Diablo® III

Best Group Builds and Buffs in 1.0.8 by Class

**Updated 5/11
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.

Monk Buffs:
  • MoC-Overawe
  • Exploding Palm-Flesh Is Weak
  • Guiding Light
  • Mantra of Retribution: Transgression
  • Mantra of Evasion Hard Target
  • deadly reach:foresight
  • cripling wave: breaking wave
  • inner sanctuary:forbidden palace
  • resolve
  • Barbarian Buffs:
  • WC + IP

  • 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.
  • Ground Stomp Wrenching Smash (AoE stun)
  • Threatening Shout (monster damage reduction)
  • Demon Hunter Buffs:
  • Sentry - Guardian Turret
  • grim reaper
  • valley of death
  • Wizard Buffs:
  • bone chill
  • conflag
  • slowtime
  • Perma freeze (need more desc)
  • Bubble (+ASI or +Dmg)
  • Conflagaration- Increases group damage by 10%
  • Witch Doctor Buffs:
  • Big Bad Voodoo- Slam Dance: 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)

  • Slow Enemies (Soul Harvest:Languish, Corpse Spiders:Medusa Spiders, Haunt:Grasping Spirit)
  • Zombie Dogs:Final Gift- A constant supply of health globes and healing for you and your allies
  • Edited by Tranquility#1400 on 5/11/2013 10:28 AM PDT
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    **Reserved for links to Group Builds by class
    Updated 5/5

    Monk Group Builds:
  • Monks Duo build http://us.battle.net/d3/en/forum/topic/8704780806?page=1
  • A few Druin Happy Monk Builds http://us.battle.net/d3/en/forum/topic/8569858121#4
  • Fitz Build- Using 2 monks + 2 Others http://us.battle.net/d3/en/forum/topic/8569858121#9
  • Immortal Dual Wield build http://us.battle.net/d3/en/calculator/monk#abfSYk!gfX!acccca
  • Barbarian Group Builds:
  • Zylog group build: http://us.battle.net/d3/en/calculator/barbarian#ZXRkUP!YZa!YYYccc
  • Demon Hunter Group Builds:
  • SpaceMoose #1935 http://us.battle.net/d3/en/calculator/demon-hunter#..Ydkg!Xef!..bZcY and his guide at http://us.battle.net/d3/en/forum/topic/7979938158
  • Wizard Group Builds:
  • SNS and Monk Duo by Shandlar http://us.battle.net/d3/en/forum/topic/8569597166
  • Another SNS and Monk Duo Video http://us.battle.net/d3/en/forum/topic/8414861576
  • dog WD+Meteor Wiz+sns wiz+monk from Yodatoy http://us.battle.net/d3/en/forum/topic/8568890676#1
  • Aimless http://us.battle.net/d3/en/calculator/wizard#bQXPST!cgT!cZcbac
  • Witch Doctor Group Builds:
  • Male #2905 3WD and Monk http://us.battle.net/d3/en/forum/topic/8569601303
  • Psyclum #1653 0dog build with Monk and Wiz counterparts http://us.battle.net/d3/en/forum/topic/8728403625
  • Trefnwyd #6696 WD http://us.battle.net/d3/en/calculator/witch-doctor#cjUdhQ!TYc!cYZbcb
  • General
    Multi Player Party Tips
    Edited by Tranquility#1400 on 5/9/2013 12:00 AM PDT
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    Posts: 17,133
    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.
    Reply Quote
    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

    Reply Quote
    Edited by Tranquility#1400 on 4/30/2013 1:15 PM PDT
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    Edited by Tranquility#1400 on 4/30/2013 1:15 PM PDT
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    Increases group damage by 10%
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    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
    Reply Quote
    From Fitz
    2 Monks + 2 Wiz or 2 Monks + 1 Wiz + 1 WD

    Monk1 = Cyclone Strike + Guiding Light + MoH (Quickening or Nirvana)
    Monk2 = Pillars + Overawe (Nirvana)
    Wiz1 = CM
    *Wiz2 = CM + Meteor or Archon
    *WD = 0dog or Bears

    I can't see any 4 man group beating that combination. I play in groups nearly exclusively and have since day one.

    Barbs tend to be completely awful for group play because of their need to keep WotB up and endless running off on their own. Maybe the increased mob density will help alleviate some of that. DHs, well, we are to pity the poor DH, are we not?

    And a video of one run

    Edited by Tranquility#1400 on 4/30/2013 5:15 PM PDT
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    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.

    Video demonstration (note that we kill not only easy elite):

    Male (vortex)
    skills: http://eu.battle.net/d3/en/calculator/monk#afSXbk!efX!Yccbca
    profile: http://eu.battle.net/d3/en/profile/Male-2905/hero/1582673

    Leen (dogs) (same as slz)
    skills: http://eu.battle.net/d3/en/calculator/witch-doctor#YVjUdQ!Yhd!ZYYaYY
    profile: http://eu.battle.net/d3/en/profile/Leen-2115/hero/25288677

    slz (dogs) (same as Leen)
    skills: http://eu.battle.net/d3/en/calculator/witch-doctor#YVjUdQ!Yhd!ZYYaYY
    profile: http://eu.battle.net/d3/ru/profile/slz-2616/hero/21568736

    Yolk (dogs)
    skills: http://eu.battle.net/d3/en/calculator/witch-doctor#YVZUdQ!Yhd!ZcaaYa
    profile: http://eu.battle.net/d3/en/profile/Yolk-2604/hero/11141979

    Koba (bears):
    skills: http://eu.battle.net/d3/en/calculator/witch-doctor#fSjUiQ!WYc!cYYZZZ
    profile: http://eu.battle.net/d3/en/profile/Koba-2139/hero/14943467

    Edited by Tranquility#1400 on 4/30/2013 10:33 AM PDT
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    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.


    Crippling Wave - Rising Tide: Im using this since most of the monsters will be around me from using Cyclone Strike. Crits will give me a ton of spirit to use more Cyclone Strike and MoC as well as keeping enemies attacks and movement slowed. Could use FoT: Quickening as well but won't debuff the monsters.

    Cyclone Strike - Soothing Breeze: From having a lot of spirit from Crippling Wave crits ill be able to spam this ability very often, keeping all enemies on me and off of my group. I chose Soothing Breeze so that I will constantly be healing my team mates, activating the Guiding Light passive.

    Serenity - Ascension: Just for survivablility. As my gear gets better and better I could see replacing this with something else but I need it now.

    Breath of Heaven - Blazing Wrath: Healing myself and team mates which will give them the Guiding Light passive buff.

    Dashing Strike - Quicksilver: Since am using Crippling Wave it means I won't have the FoT: Thunderclap teleport and this helps for mobility. I also find I can do fine with only 12% movement speed and just use this skill to teleport ahead and keep up with the group.

    Mantra of Conviction - Overawe: More damage for the group


    One With Everything
    Seize the Initiative
    Guiding Light

    Basic play consists of me dashing striking ahead and getting everything on me with a cyclone strike. Then debuff everything with crippling wave and use mantra and more cyclone strikes as needed. Between conviction and the guiding light buff my group ends up doing way more damage then they are usually capable of doing.

    I think this will make pub games a much more enjoyable experience

    Edited by Tranquility#1400 on 4/30/2013 10:34 AM PDT
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    I don't really consider bbv/confusion to be reliably cast,the long cd's really make it terribly undependable.

    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.
    Reply Quote
    Good writeup on SNS Wiz and Monk combination from m1kest4r #1595
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    Paranoyed #1575 Group with 2 Wiz and Monk.

    I ran this combo last night.

    1. My EP/CS Monk buddy - ~120K DPS
    2. FloMaxx running meteor build with conflag ~172K DPS
    3. Me running full SNS ~ 192K DPS

    It made MP10 elites fall like they were not there. We had to pretty bad lag twice in a full alk run (not too bad IMO for how much was on screen) and a couple of deaths from getting caught up looking at all the pretty lights and not paying attention to action but overall it was a great run and very rewarding. After 1.08 I will have another SNS buddy join and I will run Archon that should be interesting.
    Reply Quote
    Finally a DH build from SpaceMoose #1935

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    Here are some [Sticky] Build guides for Various Classes. I will research and pull out group builds for top post.

    Monk: http://us.battle.net/d3/en/forum/topic/7415793376
    WD: http://us.battle.net/d3/en/forum/topic/7350275486
    Wiz: http://us.battle.net/d3/en/forum/topic/7004037930
    Barb: http://us.battle.net/d3/en/forum/topic/7591980848
    DH: http://us.battle.net/d3/en/forum/topic/7979319534
    Edited by Tranquility#1400 on 4/30/2013 5:28 PM PDT
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    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
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    04/30/2013 08:35 PMPosted by Takkonen
    Ah, I see this is specifically about buffs

    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.

    04/30/2013 08:35 PMPosted by Takkonen
    Hope to see some ideas of builds for barbs

    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
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    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.
    Reply Quote
    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.

    Here's an example of a team build for barbs:

    Thunderstrike - provides a strong 3 second stun whenever you kill an enemy nearby. It's also a good HotA rune for keeping up permawrath when you're able to kill trash frequently.

    Call of Arreat - mobility skill and provides a small vacuum effect upon landing. This combined with thunderstrike will be great for instantly filling up fury and keeping up wotb,

    Impunity - all res and armour buff, also a convenient fury on demand skill which is useful since you'll be running without a basic fury generator skill

    Forced march - group mobility. My favourite group buff from barbs.

    Pound of flesh - 25% more health globes. Could be useful if your allies use health globes for resource generation purposes. Alternatively inspiring presence can give 2% life regen.
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