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  ,,|,,_(-_-)_,,|,, by electricblue     Posted by Rush 26/05   3 comments

First of all, this guide is not about the code editing and mod making, it is about the philosophy behind them. So, relax... Games are sources of fun, but this doesn’t change the reality: They are just a bunch of 0’s and 1’s put in the right order. Each has its own set of mechanics. The aim of this guide is to give the player a basic insight about testing and balance issues to raise awareness about the games and their complex mechanics. After designing 26 different mods from small balance additions to melee leagues, I think it is time to complete the guide and share the experience gathered.
Category - Miscellaneous
Version - 1.11
  The Lightning Amazon by Jek     Posted by Naliworld 23/02   12 comments

I wanted to try something new. A friend of mine suggested making a Javazon, at first I raised an eyebrow, why on earth would I want to make a fruity 1.09 build? But, my interest had been wakened. After having studied the skills and synergies, I came to the conclusion that the build just might be a strong choice, so I booted up Diablo2, and created my very first 1.10 Lightning Amazon. She was a disaster, simply put. I had fallen for Power Strike's charming high damage, and thus negated other important skills. At first I thought the build was weak, but then after some discussion and skill calculation/speculation I tried again, this time with great success.
Category - Amazon PvM
Version - 1.11
  The Fast-cast WW/Kick/Stun Assassin by Speederlδnder     Posted by Naliworld 23/02   7 comments

This build combines all of the best aspects of the kicker, whirlwind assassin, and trapper in a solid dueling framework. It uses whirlwind and dragon talon for its principal damage dealing skills. It uses teleport for its primary movement with tactical use of dragon flight in on-screen situations. It uses stun supplied by base level traps and level 42 to 50 mind blast, with high level mind blast supplying some damage dealing capacity and finishing capability at a distance of 2+ screens away with continuous cast via name-lock.
Category - Assassin PvP
Version - 1.11
  The Ranger by Rane-     Posted by Naliworld 23/02   11 comments

I will be reffering to Hell difficulty as you can take a 'Ranger' with any pulse aura and a cracked hunters bow through Nightmare with pulse damage alone. Also I will disregard any type of Melee switch. This is becuase quite frankly if you're ever going to resort to a Melee switch then you'd be better off just building your character around that Melee attack and just have a Bow for backup to use whenever the occasion may call for it.
Category - Paladin PvM
Version - 1.11
  Torchadin by Sir SDG     Posted by Naliworld 23/02   4 comments

This guide is based on THREE runewords used in conjunction with Conviction to weaken and lower the resists of your opponent.
Category - Paladin PvP
Version - 1.11
  The Dreamer (Runeword-Based) by Pougee_au     Posted by Naliworld 23/02   6 comments

The Ladder 2 has brought forward 23 new runewords. One that stands out and will be used in this build as your main dmg is Dream. This runeword offers Life, Inc Life, FHR, Resist and Lvl 15 Holy Shock. You can socket these into a Helm and Shield. So you get level 30 Holy Shock, and with this build you will have Maxed Conviction, lvl 30 Holy Shock, lvl 9 Fanaticism.
Category - Paladin PvP
Version - 1.11
  Vindicator/Templar by Pravda     Posted by Naliworld 23/02   4 comments

A Vindicator/Templar is a paladin who uses smite and fists of the heavens as his main attacks in combination with fanaticism and conviction. The majority have also incorporated charge as one of their attacks, which is a great skill that comes in handy very often. Consequently, a V/T can deal two sorts of damage, physical and elemental, which makes it versatile and suitable for PvP. There are many ways to make V/Ts and I would like to present the following two sub-variants, the smite-oriented V/T and the templar-oriented V/T (also known as a T/V). As its name implies, the smite-oriented V/T has a strong smite and is more of a melee build, while the templar-oriented V/T relies more on its FoH.
Category - Paladin PvP
Version - 1.11
  The Path of the Fallen Paladin by gohanthemystic     Posted by Naliworld 2/01   10 comments

One build that no one seems to have the patience to use anymore is the Fallen Paladin. Keep in mind this is not a power build and it WILL not kill very fast, it will be a hard challenging path, nearly impossible for the majority of people to beat the game with this build. But for those of you who love a challenge this is the perfect build. These opinions are based on my playing one in single player.
Category - Paladin PvM
Version - 1.11
  The Cold Maiden (Blades of Ice/Blade Tree) by SonOfRa     Posted by Naliworld 2/01   3 comments

The Cold Maidens are assassins using their specialized skills to deliver a cold attack, or to freeze their enemy. Rather than a conventional Claw/Claw Elementalist the Maidens use the Blade Skills to enhance their area of effect, and to provide them with some great ground control.
Category - Assassin PvM
Version - 1.11
  The Immobilizer (Blades of Ice/Dragon Tail) by morris     Posted by Naliworld 2/01   2 comments

The Immobilizer (or FI'CE) assassin will have the power to render her enemies unable to hit back while at the same time killing them leaving no corpses that can be used against her. The immobilizing effect will come in 3 stages to safely and effectively destroy all who stand in her way and at the same time making her neigh untouchable.
Category - Assassin PvM
Version - 1.11
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