Build – Crusader – Maximus Firemus


fire based crusader by mrnajsman

MrNajsman fire-based DiabloWikiCrusader is slightly different to the more common builds you’ll see out there but it has a lot of DiabloWikiAoE skills to engulf multiple targets. It takes full advantage of gear that possess + to fire skills as you’d imagine, including a Maximus although that is not essential to make this build work.

The build is currently up to +85% to fire skills from gear and it’s a good example of how sheet DiabloWikiDPS is not everything. With 600k DPS it can hold fast on T3, often critting a respectable 7M.

It’s a build he’s currently tweaking so he’s open to suggestions on refinement and improvement, if there’s room for it.

Tagged As: | Categories: Crusader, Diablo 3, News

Comments

You're not logged in. Register or login to post a comment.
  1. Nice post. I’ve been using something like this since launch, and holy sh*t punish/roar is insane with high block (helm, ring, shield). Would love to try this with a maximus, but I’ve yet to find an upgrade for my soulsmasher. Gonna swap out blessed shield for sweep attack and see how that goes.
    Oh also, blocking fire chains is just ridiculously fun. The Crusader is such a fun passive use class.

  2. “The build is currently up to +85% to fire skills from gear and it’s a good example of how sheet DPS is not everything.”

    Well, the problem is character sheet DPS is not calculated properly. That’s all. The real problem is properly calculated DPS is everything. And because of this, all D3 “builds” are basically the same:

    1. stack +% dmg to element/physical from gear (bracers, amulet, armour, weapon,…)
    2. pick all skills/runes with this specific element/physical
    3. stack +%CC and +%CD

    One thing I love about D2 are enemy resistances and immunities. When you built your lightning-only sorc and you’ve encountered immune-to-lightning/lightning-resist enemies, you were screwed. And that was great, because even with your super overpowered sorc, the was still an enemy that was strong for you. So stacking one element dmg was not everything (like in D3). But when you teamed up with lower-resist necro/conviction paladin…

    • Although an Infinity polearm would solve that IIRC…

    • Immunities were one of the worst things in D2 by far. Some classes could pick skills with 3 different elements and do fine because their gear was mostly +all skills, benefiting everything equally. Other classes didn’t have the same options, or certain builds on the same classes with options were more limited. This didn’t result in your build being good or bad, it just resulted in pointless hassles and monsters you’re stuck skipping. Where’s the challenge in monsters that are immune to 3 elements? Aside from things being immune to stun, slow, or freeze, the only effect is that you skip them. Since people mostly did boss runs, which were almost never immune, this ultimately didn’t have any great impact on build versatility.

      Where it really mattered was in the days before 1.1 where people actually farmed normal monsters for exp. Chaos runs are a thing, but I’ll get to that later. People used to farm cows and bloody foothills for the most part. Cows weren’t immune to anything, and actually the cow king’s immunity were a blessing. Immunity in chaos would have been an issue, but guess what the most popular farming build is? Hammerdin, and guess how common magic immune stuff is? Yea, it almost doesn’t exist.

      Immunities were awful. I don’t even understand why resistances exist in D3. Damage type actually matters in ROS, but there’s no reason for monsters to have resistances.

      • “Immunities were one of the worst things in D2 by far. Some classes could pick skills with 3 different elements and do fine because their gear was mostly +all skills, benefiting everything equally.”

        Yes, the problem was there were not enough element type skills per every class (except element dmg on weapons).

        “Damage type actually matters in ROS”

        No, damage type doesn’t matters in D3 nor in ROS. Because enemies doesn’t have resistances, there is basically zero point to have different dmg elements.

        You want to build a fire wizzard/barb/monk?
        Yes.

        It is any different that lightning wizzard/barb/monk?
        Except blue coloured spells, no.

        With this design decision, the game suffers a lot. What is the point of creating a build with different element when it’s usability is basically the same. One skill with 100% dmg will deal the exact same damage for all elements to all monsters.

  3. Awesome naming, thanks Elly 🙂

Comments are closed.