Reaper of Souls Torment Builds: Demon Hunter and Monk


Players have had enough beta testing time to start putting together some new builds, most of them largely enabled by special orange text effects on the Reaper of Souls Legendary items. Those effects are partially random (there are hundreds of the effects, but which ones can spawn on which particular legendary items seems to be limited) and some of the best bonuses don’t seem that amazing, but when used wisely they are very build changing.

Some good examples come in this Demon Hunter DiabloWikiStrafe build demonstration by ZiggyD, where he shows off the power of a legendary hand Xbow that removes all DiabloWikiHatred cost from Strafe. That’s the key to the whole build, allowing him to remain in perpetual Strafing motion, attacking staying out of the Molten and Poison Enchanted and Frozen Pulse and other dangerous effects, and giving him the ability to tack on other AoE attacks and healing abilities.

Other legendaries he’s wearing grant regular Confusion debuffs to enemies, a movement speed boost every time he smashes something in the destroyable environment, a .5 yard bonus to Pickup Radius (stacking up to 30x) every time he picks up gold, the ability to break all root and frozen effects, and more. As he points out in the narration, the item end game now in RoS is based around finding Legendaries with stats as big or bigger than the best rares, plus some special orange text bonus property that enables special things that no Rare item can match.

Click through for two more videos showing off the monster density of Torment 6 (it’s much less crowded than the best farming levels in D3V today), plus a demonstration of a Monk farming Torment IV by abusing some perma-stun/CC gear procs that turn the demons into stationary punching bags. As always, remember that this is early in the beta and there will surely be changes, buffs and debuffs, to the abilities you see in the game today. Broken or OP stuff now won’t remain that way through release.


Monk Perma-Confuse Torment IV

No useful narration on this one, but if you want to see a Monk playing in a very staggered, discordant sort of way while keeping almost everything under permanent Confuse, on Torment 6, here’s your chance.


Monster Density on Torment IV

Torment IV, or T6, is the highest difficulty level in Reaper of Souls. In RoS Monster density does increase on higher difficulty settings, but it’s not a real big difference from Normal up to T6, and it’s nothing like what you see in D3V today, when you click up to MP1 on Inferno and enable sardine can crowding on most of the levels.

My impression is that the monster density we saw added to Diablo 3 in Patch 1.0.8 was a bandaid solution that the devs were able to patch in fairly quickly. It made more areas farmable and increased the end game variety without taking as much work/time as actually adding new content would have. The developers had their real end game expanding plans in the works for Reaper of Souls, and they weren’t going to spill those out in Diablo 3 that far in advance. (And Diablo 3 might get them still; the devs have said they might bring AdMode and the other stuff to Diablo 3 in a free patch, along with confirmed updates to DiabloWikiParagon 2.0 and DiabloWikiLoot 2.0.)

So while you get a lot less monster density in Reaper of Souls, the Adventure Mode and Nephalem Rifts allow for much more variety in the play experience, and you appreciate the difference when you do get a big swarm of enemies, rather than just seeing wall-to-wall trash mobs everywhere, as in Diablo 3 today. That said, there are some areas that need a density buff in Reaper of Souls, just for the fun factor. I’ve run through some long stretches of empty dungeon in some areas of Act One and Act Five, and that always seems to happen when I’m at like 34/40 on the kill counter to complete a Bounty when I’ve already popped the Purple.

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  1. Cool demos, thanks Flux.

    Good to know that monster density was scaled back. Originally I was all for huge mobs, but I quickly realized how detrimental it is to skill viability. In hindsight, less monsters with much better loot is clearly the better way to go.

    • No. The way to go is to have both in different areas of the game to force players to avoid min/maxing skills and think just a little bit of versatiltiy. Kinda like some other rather well designed decade-old game you might ahve heard of.

    • No. The way to go is to have both in different areas of the game to force players to avoid min/maxing skills and think just a little bit about their versatility. Kinda like some other rather well designed decade-old game you might ahve heard of.

  2. Ziggy has been one of my favorite YouTubers for a while now, and with his approachable, down to earth spirit, really does produce some GREAT RoS videos… glad you’ve finally got him here on the site, Flux ๐Ÿ™‚

    With that said, I think I tend to agree with HardRock… just spamming your skills at endless sardine box monster packs ain’t all that, especially with the way it is in D3C(!!!) right now, with tons of junk items filling the screen.

    The more I see of RoS, the better I like it. And with the DH being my favorite class, that permastrafer is definitely the very first build I want to work up to when I finally get my greedy paws on RoS ๐Ÿ™‚

  3. IV is four.
    VI is six.

  4. The God declare this an abomination. While variety of build was what everyone wanted since dawn of time – what have we got? A “modern” skill system (The God forbids using word ‘tree’, since it’s not 2001 – even a high, woody plants should be called something different) – so, “modern skill system” allows builds to differ and be exclusive on LUCK based mechanic.

    While in the past, everyone could strive to certain build, and improve its viability through heavy investing in skill-t… SYSTEM, improving it further with gear, nowadays it is clearly foolish and too demanding – the LUCK based item drop will decide viability, and there is nothing player can do to influence it.

    What is next, after semi-random drops (which The God proposed more than a year ago) – a ‘unique-favouring’ system – if player uses certain skill more, then it is more likely to have skill-improving unique drop?

    But The God forbids strictly return to old-fashion skill-t… system, and command that ALL changed features of D2:LoD which proved disastrous should be emulated in clumsy and ill-conceived (but modern! never forget the year we’re in, and The God was in so many) manner! No matter that strafe-build could be near as good with right investments in skills/passives/normal items and perfected by unique, but playable and viable without…

  5. QUOTE

    Cool demos, thanks Flux.
    
    Good to know that monster density was scaled back. Originally I was all for huge mobs, but I quickly realized how detrimental they are to skill viability. In hindsight, less monsters with much better loot is clearly the better way to go.

    More mobs IS fun though, it is amazingly fun to run around herding 200+ mobs and then suddenly seeing them dieing. It also made the non kite-kite-kite thing better (I hate kiting the most)

    • It CAN be fun, but when you want try something different it is disheartening to see how non-viable single target skills are at the moment. AoE procs from items could help with this without density adjustments, but I think it’s still better to reduce the baseline density, so that single target skills become more viable even by themselves. If you’re looking for huge crowds you’ll love Rifts though.

  6. IV is 4, VI is 6.

  7. I would love to see some way to choose mob density…

    • My worry is that if that would be the case everyone would go for the highest density, unless drop rates would decrease with the higher density. Some Rift maps can still be extremely crowded, so they will require balanced builds if you want to be efficient without constantly restarting the game.

  8. Ah, so mob density in A1 and A2 is no longer increased by difficulty? That’s good news – it was actually the only question I had for Blizzcon, so I’m glad they found a way to tone that down a bit.

    It always struck me as weird that they increased A1 and A2 mob density in response to those acts being inferior to A3, but then somehow ended up overdoing it and, instead of doing the sensible thing and just turning the density knob back a bit, chose to nerf XP and drop rates to compensate.

    • It’s increased from what you see in Normal-Hell in D3 today, and you get some nice clusters and clumps, but also some stretches of fewer enemies. But it’s nowhere near the SRO you get in Inferno D3 now. Even Act 3 feels reduced in crowding from what you see in D3 today.

      The real variety comes in Nephalem Rifts. I’ve seen levels with higher density than almost anything in D3, and often with really funny or interesting mixtures. Playing with Neinball last week, we got a rift in one of the Heavenly Garden levels that was ENTIRELY filled with imps and grotesque. Nothing else, and the Grotesques burst out Imps when they died.

      We had several screens with at least 100+ imps scurrying around; very easy level and a lot of fun for the weird variety. We ticked something like 65% of the Rift counter just on that area, mowing down the little dudes.

  9. QUOTE

    so, "modern skill system" allows builds to differ and be exclusive on LUCK based mechanic.

    There are viable skill combinations that don’t require any specific items or stats to be effective. It’s more accurate to say that SOME builds will require items and therefore luck. Things aren’t that different compared to D2 as people like to make them out to be.

    While in the past, everyone could strive to certain build, and improve its viability through heavy investing in skill-t... SYSTEM, improving it further with gear, nowadays it is clearly foolish and too demanding - the LUCK based item drop will decide viability, and there is nothing player can do to influence it.

    Investing in the skill tree was a simple damage buff in most cases, hardly an interesting exercise that demanded a lot of thought. Items were the key in D2 as well. The interesting builds required specific items and so you almost always tailored your attributes and skills around them. Your build were your items.

    Your problem is not with D3’s skill system as much as with the limitation placed on the trading of Legendary items. This will make it much harder to acquire specific items for a build you want to play and indeed you will probably often end up playing what you can, not what you want. This isn’t an issue for us self-found players, because we have been playing like this for years and this is what we enjoy. I completely understand though why people like you are upset though and I really hope that eventually Blizzard will remove the BoA nature of Legendaries.

    However, you can still influence your builds in the expansion through Enchanting. By rerolling specific stats you can get stats you want for your builds.

    And once again, please for the love of You, consider leaving your online holy persona behind. It’s really hard to take you seriously sometimes. ๐Ÿ™‚

  10. Remove critical mass, add perma confuse/stun monks.

  11. Holy Mother of God, this game doesn’t have builds.
    I almost feel bad for these people.

  12. The divine being is above problems.

    The divine being played self-found since dawn of the series, except in that unhappy time after releasing D3 and losing interest (6 months, 700h, never once RMAH, for interested parties), with items found, not items wanted.

    There is a difference in:
    – investing irrevocable points in skill-t… system for whole character life-cycle, including endgame, with results differing by the choices made
    – revocable blindly clicking on skill/rune/passive in any time convenient

    The D2 and D3 are quite different as a whole.

    The great effort is taken to simulate old skill-t… system through itemization. The God declares this as wrong thing in greater picture.

    aRPG is centred on character progression and customization (both being equally important!) and hack’n’slash fun, often in multiplayer

    End-game is a motivation for player to continue playing after story/quests are completed. It is endlessly important aspect of game with pretensions to have great longevity and much less for a hit-and-run game.

    Divine being leaves interpretation of heavenly wisdom above to readers, without wasting time to explain.

    Why item-based customization is wrong? It is not completely. Correct approach is that (inherent) skill customization should synergize with item-based skill customization.

    The God decided to make a summary of heavenly wisdom from above, and previous post!

    The God declares having a new DH build is a wonderful thing and wishes having a bunch of them, preferably close in balance!

    The God declares that current skill-system is over-simplified, and balancing is done poorly, to make things worse. Simulating skill-system diversity and balancing through itemization is basically over-extending of itemization purpose. There should be some of both – skill modifications by skill-system and by itemization, and then they would both work perfectly.

    Divine being is fun and unpredictable, yet wise and analytical! And talented! Mortals can read or skip, but content supplied is ‘as is’

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