well i made a some what ranged barb and a melee wiz builds.
as it's only theoretical and i don't consider my self a good player when it comes to thinking about build feel free to look at the builds and tell ur opinion about them and if u want to ask me the reason behind the builds i will try my best to answer
w/ Animosity passive (120 Fury) less 10 Fury cost = 145 + 110x3 = 475% Weap damage to all targets within 12 yards of target you throw at, a nice little ranged AoE for the Barb. Make sure you get a heavy hitting 2H weapon for this build. You also get Ancient Spear - Dread Spear for a nice heal on demand equal to 60% Weap damage and for each crit with it you get another heal (or keep it active for those times when Revenge isn't proccing and can take another heal as needed).
I haven't checked out the skill trees that much, but what I've heard the viable combinations so far is Ranged barb, Melee wizard, Pet Witch Doctor and melee Demon Hunter.
I plan to make an AoE monk with a lot of dodge. Not that big of a difference, but it is probably against the flow
Here's an interesting one that is built around dying:
Every 90 seconds you can get a free 87.5 spirit
Only heal after Near Death Experience procs, you will have enough spirit after the heal to either hit Mantra of Evasion if you are taking too much damage or if you are feeling safe unleash a Cyclone Strike still leaving you with 17.5 spirit
I don't think there are items that gives dogde.. They give via DEX and DEX's dogde chance depends on monster level, which makes perfect sense.
No. Dodge (at least in the beta) is a flat amount. 0.1 per Dexterity. 50 dex = 5.0% dodge. 500 Dex = 50% dodge.
No... you are wrong look here http://www.diablofan...ost__p__756147. With Patch 12 it was only 10 Dex = 1% Dodge up to 100 Dex... after that it takes 40 Dex = 1% Dodge. After 150 Dex it gets 45.45 Dex = 1%.
I'm not at home right now but I tested it with Patch 13 and its still the same IIRC (I tested it a while ago :(). So yeah... only stacking Dex isnt the best way
Given the "diminishing returns" of % dodge you get from +Dexterity I think it just reinforces the strengths of all of the flat +dodge abilities the monk is given. I think this is a very solid build for inferno - you get just about every +dodge modifier available to you - the only one I did not take was +20% dodge for 3 seconds from cyclone strike - I opted for the larger radius so that resolve can reduce enemy damage by 25% for 2.5 seconds to more mobs. This might be a mistake due to what I will call "over-reach" assume for example there are no mobs outside of the 24 yard radius - the benefit of the increased radius goes to zero.
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Here's my ranged barb:
http://eu.battle.net...dVRU!ZfW!abccZZ
Only fury spender is Weapon Throw - Dread Bomb
w/ Animosity passive (120 Fury) less 10 Fury cost = 145 + 110x3 = 475% Weap damage to all targets within 12 yards of target you throw at, a nice little ranged AoE for the Barb. Make sure you get a heavy hitting 2H weapon for this build. You also get Ancient Spear - Dread Spear for a nice heal on demand equal to 60% Weap damage and for each crit with it you get another heal (or keep it active for those times when Revenge isn't proccing and can take another heal as needed).
Witch Doctor w/ no pets nor summons:
http://us.battle.net...RQij!gXe!aaYYcY
Here's an interesting one that is built around dying:
http://us.battle.net...XdYR!dZV!acbcca
Every 90 seconds you can get a free 87.5 spirit
Only heal after Near Death Experience procs, you will have enough spirit after the heal to either hit Mantra of Evasion if you are taking too much damage or if you are feeling safe unleash a Cyclone Strike still leaving you with 17.5 spirit
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http://us.battle.net/d3/en/calculator/monk#aZXdVR!aXZ!ZcbaZZ
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http://us.battle.net...XdVR!aXZ!ZcbaZY