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All right 1.0.8 is out finally! And the AH woes are behind us. Time to get back to playing.
So just to help everyone along I wanted to list the buffs/mantras/skills that buff the group. We all understand it is highly subjective and dependent on many factors, but lets start the discussion anyways.
I'll try to update this with the consensus buffs, in order of general effectiveness for each class. So basically, if you join a group hopefully you are rocking one of the following group buffs.
Edited by Tranquility#1400 on 5/11/2013 10:28 AM PDT
**Reserved for links to Group Builds by class
Monk Group Builds:
Multi Player Party Tips
Edited by Tranquility#1400 on 5/9/2013 12:00 AM PDT
No patch planned for tomorrow. Just standard maintenance.
No patch tomorrow, buddy.
Monk Buffs: MoC-Overawe, Exploding Palm-Flesh Is Weak,
Barbarian Buffs: WC + IP
Demon Hunter Buffs: Sentry - Guardian Turret
Wizard Buffs: Perma freeze... otherwise, Bubble, either ASI or damage increase
Witch Doctor Buffs: Big Bad Voodoo... otherwise, you got pets to tank for your team.
Witch Doctor : Group Buffs
Big Bad Voodoo (BBV) : Increase DPS / Attack Speed / Movespeed of all allies
Mass Confusion (Paranoia) : Enemies take 20% more damage and chance to confuse
Bad Medicine (Passive) : Poisoned enemies deal 20% less damage
Hex (Jinx) : Hexed Targets take 20% more damage (And they become a pig/chicken)
Various abilities have chance to slow targets as well:
Soul Harvest : Languish
Corpse Spiders : Medusa Spiders
Haunt : Grasping Spirit
Increases group damage by 10%
demon hunter: grim reaper or valley of death
I don't really consider bbv/confusion to be reliably cast,the long cd's really make it terribly undependable.
wizard: bone chill, conflag, slowtime in order of usage.
monk: moc:overawe, guiding light, resolve , mantra of retribution: transgression, mantra of evasion hard target, exploding palm: flesh is weak, inner sanctuary:forbidden palace (probably ubers only), cripling wave: breaking wave, deadly reach: foresight
2 Monks + 2 Wiz or 2 Monks + 1 Wiz + 1 WD
And a video of one run
Edited by Tranquility#1400 on 4/30/2013 5:15 PM PDT
From Male- 3 WD and a Monk
I want to introduce you a very effective team build that we use to farm MP10. Non of us can farm MP10 solo effectively due to the lack of survivability/damage, but because of proper team buffs we can easily do MP10 together.
Edited by Tranquility#1400 on 4/30/2013 10:33 AM PDT
Fearophobias #1604 a Monk Build
Check out this spec I have finally decided on when 1.08 hits for running public games and other group runs.
Edited by Tranquility#1400 on 4/30/2013 10:34 AM PDT
Depends on your build. A combination of pickup radius and Grave Injustice can cycle the cooldown for pretty much every elite pack. Add in Tribal Rites too. Just placement of the skill can be off if the team has to kite extra fast or arcane/desecrator. BBV with the +30% damage works really really well with a CM freeze wizard or vortex Monk.
Paranoyed #1575 Group with 2 Wiz and Monk.
I ran this combo last night.
Here are some [Sticky] Build guides for Various Classes. I will research and pull out group builds for top post.
Edited by Tranquility#1400 on 4/30/2013 5:28 PM PDT
Hope to see some ideas of builds for barbs. I haven't played public games in a long time and am unaware of the best builds to utilize for doing so. Couldn't seem to find a great deal on the boards either.
Ah, I see this is specifically about buffs. Still interested to see the discussion.
Edited by Takkonen#1756 on 4/30/2013 8:37 PM PDT
The second post is the group builds I've found. For a while this is going to be a living thread. Gather information, have people post their builds, learn, iterate, etc.
My hope is that as group PvE builds and mechanics get discovered and tested we can link and learn from here, with the best rising to the top.
Yeah I read somewhere that barb's are horrible teammates because all their popular skills predicate on running and wounding. That being said I've played with some awesome barbs who carried the party, but I guess it was exactly that....a carry. No idea if I was on the same level whether I'd think they brought anything to the team. War Cry and Inspiring Presence are all I know about from my ww barb time. I'm sure as the patch gets released builds will come down the pipe.
Edited by Tranquility#1400 on 4/30/2013 11:56 PM PDT
i put together a more evolved version of the 0dog that specifically take advantage of grouping. in fact the relative survivability of the build almost demands that a perma freeze wizzy and an implosion monk is in the party :D
if anyone is interested. it's very different from the conventional 0dog guide but should provide better results when grouping.
From zylog #1818:
The best one is forced march - 20% more movespeed to all allies (and 40% to the barb casting it). If 2 barbs cast it on each other, they get 60% movespeed.
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