Serenity 3-4* Second Immunity, 6-7k Heal*, Ally Buff*, Dmg Reflect*, Projectile Reflect* Ignore Pain 65% Dmg Red for 6-7* Seconds, 20% Life Drain on attacks, Buff Allies, Dmg Reflectionīlinding Flash 30-60*% Elite Miss Chance, 25% Confusion chanceīreath of Heaven 6-7 or 8-9k* Heal, or 1.5 second Fear Sprint Movement Utility, 12% Dodge* or boost Group Movement for 3 seconds* Leap Movement Utility, +300% Armor for 4 seconds* 16 yard Enemy Collection* Tempest Rush 25% Damage Reduction* or a 20% Damage Reduction Debuff* If you’d like them added in feel free to let your thoughts be known, however!įists of Thunder 16% Dodge for 2 seconds*Ĭrippling Wave 20% Attack Speed Debuff, 20% Damage Reduction Debuff* Stuns and knockbacks aren’t as useful situation to situation, so they won’t be addressed. This post will focus on actual damage mitigation. Okay, let’s take an ability by ability look at the Barb and Monk and see what to expect for those whose noble job it is to get punched in the head for the sake of their group. In Diablo III, two classes are standing out as the ‘go to’ classes for tanking groups of mobs in a party situation.Īs such, let’s take a close look at the Slow Time and Diamond Skin mechanics of the Wizard and how they will impact tanking, and compare them to the cookie-cutter Gargantuan tank build of the Witch Doctor! Diablo 3 Barbarian vs Monk Tanking Analysis by Endgame
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