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  1. #1

    Default Mixed Class - Theorycrafting

    These are just some first thoughts on builds for my HC team of mixed classes

    Fire Mage
    http://www.d3head.com/calculator/ski...YH852e852v88vm

    Support Monk
    http://www.d3head.com/calculator/ski...nm86QI8KjS86Vm

    Crusader Tank
    http://www.d3head.com/calculator/ski...zC2b8zTcX8zTi6

    Barb
    http://www.d3head.com/calculator/ski...VQ846185ch88xu

    If anyone has 2 cents to throw in,


    haven't considered gear yet just trying to get a bunch of CC, Team helping skills and survivability.
    Last edited by dancook : 03-09-2015 at 09:33 AM

  2. #2

    Default

    Playing a mixed team like that is going to be pure chaos imo. Keeping disparate classes like that in sync all with different skill loadouts is going to be rough. Also, I don't know if you understand how CC really works in this game.

    Mobs develop 10% CC resistance every second they are CC'd and lose 10% every second they are not CC'd. This builds up to a cap of 70% for elites and bosses. This resistance directly lowers the duration of any further CC. So if you apply a CC to a boss with 70% resistance that is supposed to last 2 seconds it ends up only lasting .6 seconds.

    The real kicker is there is also another mechanic called the minimum threshold. The minimum for bosses is .85 seconds. If your CC after resistance calculation would have a duration below this threshold it has zero effect. What this means in practical terms is that the only way to reliably CC elites and bosses is with CC's that have a duration 3 seconds or greater.

    FYI, all CC but fear works on bosses. Movement speed debuffs have both their duration and magnitude of their effect reduced by CC resistance, but they are not subject to minimum thresholds like hard CCs (stun, freeze and blind).

    I can't really say much on how your team idea would actually perform if you could manage to control them well since I don't really play mixed teams, but I hope the CC info above helps you out some.

  3. #3

    Default

    Thanks it's useful to know my endeavours could have gaping flaws

  4. #4

    Default

    I have toyed with the idea of running a Lock Doc with 3 others. It is the only mixed setup I have considered that I feel might push a team further in GR progression. The only issue with that team setup is the others would need to be fairly tanky and aslo probably wear xeph ammies to absorb lightning since they would have to stick close to the doc.

    One team that might work after the 2.2 patch is a Lock Doc with 3 IK pet barbs. The barbs are pretty tough with perma WOTB and would also make the loc doc tougher, their DPS is automatic since it comes from pets so it is easy to play in a multibox situation, and with 50% CDR on all three of them you can keep Ignore Pain - Mob Rule up permanently for 50% less damage to the party. With the new crit chance Broken Promise ring you can swap all CC from gear to CDR and still have high crit, so it is a perfect setup.

    I was toying with the idea of 4 pet barbs anyway, adding a doc to the mix shouldn't be too hard. The barb IK set progresses pretty well too. 2 pieces give you permanent pets, 4 gets you the aoe. Once you have the aoe the barbs farm pretty well. At 6 pieces you get your big power jump with perma-WOTB. The only part i am unsure about with a barb team is the actually leveling to 70 part lol.

  5. #5

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    Quote Originally Posted by Yelgis View Post
    The only part i am unsure about with a barb team is the actually leveling to 70 part lol.
    Heh, trust me, it is possible! I got mine to 70 (it was slow and boring) and just collecting IK pieces that rarely drop on my monks while waiting for 1.2 :-)

  6. #6

    Default

    What skills did you find useful Joes? I haven't leveled a barb to 70 naturally in long time. I will be looking to start my barb or mixed barb team in season 3 with 2.2 so any info would be great. Not sure what works best with them as they progress without any smith stuff or hand me downs. Guess I might have to start a team and level them without anything for practice before the next season.

  7. #7

    Default

    Uh, don't remember exact build right now. It was Rend-based with some fury generator + 4 shouts with different secondaries (they stack), WotB, BR and ancients, but without WW due to dsyncs.

    But because you have decent lvl 70 characters, you can do 2x2 or 3x1 to speed up boosting by doing higher difficulty tiers. At least I did it to get my monks to 70 quickly after I failed with barbs.

  8. #8

    Default

    I was aware of the shout stacking. I already tested that on PTR and I figured it worked anyway since Monk Mantra's do the same thing.

    Leveling the Monks was a little slower than I liked in season 2 because of being melee and I feel Barbs will be even more so. I won't be boosting because the Barbs will be for season 3... fresh start and all.

  9. #9

    Default

    Quote Originally Posted by Yelgis View Post
    I was aware of the shout stacking. I already tested that on PTR and I figured it worked anyway since Monk Mantra's do the same thing.

    Leveling the Monks was a little slower than I liked in season 2 because of being melee and I feel Barbs will be even more so. I won't be boosting because the Barbs will be for season 3... fresh start and all.
    Do a dry run to get acquainted with the class and how it is boxed. Because thats the only real way to make it any faster.

    Also s2 has at least a month left in it so no point in not enjoying the game... as if you don't want to re-start again then you are better off on non seasonal anyway.
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  10. #10

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    Yea a dry run is what I will probably do between seasons Shodo. I did a dry run with Crusaders before season 2 to get a feel for their progression, but then ended up going with a monk team for season 2. Monk was my first main character so I was somewhat familiar with them already. Melee just seems harder to work with early on is all.

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