases the damage taken by hexed targets to 90%.”
Description: Increasing the damage bonus on hex to a whopping 90%, use this if you don’t feel you need the healing.

 
 
 

Third Slot:

 
Skill: Spirit Walk
Runestone: Healing Journey (Alabaster)
Explanation: Your ‘get the hell out of dodge’ ability for when things are getting too hot for the fragile Witch Doctor. Lets face it, you’re probably in dire straights when you need to pop this ability, so the healing component with the alabaster runestone isn’t going to hurt.
Possible Substitutions:
Runestone: Jaunt (Indigo) – “Increases the duration of Spirit Walk to 10.0 seconds.”
Explanation: You lose the healing component but make Spirit Walk useful for kiting as well as escaping.
 
 

Fourth Slot:

 

Skill: Poison Dart
Runestone: Snake to the Face (Alabaster)
Explanation: Besides having just about the coolest name of any skill in the game, this ability will provide consistent DoT damage with the possibility of a 3 second stun. This combined with Spirit Walk and Zombie Wall should be able to get you much needed distance on those pesky Monks and Barbarians while chipping away at their HP.
Possible substitutions:
Skill: Horrify – Cooldown: 20 seconds – “Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in fear for 5 seconds.”
Runestone: Stalker (Alabaster) – “Gain 50% increased movement speed for 4 seconds after cast.”
Same idea of creating distance from your opponents, but this time by fearing them and giving yourself a speed boost. Possibly more reliable, but no DoT damage.

Fifth Slot:

 
Skill: Firebats
Runestone: Hungry Bats (Indigo)
Explanation: This will be your bread and butter for dealing damage. The indigo runestone basically turns this ability into Bonespirit from Diablo 2, and we all know how powerful Bonespirit was.
Possible substitutions:
None. You need this.
 
 

Sixth Slot:

 

Skill: Gargantuan
Runestone: Big Stinker (Obsidian)
Explanation: This big guy will be your tank to soak up some homing type spells, along with providing consistent damage from melee and the added poison DoT from the runestone.
Possible substitutions:
I feel this is really your swing slot, if you’re out there shrinking heads and you find your have a weakness to a specific class or build? Slap something in here to help you against them. However if you like the idea of having a pet here, you could try…
Skill: Zombie Dogs – Cost: 176 Mana, Cooldown: 60 seconds – “Summon 3 zombie dogs from the depths to fight by your side.”
Runestone: Life Link (Indigo) – “70% of damage taken is absorbed by your zombie dogs.”

 

Passive Skills:

First Slot: Vermin – “Your Plague of Toads, Corpse Spiders and Firebats abilities do 20% more damage.”
Ups the damage of your hungry, hungry bats.

Second Slot: Rush of Essence – “Spirit spells return 200% of their Mana cost over 10 seconds.”
Spirit Walk now breaks slows, heals you, and restores your mana. Hell yeah.

Third Slot: Death Trance – “Reduce damage by 20% whenever you are below 50% of your maximum life.”
Damage reduction when you’re under 50% HP. Seems like this one was made for PvP, a safe choice.

Possible substitutions:
Pierce the Veil (“All of your damage is increased by 20% but your Mana costs are increased by 30%.”) and Tribal Rights (“The cooldowns of your Fetish Army, Big Bad Voodoo and Hex abilities are reduced by 25%.”) could slip in this build easily, but watch your mana if you chose Pierce the Veil. If you have Zombie Dogs in your swing slot, Zombie Handler (“You can have 4 Zombie Dogs out at once. The health of your Zombie Dogs and Gargantuan is increased by 60%.”) might be a good idea.

*Remember folks, this is build is based on beta skills that are subject to change, and until we step foot in the arena this is all merely theorycrafting. However if you have your own badass Witch Doctor PvP build feel free to share it in the comments!