Inferno Tips

Punch2Face

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For everyone who has gotten to level 60 and entered Inferno mode knows just how absolutely ridiculous it is. I found this video where the game developer gives a couple tips on how to be more effective. I think it's kind of cool that they did make it so yes, you CAN solo it, but groups could be much more effective. I think the issue that most people have is that they are worried about "How can I keep myself from getting killed?" rather than "How can I work with the rest of my group to get these champs/elites down?"

[ame="http://www.ign.com/videos/2012/05/06/diablo-iii-blizzards-top-tips-for-inferno-mode"]Diablo III - Blizzard's Top Tips for Inferno Mode - IGN Video[/ame]

He goes over that the big things you want to have are single-target DPS, since that's the most effective way to take down the elites. Killing them one at a time rather than trying to group them up (which is when they are the most dangerous) and AOE them down is the way to go. AoE dps is also important for getting through just the general trash mobs, but also if combined with a group using the correct abilities can be highly effective. Also that you want to have defensive abilities, and I really like the fact he keeps one for self-preservation and another for group-preservation.

I think that the big issue, as I said earlier, is people are too focused on how much they can do and how much they can take. I think Witch Doctor (the class I'm leveling now, I already have a 60 Monk) is going to turn out to be one of the more powerful classes in the game due to the fact that they have a larger arsenal of CC abilities than the other classes. They have the ability to snare entire groups of enemies indefinitely to the point where they can barely move. Combine that with a wizard using a slow-time bubble on the enemies causing them to take extra damage and possibly freezing them as well, I think that coordinated group play will become extremely and incredibly effective.

I personally am excited to really get into Inferno mode (I just hit 60 yesterday so I haven't had much time to play with it yet). It will be extremely hard and probably take months to get all the way through, but that's how it was designed. They don't expect anyone to legitimately get through it until the end of the year at best. (For everyone who doesn't know about the people that have already "cleared" Inferno, those people didn't actually clear it. They corpse-hopped through, skipping all of the mobs, and went straight to the quest bosses which are substantially easier than the champions and elites.) I will probably use my Monk to farm in act 1 inferno for money and such, but I think I'll end up playing my witch doctor to actually attempt to clear inferno mode.

I'll also add in a couple tips from what I've experienced in Inferno.

1. Resistances are a MUST. Arcane Enchanted orbs hit my monk for about 12k per tick.
2. Learn to kite. Barbs and monks aren't going to be able to just run in there and beat things up. You're going to have to wait for other people to CC them or for your defensive cooldowns to be up in order to be able to survive long enough to even get 1 shot off on the group. All of the special abilities that champ/elite groups have ARE avoidable if you pay attention and learn how to avoid them (arcane enchanted orbs hit very hard but turn slowly, and only make 1 revolution before they disappear, etc.)
3. Focus on damage, yes, but you also need to think about your health and other damage mitigation stats. Zombies in act 1 with a group of 3 hit my monk (who has a 43% damage mitigation through armor) for about 8k-13k depending. I don't have amazing gear so that will get better as I grow my arsenal, but it hurts.
4. FARM FARM FARM FARM!!!! Farm what you can to get gear to complete what you can't. If you can kill act 4 on hell without a ton of trouble but you can't kill much in act 1 inferno? Farm act 4 on hell for gear. At level 60, you get a stacking buff that increases your magic find on champions and elites by about 100% I think when it's at max stacks. Use it to gear up your character. Whether that means farming yellows and blues to sell on the auction house so you can buy new gear or finding the gear itself/making the gear, it's better than dying every half a second in inferno and complaining that it's too hard because you didn't get the gear.

I hope this helps for all the people (including myself) that are having issues with Inferno mode. I look forward to working on getting through all of it!

EDIT: Adding in some class builds (solo builds, may add some group builds later) I found that seem pretty good. Will add more as I find them. If you have any other good builds that you want to add or if you want to read over these and comment on them, please do so. I'm making this thread to help people out that are having trouble in Inferno (myself very much so included).

Monk: http://www.diablofans.com/topic/436...r-dependent-build/page__p__888866#entry888866
This build seems to be pretty good as it allows you to do material that you "shouldn't" be able to do due to gear, as monk is a highly gear-dependent class. It's also been tested at higher acts past act 1 inferno.

Barbarian: http://us.battle.net/d3/en/calculator/barbarian#bSPTVk!geb!YcZccc
This seems to be pretty good. You can see it in action here:
[ame]http://www.youtube.com/watch?v=UDSPXz8gVK[/ame]
This guy does have decent gear, but that's obtainable by farming act 1. I know it doesn't show past act 1 into the harder ones, but the fact he took on a mini-boss and 2 groups of elites/champs shows me that this build could possibly be effective later on in Inferno.

Witch Doctor: http://www.diablofans.com/topic/43222-inferno-builds-thats-viable/page__p__885208#entry885208
Seems like a pretty solid build. Need to worry about mana, but with the Grasp of the Dead slowing enemies by 80% and activating spirit walk to allow you to run through enemies and not take damage, as well as them being distracted by the little ghost thing it makes where you activated it, kiting seems like the tactic to use.

Wizard: http://eu.battle.net/d3/en/forum/topic/4310033169
He beat act 2 with it and is working on act 3. As he states, it is mostly a solo build so you may need to change a thing or 2 on it if you're playing with other people to have maximum effectiveness, but I doubt it's much different. It may be a little gear dependent as well, but that's something that comes with time.

Demon Hunter: http://www.diablo3.org/demon-hunter/4330-best-demon-hunter-build-hell-inferno.html#.T71JbkVYs7c
I don't know if he has gotten past act 1 yet, but it seems like a pretty solid build. However one thing that I would change on it is that he says you should stand and fight the mobs while you have smoke screen active. That is true, but inferno is so much about kiting that I would go to say that you need to kite more than you stand toe-to-toe since you MUST rely on having discipline to cast smoke screen before you can ever do any damage.
 
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Still on nightmare myself, but thanks for the tips!
 
Demon Hunter: http://www.diablo3.org/demon-hunter/4330-best-demon-hunter-build-hell-inferno.html#.T71JbkVYs7c
I don't know if he has gotten past act 1 yet, but it seems like a pretty solid build. However one thing that I would change on it is that he says you should stand and fight the mobs while you have smoke screen active. That is true, but inferno is so much about kiting that I would go to say that you need to kite more than you stand toe-to-toe since you MUST rely on having discipline to cast smoke screen before you can ever do any damage.
Exactly what I have, except I prefer caltrops for the slow over smokescreen. For kiting reasons.

Sometime if i see large groups of mobs, I swap to the airstrike instead of the bat.
 
DH in Act 2 Inferno, here is the build I use:

http://us.battle.net/d3/en/calculator/demon-hunter#bRXYVQ!aZe!abaZba

I currently use a 650 DPS 1H Crossbow (saving to buy 1k DPS) with quite a bit of +Attack Speed and currently at 3 attacks per sec. Sure it doesn't hit quite as hard as a slower 2H Crossbows but the fast hatred generation is quite nice with any hatred generating shot. With Entangling Shot - Chain Gang, you can keep a group slowed and it works as a semi AOE shot hitting 4 targets.

Since the SS nerf the rune "Lingering Fog" is no longer worth it. SS now is only 1 sec and the rune would make it 1.5sec. The skill in general is still useful to have to get out of CC effects and for a quick sprint from mobs with the passive "Tactical Advantage".

Caltrops is in my opinion great for kiting and for elites that teleport to you or teleport you to them. The moment they tele on you or you to them just drop a caltrop, pop SS, and run.

Elemental Arrow - Screaming Skull procs a lot and can chain fear elites in a group which helps a lot while kiting.

Multishot, for when you absolutely have to hit everything on the screen. I usually only use it when there are over 10 mobs in-front of me.

Another good thing to have is items that give +Discipline so you can use a few more abilities before popping Preparation which with Battle Scars, acts as another health pot.
 
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