06-11-2012, 09:03 PM
I love this game. So many viable builds. Here is mine I'm currently using in Act 1 inferno.
http://us.battle.net/d3/en/calculator/mo...dXU!cZbacZ
Way of a hundred fists
The windforce flurry rune really makes this skill for me. 250% damage is very nice and more importantly provides a "ranged" piercing attack. It really allows you to do some nice damage from a distance which is pretty important as you are kiting those nasty champion packs.
Wave of light
Explosive light is very underrated IMO. The range on this skill is very large. At 285% damage, it provides a reliable knock back/stun. You can aim this skill to shoot through doors and chokes. Once again, a very viable skill when you want to stay away from really hard hitting mobs. This skill is also normalized so it will still hit hard even with fast weapons.
Breath of Heaven
Healing with a damage bonus. Nice!
Mystic Ally
The tanking, damage, and slowing that the water ally provides has been invaluable for me. Perhaps this will tail off in later acts, but the ally is a great skill.
Mantra of Healing
Since I seem to spend a lot of time running from champion packs having a way to reliable build health and spirit using circular breathing is very helpful. This helps me keep up my spirit to let me use my expensive spirit spenders.
Seven-sided strike
This skill is really the ultimate offensive/defensive skill. Did you know that if you target SSS somewhere else you will end up there after doing your attack. This skill is invaluable in escaping cornered situations plus it does massive damage to boot and your invulnerable during the animation.
This build is a lot about attacking from a safe distance. Both my primary and secondary skills have very effective ranged attacks. While I have enough armor, life, resistance to go toe to toe with many mobs in inferno, many of the champion packs still hit so hard that you can't stay in melee range for too long. I can remember a fight against a invulnerable minion boss pack where I would kite hitting at ranged with way of the hundred fists and wave of light. Both attacks are piercing, moving through the minions and hitting the boss. My ally does some tanking, damage, and slows while I run. When I get to the end of a corridor I hit SSS and move back in the other direction. If I do end up in melee range my 50% dodge, 60% reduction from armor, and 40% resistance reduction (still needs work) is enough to keep me alive for a few hits.
http://us.battle.net/d3/en/calculator/mo...dXU!cZbacZ
Way of a hundred fists
The windforce flurry rune really makes this skill for me. 250% damage is very nice and more importantly provides a "ranged" piercing attack. It really allows you to do some nice damage from a distance which is pretty important as you are kiting those nasty champion packs.
Wave of light
Explosive light is very underrated IMO. The range on this skill is very large. At 285% damage, it provides a reliable knock back/stun. You can aim this skill to shoot through doors and chokes. Once again, a very viable skill when you want to stay away from really hard hitting mobs. This skill is also normalized so it will still hit hard even with fast weapons.
Breath of Heaven
Healing with a damage bonus. Nice!
Mystic Ally
The tanking, damage, and slowing that the water ally provides has been invaluable for me. Perhaps this will tail off in later acts, but the ally is a great skill.
Mantra of Healing
Since I seem to spend a lot of time running from champion packs having a way to reliable build health and spirit using circular breathing is very helpful. This helps me keep up my spirit to let me use my expensive spirit spenders.
Seven-sided strike
This skill is really the ultimate offensive/defensive skill. Did you know that if you target SSS somewhere else you will end up there after doing your attack. This skill is invaluable in escaping cornered situations plus it does massive damage to boot and your invulnerable during the animation.
This build is a lot about attacking from a safe distance. Both my primary and secondary skills have very effective ranged attacks. While I have enough armor, life, resistance to go toe to toe with many mobs in inferno, many of the champion packs still hit so hard that you can't stay in melee range for too long. I can remember a fight against a invulnerable minion boss pack where I would kite hitting at ranged with way of the hundred fists and wave of light. Both attacks are piercing, moving through the minions and hitting the boss. My ally does some tanking, damage, and slows while I run. When I get to the end of a corridor I hit SSS and move back in the other direction. If I do end up in melee range my 50% dodge, 60% reduction from armor, and 40% resistance reduction (still needs work) is enough to keep me alive for a few hits.