Welcome to our Talents page for Diablo. Here, we give youan overview of how strong each of Diablo's talents is. Then, wepresent several viable builds, before analyzing each talent row separately,so that you can make informed decisions.
General Information
Diablo 2 Standard Of Heroes Charm
Pages in this Guide
1Introduction2Abilities and Strategy3Talent Build
1. Diablo's Talent Build
2. Diablo's Talent Build Cheatsheet
Level 4
Level 10?
Level 16?
This Fire Stomp Build focuses on improving Fire Stomp to increaseDiablo's damage output and significantly.
Level 4
Level 10?
Level 16
This Shadow Charge Build focuses on improving Shadow Charge to improve Diablo'sability to initiate, and specifically on Maps featuring a large numberof walls such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden ofTerror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. Most Talentsshowcased here synergise well with each other to make Diablo difficult topeel or otherwise kill and very disruptive due to theamount of crowd control he has at his disposal.
3. Level 1 Talents for Diablo3.1. Discussion
This Talent tier focuses on improving Diablo's survivability.
Feast on Fear provides direct combat self sustain.It should be noted that Feast on Fear does not stack, meaning that multipleapplications will merely refresh the effect's duration. As such, it may be worthtrying to use Shadow Charge and Overpower with afew seconds of spacing, although never at the expense of setting upkills. Feast on Fear should be prioritised over Devil's Due ifyour role is not to solo lane.
Devil's Due increases your survivability and self sustain throughtwo secondary sources of healing, Regeneration Globes and Healing Fountains.The potency of tripling the effects of such sources of healing can be difficultto evaluate at first, but things become easier to put into perspective whenwe consider the impact that percent-based healing has on Diablo's massive Healthpool. Through this Talent, and assuming full stacks, a Regeneration Globe willprovide Diablo with 36% of his maximum Health, whereas Healing Fountains willprovide him with 120%. This healing can and should be used as a way oftrading, as few are the Heroes who can burn through such healing.Devil's Due is particularly useful when solo laning.
Soul Shield makes Diablo excessively difficult to burst down forteam compositions that rely on Ability-based damage sources. Soul Shield shouldbe considered if the opposing team features at least two burst-orientedmage-like Heroes, such as Azmodan, Chromie, Gul'dan, Jaina, Kael'thas, Li-Ming,Nazeebo, and Ragnaros. Make sure to remember to actually use Soul Shield beforetaking damage. By default, it should be mapped to the '1' key.
4. Level 4 Talents for Diablo4.1. Discussion
This Talent tier focuses on improving Diablo's survivability based on thenumber of Black Soulstone stacks and on generating such stacks.
Sacrificial Soul provides a significant amount of Armor if thereare enough opportunities to trigger Shadow Charge's collision-based Stun. As such, this Talent is recommended on wall-heavyMaps such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden ofTerror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. It worksparticularly well with Domination.
Souls to the Flame is a reliable way of improving your self sustain. Itworks particularly well with Eternal Flames.
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Life Leech provides a very modest amount of healing compared to the alternativeTalents and requires many Basic Attacks to take effect, which are difficultto weave into Diablo's playstyle.
5. Level 7 Talents for Diablo5.1. Discussion
This Talent tier focuses on improving Diablo's damage output.
Eternal Flames provides a significant amount of additional damage and self sustainif there are enough opportunities to trigger Shadow Charge's collision-based Stun.As such, this Talent is recommended on wall-heavy Maps such as Battlefield ofEternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines,Towers of Doom, and Volskaya Foundry. It works particularly well withDomination.
Malevolence is a foolproof and significant damage increase. If you feellike your survival is good enough to justify ignoring Eternal Flames,Malevolence is enough to make Diablo threatening to most Assassinsthrough raw damage. It works particularly well with Hellfire.
Diabolical Momentum has the potential of providing a modest reductionto Diablo's Cooldowns, provided you are able to deliver enough Basic Attacks. Ingeneral, getting value out of Diabolical Momentum is difficult, as dealingsustained Basic Attacks are not part of Diablo's combo-oriented playstyle.The Cruelty Talent alleviates this somewhat, althoughthe alternatives remain more reliable.
![]() 6. Level 10 Talents for Diablo6.1. Discussion
Apocalypse's lengthy Stunning effect, respectable damage, and large area ofeffect make it one of the game's strongest follow upcrowd control Abilities. It suffers, however, from an extremelyobvious graphical effect and a long triggering delay that make it simple toavoid. As such, it is typically used during team fights, when potential targetsare likely to be too busy or distracted to avoid the Ability's effects, as ameans of interrupting channeled Abilities that leavetheir casters standing still, or when your team composition features some ormany of the Abilities that may be used to set up for it.
The list below contains many of the Abilities that could be used to set upfor Apocalypse.
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Apocalypse is also a excellent counter-engagement Ability.While making precise offensive plays, opponents do not typically have thefreedom to spend much time moving about. In this optic, Apocalypse's delayalmost becomes a form of crowd control in of itself, effectively zoningopponents away from your teammates or objectives.
An important maneuver to master is the use of Overpower to drawopponents that may be attempting to move out of Apocalypse's area of effect backinto it. The opposite effect should also be avoided, by yourself an allies alike;both Shadow Charge and the aforementioned Ability canpush foes out of Apocalypse's mark, therefore wasting the Ability.
Lightning Breath is one of the most damaging Abilities in the game. Its maindownside is that of disabling Diablo for the duration. As such, Lightning Breathis typically used under the same conditions as Apocalypse: against foes that arealready under the effects of crowd control, orotherwise busy or so mispositioned that you may hit them for the Ability'sentire duration. Always try and hit at least two targets with Lightning Breath;the large area of effect of which should make this a simple goal to achieve.
Lightning Breath's high damage, stacking Slowing effect, and impressivevisuals have important implications for you and your opponents; it makes for anoutstanding zoning ability, as players reflexively avoid standingwithin its area of effect. Lightning Breath is also an excellent way of punishingopponents for fighting in cramped areas or over static points, such as MercenaryCamps, Structures, or Map Objectives. As a last resort, it can be used as aranged mean of finishing off escaping foes.
7. Level 13 Talents for Diablo7.1. Discussion
This Talent tier focuses on improving Diablo's damage output.
Devastating Charge adds a situational but very respectable amount ofdamage to Shadow Charge if there are enough opportunities to trigger its collision-based Stun.As such, this Talent is recommended on wall-heavy Maps such as Battlefield ofEternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines,Towers of Doom, and Volskaya Foundry. It works particularly well withDomination.
Cruelty provides a powerful Basic Attack speed increase. However, it competeswith two very strong alternative Talents.
Hellfire provides a significant amount of additional damage and self sustain, asthe additional Fire Stomp damage translates into additional healing.It is worth noting that Hellfire works with Malevolence andLightning Breath to make Diablo's damage output surprisingly threatening fora tank.
8. Level 16 Talents for Diablo8.1. Discussion
This Talent tier focuses on improving Diablo's crowd control.
Debilitating Flames provides Diablo with some team-wide defensive utility byallowing you to significantly cripple the damage output and mobility of Heroeswho lack ways of reliably avoiding Fire Stomp. Debilitating Flames is recommendedagainst team compositions that feature three or more melee Heroes, as theytend to be much easier to hit with Fire Stomp. It works particularlywell with Souls to the Flame and Eternal Flames.
Domination is a game-changing Talent for Diablo. The ability to completelyreset the Cooldown of Shadow Charge allows you to follow any Overpowercast with another Shadow Charge. This is particularly potent when used to dragopponents right back to your teammates or to drive them into a wall for a Stunafter using Shadow Charge to close the distance. It works particularly well withSacrificial Soul and Devastating Charge.
Overpowering Nightmare provides Diablo with a disruptive and reliable way topeel and stick to any given target. Out of the three Talents at thistier, it is the most situational, although when combined with Eternal Flamesor Malevolence, it brings Diablo's damage output to its highest; if yourteam is lacking killing power, Overpowering Nightmare is worth considering.
9. Level 20 Talents for Diablo9.1. Discussion
Dying Breath provides a respectable Cooldown reduction to Apocalypse,as well as a nasty surprise upon dying. The Talent is, however, overshadowed byother options.
Hellstorm allows Diablo to output an extreme amount of damage overa large area. One added benefit of this Talent is that the duration increase— equal to an impressive 8 seconds — it provides is also applied toLightning Breath's crowd control immunity clause,making it excellent against team compositions that feature a good amount of it.Hellstorm allows you to punish team compositions that lack mobility. For thisreason, Hellstorm is an outstanding tool for contesting Bosses.
Lord of Terror is an excellent defensive choice against team compositionsthat feature at least two tanks or otherwise high-HealthHeroes, given the nature of percentage-based damage and healing. Lord of Terroris also useful for finishing off opponents that are on the brink of death in apinch, as it is often unexpected.
Hellgate turns Diablo's ability to initiate andpeel up to eleven. Whereas having instant long-range mobilityis useful at all times, Hellgate can be used in conjunction withShadow Charge to drag an opponent into your team, with Overpowerfor a lengthy Stun, or to setup for your own Apocalypseor Lightning Breath. Since Hellgate's effect has a short delay, itis recommended that you practice its use in Try Mode so as to get a good feelfor it, and especially along with Diablo's other Abilities.
10. Changelog
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Pages in this Guide
1Introduction2Abilities and Strategy3Talent Build
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ABOUT THE AUTHOR
Oxygen is a veteran of the MOBA genre, which he has been playing for nearly15 years. He has coached some of Heroes of the Storm's most prominent NorthAmerican players and teams alike, including Team Liquid. As a Masterplayer, he enjoys playing all Heroes and roles.
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Hero Concept Diablo 2 Thorned Hulk(Stormtree)
Here is a picture of that badboy.
I have to admit he is not very iconic, but the unit offers a great look and a cool tank kit to build. Here are the facts from Diablo 2:
“Composed mostly of wood, Thorned Hulks are the ancestral protectors of the jungle lands. Despite their strength and immense bramble and thorn-covered arms, even they have been twisted by the Prime Evils. Their now glassy, lifeless eyes hint at a deep sorrow beneath a glowing Hell-induced hatred.”
“Thorned Hulks use Frenzy (an ability that enhances you attackspeed when you attack, stacks a few times) and have a chance to stun on striking (duration 0.28 seconds). Thorned Hulks regenerate health twice as fast as normal monsters.”
The unique Monster Stormtree has two extra enchantments: Very Fast and Lightning
Therefore, the one thing they do is autoattacking with the big arm and stun you.
Stormtree especially has faster movement and faster autoattacks than the standard unit.
Also he has the lightning enchant that means he produces lightning bolts if he gets hit (they hit nearby enemies and hurt a bit) but that don’t really fit into the kit, so I decided to let that go.
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The Stats:
– Healthpool around johanna / Muradin level
– Autoattack damage 100
Kruti dev all fonts zip file download. – Movement speed 90 % (Mounted 120%)
– Attackspeed 0,7
– Manaless
Abilities:
Trait: Frenzy. If you hit an enemy you get 5 % Movement Speed and 20 % Attackspeed for 3 Seconds. This effect stacks up to 8 Times (for a total of 40 % bonus movement Speed and 160 % Attackspeed) After 3 seconds of not attacking all stacks are lost
Q: Stomp. Stomp on the ground and every hero in a range of 2 will get slowed by 30 % for 2 seconds and take 100 damage CD: 16 Seconds
W: Enrage. activate to get half stacks of passive instantly. Passive: The first autoattack against a hero will stun him for 0,5 seconds. This effect can be reapplied after 10 seconds CD: 15 Seconds
E: Revitalizing. Can only be activated in a bush. Heal 30 % Max Health over 4 Seconds CD: 20 Seconds
R1: Hulk Smash. Slam your arm into the ground in front of you to stun enemies hit for 0.5 – 1.5 seconds. +0.1s for each frenzy stack (basically vallas rain of vengeance) and damage them by 200 CD: 60 Seconds
R2: Storm. Stormtree charges to target point, damaging them by 250 and slows every enemy in his path by 40 % for 1.5 seconds CD: 60 Seconds
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His kit makes him vulnerable to blinds (as a tank!) and of course anything that prevents him from attacking. If he cant stack his passive in a figt he is pretty slow and his autoattacks are also very slow.
I dont have the time to add Talents at the moment. Maybe later when someone likes the Concept ?
Just a few Ideas:
In his Talents i wouldn´t pack unstoppable or lifeleach. I guess a talent that grants armor for each frenty stack would be nice 1 Armor for each stack and 5 bonus at 10 stacks = 15 Armor total
Something like reducing the time cd between stuns on the W passive could be nice. And a upgrade to his heal could be something like: You can activate out of bush but the heal is over 8 seconds. (same total heal)
If you like the concept or have suggestion please feel free to comment.
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http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DiabloII
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'Not even Death can save you from me.'
'Why did I follow him? I don't know. Why do things happen as they do in dreams? All I know is that when he beckoned, I had to follow him. And from that moment, we traveled together, east. Always..into the east.'
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Diablo II is the first sequel to the massively popular Diablo. It expanded the available characters to five (Barbarian, Amazon, Necromancer, Sorceress, and Paladin) and introduced many new features, including: a skill tree which gave players the ability to tailor their character(s) toward certain power schemes; the ability to add jewels and runes to weapons and armor to increase their abilities; the ability to craft items; new levels of weapon and armor rarity and quality; and many others. The game also greatly expanded the Diablo world. The action takes place in four Acts, set in the ruins of Tristram, the desert city of Lut Gholein, the jungle realm of Kurast, and in the depths of Hell itself.
Diablo II's plot revolves around the efforts of the Dark Wanderer (the corrupted hero of the first game) to reunite with the other Prime Evils and your character's journey to defeat the Prime Evils once and for all. The overall plot is loosely narrated by an elderly man named Marius, who follows the Dark Wanderer on his travels and sees the horrors he unleashes as Diablo increasingly gains control over him.
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An expansion pack, Lord of Destruction, added a fifth act set on the snowy Mount Arreat, two new character classes (the Druid and Assassin), and allowed the game to play at an 800x600 resolution.
The next sequel, Diablo III, was released in 2012.
This game provides examples of the following:
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