Diablo 3 Guides: Health Globe Build and Wizard’s Defensive Breakdown


A couple of guides I read earlier this afternoon I think are worth the community’s attention and they are gathering constructive comments and feedback.

DarlosND’s thread explores a health globe focused Barbarian build, an experimentation of sorts. He’s running Act 1 Inferno right now and it’s working out well solo and in parties and with a 21 yard boost to pickup range his cup runneth over wiht the stuff.

A Wizard Defensive Breakdown article by Deced aimed at both pure tanks and dps focused wizards who seek better survivability. It mostly talks about the skills used, what they are good for, their not-so-well-known features and their weaknesses as well as effective combinations. An excerpt:

One of the best ways to play an offensive oriented Wizard. Force Armor is powerful enough to allow you to completely skimp on most damage mitigation and still survive in many farmable areas of Inferno with this moderate amount of support. At about 40k HP, even with CRAP armor/resist, you can eat most hits in the short term and live long enough to proc Illusionist and Teleport away if your reflexes are fast enough. The lack of need of stacked armor/resists means it’s far easier (cheaper) to build this kind of Wizard than one centered on Prismatic Armor. Frees up your armor slots and money to focus on int, crit rate, crit damage, and attack speed.

Don’t forget to leave your own feedback for the authors if you have any.

 

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  1. I’ve been doing this since release… farming everything except for act 4 solo.

  2. Love that someone’s talking about health globe radius. It’s a pretty nice stat that don’t seem all that great at first glance. Not having to move to get your health lets you play a lot more comfortably and tactically. In other words, running through a field of arcane traps to get a globe just plain sucks.

    Plus not having to chase down gold is a nice bonus. 😛

    I’ve been feeling pretty invincible with Mirror Image+Diamond Skin. Both of those up and nothing will touch you for a good while. A good guide that might help players hurting in Inferno and enlighten them to how awesome having some defense can be.

    • The cons with health globe radius is that usually it dropped adjacent to you and “accidentaly” get it even you only have minimal damage. That usually happens from melee chars where you kill the monster right in front of you.

      • Yeah, I dislike +radius for that alone, it reduces the room to kite as I rely on Health Orbs for attrition damage. Wish there existed a “gold only” version of this affix.

    • As a DH that makes extensive use of Vault, I actually found this to be more of a curse. I had gear that gave me a radius of 11 or 12 feet IIRC. After dying a lot and analysing my playstyle, I realised the problem was the radius, because I kept picking up orbs when I didn’t need them. I ditched my radius gear and immediately had a decrease in the number of deaths from that change.

      I’ve avoided radius gear ever since (usually isn’t hard as the best items on the AH tend not to have it because it ‘wastes’ a slot).

  3. Extra radius has saved me many times, but it does suck to pick up globes when you don’t need them. I like to let some hang around in case I need a boost while kiting. I like to have between 10-12 yards, and the way I kite when I am in a place like Fields of Misery, I can spread them out and still not get them. Plus, good deals can be found with radius as a stat because some people consider it a waste. I put radius and extra health from globes in the same lot. I am currently running with 10 yards radius and 18k globe bonus, and an additional 1,700 vitality after each kill.

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