With the semi-tentative skills/passives lists for each class being posted, we now have a treasure trove of information, speculation, and theorycrafting at our fingertips. Special thanks to Doomscream for this excellent thread.
Assuming there are no major overhauls again, make a build for your class of choice and post it here! Let's leave Runes out of it for now, keep that kind of speculation to the Rune Effect threads in the class-specific forums.
I'll get started. Since I am playing a Barbarian with my group of 3 other friends, who are playing Monk, Demon Hunter, and Witch Doctor, I'll probably want to tank up quite a bit. Here's my speculative build, at level 30.
Quote from name="Barbarian Tank Build" »
1. Threatening Shout - Reduce enemy damage for X seconds in AoE
2. Revenge - Chance on being hit to strike all nearby enemies, gaining health for each enemy hit
3. War Cry - Generates Fury and increases party defense
4. Ground Stomp/Seismic Slam/Ancient Spear - Offensive abilities, Stun/Forward AoE/Forward AoE Slow, respectively
5. Ground Stomp/Seismic Slam/Ancient Spear - "
6. Wrath of the Berserker - Long cooldown, activate buff, raising stats and removing enemy damage resistance
1. Iron Skin - Double armor
2. Superstition - Reduce magic damage taken by 10%
3. Shield of Iron - Increase block chance by 10%
It's difficult to tell how useful any of these passives will be, so I'm considering taking another gander at the list and choosing some different ones. Your turn!
Quote from name="Dual-Wield Barb of Lacking-Anger-Management" »
Battle Rage: Enter a rage which provides a damage boost and critical strike bonus for X seconds.
Leap: Attack The Barbarian makes a mighty leap, causing a percentage weapon damage to all nearby enemies upon landing.
Frenzy: Each strike grants an attack speed and weapon damage boost for X seconds. Frenzy can be stacked multiple times.
Furious Charge: Charge directly at an enemy causing a percentage of weapon damage to them and any enemies in the way.
Whirlwind The Barbarian: swirls in a cyclone, delivering multiple attacks to everything in his path, with each hit doing a percentage of weapon damage.
Wrath of the Berserker: Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) and breaking monsters' damage immunities for X seconds.
Frenzied Attack: When wielding two weapons, the Barbarian has 20% increased critical strike chance and 30% increased critical strike damage.
Bad Temper: increases Fury generation by 10%.
Berserker Rage: Increases damage dealt by 20% when the Barbarian's fury is at 100%.
Someone needs to get to making a calculator, stat. With a well-formatted copy/paste box.
ACTIVE
1. Bola Shot - Fires an explosive Bola that detonates after X seconds for splash damage.
2. Vault - Tumble acrobatically across a distance.
3. Entangling Shot - Deals a percentage of weapon damage and slows/binds enemies
4. Cluster Arrow - Fires a cluster bomb impact, releasing bomblettes which explode shortly thereafter
5. Rain of Arrows - From what has been seen, the old WoW Volley.
6. Spike Trap - Lay a trap that arms after X seconds and triggers when an enemy approaches. DPS splash damage.
PASSIVE
1. Resourcefulness - When Discipline is under 20%, the regeneration of Hatred is increased by 30%
2. Years of Training When a Discipline skill is used, damage by DH is increased by 10% for 10 seconds. Stacks x3
3. Killing Spree - When an enemy is killed by DH, next attack in 5 sec. has 30% increased crit chance.
OR
1. Weak Spot - Increases crit damage by 100%
2. Killing Spree - When an enemy is killed by DH, next attack in 5 sec. has 30% increased crit chance.
3. Back to Basics - Increases basic weapon damage by 100%
(OPTIONAL: Hot Pursuit - When Hatred is full = 10% run speed)
The party I've worked out with my friends and brother will have a Wizard, Barbarian, Witch Doctor(/or Monk) and my DH. I like being the support person, and with all those AoE moves I'm sure to soften up hordes (but may end up missing out on some nice kill streaks because of it).
Of course it's way too early to tell, especially with the abilities having no formal description and I am confident that my choices will change as more information is released. Should abilities work as they sound, it'll be loads of fun. Really curious what Evasive Fire will be.
My friends and I have been discussing stuff and our party will probably consist of Wizard (me), a Witch Doctor, and either 2 Monks or 1 Monk and 1 Barbarian. The Monk and Barb will obviously be up front tanking and WD pets will provide a lot of cannon fodder, allowing me to go towards a glass cannon build.
ACTIVE
Electrocute
Requires Level: 6
Lightning arcs from the Wizard's fingertips towards an enemy, dealing Lightning damage.
Disintegrate
Requires Level: 12
Emanate a beam of pure energy, dealing Arcane damage per second and disintegrating enemies it kills.
Slow Time
Requires Level: 16
Warps space and time, slowing nearby monsters and projectiles for X seconds.
Teleport
Requires Level: 18
Teleport instantly to the selected location.
Hydra
Requires Level: 19
Creates a multi-headed Hydra that attacks your enemies with bolts of fire, dealing Fire damage per attack for X seconds.
Blizzard
Requires Level: 26
Call down shards of ice around an area, dealing Cold damage per second.
PASSIVE
Quickening
Required level: 10
Increase casting speed by 10%
Glass Cannon
Required level: 13
Increases damage dealt by 20%, but reduces armor by 20%
Piercing Attacks
Required level: 25
Reduces the magical resistances of enemies by 20%.
I'll play I'm very interested in seeing if a slow, yet powerful hitting Barb can be effective. Through this build I'd be focusing on the highest damage, and critical strike chance per hit; hopefully one-hitting most enemies. My only worry is a lack of Fury regeneration.
lvl 30 Barbarian - Heavy Hitter
Active Skills
Battle Rage: Enter a rage which provides a damage boost and critical strike bonus for X seconds.
Frenzy: Each strike grants an attack speed and weapon damage boost for X seconds. Frenzy can be stacked multiple times.
Revenge: A reactive skill that has a chance to activate when the Barbarian is hit. Strike all nearby enemies, dealing a percentage of weapon damage and gaining a percentage of health for each enemy hit.
Overpower: (No description but I bet it adds damage, and increases some attack rating)
Whirlwind: The Barbarian swirls in a cyclone, delivering multiple attacks to everything in his path, with each hit doing a percentage of weapon damage.
Warth of the Berserker: Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) and breaking monsters' damage immunities for X seconds.
Passive Skills
Ruthless: Increases critical strike chance by 5% and increases critical strike damage by 50%.
Aggression: Increases attack by 20%.
Weak spot: Increases critical strike damage by 100%.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I would like to theory craft a monk but I don't know enough about the levels of the combo skills or even what the mantras do
Same here -- I think they changed around some of the Auras (Mantras) and even a few skills. I'd make 2: one would be damage/critical strikes and the other would be dodge-based. WTB Diablo III Arreat Summit pl0x.
Rollback Post to RevisionRollBack
The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
My favorite part! Theorycrafting! Since the Barb is so popular, I'm going to go a different route. Though my first choice would have been Monk, the lack of knowledge is too great to even begin to theorycraft about the monk. I think I'll do the Witch Doctor since I'm least likely to play it. Maybe this will generate more interest in me! I'm going to focus on CC, DoT's and survivability.
ACTIVE
Grasp of the Dead
Requires Level: 3
Hands reach out, slowing enemies and dealing damage per second for X seconds.
Spiritwalk
Requires Level: 12
An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.
Soul Harvest
Requires Level: 14
Feed on the life force of nearby enemies. Increases spell damage for X seconds for every nearby enemy.
Locust Swarm
Requires Level: 19
A plague of locusts assaults the Witch Doctor's enemies, dealing damage per second and jumping to additional nearby targets.
Acid Cloud
Requires Level: 22
Acid rains down, dealing initial Poison damage, followed by additional Poison damage per second to enemies who remain in the area
Wall of Zombies
Requires Level: 27
Zombies erupt from the earth and attack nearby enemies.
PASSIVE
Toughness
Requires Level: 12
Increases vitality by 20%.
Death Pact
Requires Level: 18
When the Witch Doctor has under 35% HP, damage taken is reduced by 20%.
Rituals
Requires Level: 24
Increases damage by 15% of HP. (TL's Note: not clear if max or current HP, and if fixed amount of damage added or relative)
Summoner WD - I think this build could be useful with all the summons dealing the huge majority of the damage and the other two spells cause a type of CC/Increase in Damage
Summon Zombie Dogs- The Witch Doctor summons a Zombie Dog to aid him. Can have up to X Zombie Dogs active at a time.
Grasp of the Dead - Hands reach out, slowing enemies and dealing damage per second for X seconds.
Hex - Summon a Fetish Shaman that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and will take increased damage.
Corpse Spiders - Calls forth X number of spiders to attack your enemies.
Gargantuan- Summon a large Zombie follower to fight for you.
Fetish Army - Summon an army of Fetishes to fight by your side for X seconds.
Care of the Master - Increase the HP of pets by 60%.
Ferocity - Increases pet damage dealt by 40%.
Plagued - Increases Animal and Plague skill damage by 20%.
My friends and I have been discussing stuff and our party will probably consist of Wizard (me), a Witch Doctor, and either 2 Monks or 1 Monk and 1 Barbarian. The Monk and Barb will obviously be up front tanking and WD pets will provide a lot of cannon fodder, allowing me to go towards a glass cannon build.
I think Jay Wilson said that the monk is not a true tank. The monk is too weak, therefore they rely on speed to evade heavy damage.
[color="#708090"]The party I've worked out with my friends and brother will have a Wizard, Barbarian, Witch Doctor(/or Monk) and my DH. I like being the support person, and with all those AoE moves I'm sure to soften up hordes (but may end up missing out on some nice kill streaks because of it).
Of course it's way too early to tell, especially with the abilities having no formal description and I am confident that my choices will change as more information is released. Should abilities work as they sound, it'll be loads of fun. Really curious what Evasive Fire will be.[/color]
[color="#C0C0C0"]I gather, from the name itself, this skill might be similar to Vault in a way that you try to get away from your enemies but unlike Vault where you get far away, Evasive Fire might be a skill wherein you just dodge or avoid enemy attacks while at the same time firing your crossbows that gets x percent chance of hit depending on the skill level.
So, Vault takes you far away when you do the cartwheel move, while Evasive Fire just makes your dodge/avoid ability better while firing counter-attacks to the monters.[/color]
[color="#808080"]Anyway, this is [color="#C0C0C0"]my ideal Demon Hunter build for Active Skills[/color] (achievable at lvl 27; before this would be a trial & combination run using other skills until I reach lvl 27):
(Low Tier w/c most likely has from 1 minute to around 30 seconds cool-down)
[color="#C0C0C0"]# 1. [color="#708090"]--> req'd. lvl 2: Entangling Shot (H-type)[/color]
--> The Demon Hunter fires a sticky adhesive that deals x% weapon damage entangling x number of enemies & slowing their rate of movement in the x-x% seconds reduction target speed (Most likely when a rune is socket, the number of monsters entangled increases; Deals 120 percent weapon damage during the 2010 BlizzCon demo).
-- Ideal to use for slowing x number of approaching monsters down.[/color]
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 6: Vault (D-type)[/color]
--> The Demon Hunter cartwheels away to safety.
-- Ideal to use for a quick getaway.[/color]
(Middle Tier w/c most likely has from 1min. 30sec. to a minute cool-down)
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 14: Spike Trap (D-type)[/color]
--> The Demon Hunter lays down a spike trap that's triggered when a monster passes close to it that deals xx damage on all enemies within x feet radius & stays activated for x seconds (This skill was used in previous 2010 BlizzCon video where the Demon Hunter was able to lay up to 2 traps; Most likely, the number of traps the Demon Hunter can use will increase accordingly to the rune level used on the skill).
-- Ideal to use in doorways, narrow hallways or bridges, dealing damage on monsters & lessening their HP considerably for an easy kill.[/color]
[color="#C0C0C0"]# 4. [color="#708090"]--> req'd. lvl 16: Companion (D-type)[/color]
--> Most likely, the Demon Hunter summons an ally that resembles a shadowy raven from the image, which might be somewhat similar to the Amazon's Valkyrie & the Necromancer's Golem, which deals xx damage for the duration of the companions HP (Hopefully when a rune is in socket, it turns into a Phoenix that deals fire damage or like Zapdos that deals lightning damage or Articuno that deals freezing cold damage).
-- Ideally would be use to divert monsters attention while attacking at a safe distance.[/color]
[color="#C0C0C0"]# 5. [color="#708090"]--> req'd. lvl 23: Cluster Arrow (H-type)[/color]
--> The Demon Hunter fires a cluster bomb which explodes on impact, dealing x% weapon damage & releasing three smaller bombs which explode shortly thereafter dealing additional damage in the area (Most likely, the higher the rune level, the more smaller bombs will be released).
--> Noob School [color="#708090"]--> I'll be using Indigo rune on this skill[/color] so that enemy-seeking missiles would be released after impact instead of the normal smaller bombs.
-- Ideal to use for maximum damage on a closely knit group on monsters.[/color]
(High Tier w/c most likely has from 2 minutes to a 1min. & 30sec. cool-down)
[color="#C0C0C0"]Alternative #5.[/color] [color="#708090"]--> req'd. lvl 24: Rapid Fire (H-type)[/color]
--> The Demon Hunter continuously fires arrows successively dealing x% weapon damage (This skill was used in the B-Roll video time stamped at 2:38, 2:47 & 2:53; but it seems the skill already has a rune, firing short bursts of blue colored projectiles at a fast rate)
-- Ideal to use for short range combat, dealing more damage at a faster attack rate.[/color]
[color="#C0C0C0"]# 6. [color="#708090"]--> req'd. lvl 27: Strafe (H-type)[/color]
--> Most likely, the Demon Hunter fires an arrow that seeks out nearby targets dealing x% weapon damage (Number of enemy-seeking arrows fired would likely increase dependent on the level of the rune used in socket, and most likely change the nature of the arrow thereby dealing extra x% damage).
-- Ideally would be used for dealing maximum damage with 100% target accuracy hit percentage, on monsters that are spread out & about.[/color]
[color="#C0C0C0"]My Demon Hunter build for Passive Skills will be focused on OFFENCE[/color] for Critical strike & Maximum damage infliction (achievable at lvl 30 since that is when the last Passive Skill slot opens):
[color="#C0C0C0"]Alternative #1.[/color] [color="#708090"]--> req'd. lvl 12: Superior Skill[/color]
--> Increases precision by 20% (Use for increased chance to critical hit).[/color]
(Additional choice to pick when I reach level 20)
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 18: Back to Basics[/color]
--> Weapon based damage is increased by 100% (Ideal for rare & legendary weapons with high damage).[/color]
(Additional choice to pick when I reach level 30)
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 24: Killing Spree[/color]
--> When an enemy is killed by the Demon Hunter, the next attack dealt within the next 5 seconds has 30% increased critical strike chance (Ideal to use when fighting large group of monsters).[/color]
[color="#C0C0C0"]---> My alternative build for Passive Skills[/color] to be used when facing Act End Bosses without any minions around ([color="#708090"]since it takes around level 30-35 before starting Act I of Nightmare from the images provided during the press event[/color]; check the party list on the left of the image: http://media-diablofans.cursecdn.com/attachments/7/777/635170212860949124.JPG):
[color="#C0C0C0"]# 1. [color="#708090"]--> req'd. lvl 24: Ballistics[/color]
--> Increases damage dealt by rockets by 100%. The rocket effect is provided when a certain rune stone is in socket (Rocket is synonymous to missile; Like when I socket an Indigo rune to the Cluster Arrow skill, the damage dealt by the released enemy-seeking missiles would be increased by 100%).[/color]
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 24: Hot Pursuit[/color]
--> When Hatred is at its maximum, run speed is increased by 10% (You'll need the extra boost in speed when you run circles around the Act bosses).[/color]
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 24: Resourcefulness[/color]
--> When Discipline is under 20%, the regeneration of Hatred is increased by 30% (The Hatred resource regenerates faster than that of Discipline).[/color]
[color="#C0C0C0"]---> Of course, my PvP build would be something else as well.[/color][/color]
My friends and I have been discussing stuff and our party will probably consist of Wizard (me), a Witch Doctor, and either 2 Monks or 1 Monk and 1 Barbarian. The Monk and Barb will obviously be up front tanking and WD pets will provide a lot of cannon fodder, allowing me to go towards a glass cannon build.
I think Jay Wilson said that the monk is not a true tank. The monk is too weak, therefore they rely on speed to evade heavy damage.
But if you take a look at the Monks defensive skills and passive abilities then the Monk could be used pretty well as an offtank or to kite around mobs of enemies while taking hits instead of the rest of his team. We'll just have to see what happens when someone tries to build a Monk Tank in the real version of the game.
Summon Zombie Dogs
Requires Level: 1
The Witch Doctor summons a Zombie Dog to aid him. Can have up to X Zombie Dogs active at a time.
Posted Image
Corpse Spiders
Requires Level: 7
Calls forth X number of spiders to attack your enemies.
Posted Image
Firebomb
Requires Level: 11
Lob an explosive skull that deals Fire damage to all enemies caught in the explosion.
Posted Image
Spiritwalk
Requires Level: 12
An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.
Posted Image
Gargantuan
Requires Level: 18
Summon a large Zombie follower to fight for you.
Posted Image
Wall of Zombies
Requires Level: 27
Zombies erupt from the earth and attack nearby enemies.
Posted Image
Care of the Master
Requires Level: 6
Increase the HP of pets by 60%.
Posted Image
Ferocity
Requires Level: 24
Increases pet damage dealt by 40%.
I gather, from the name itself, this skill might be similar to Vault in a way that you try to get away from your enemies but unlike Vault where you get far away, Evasive Fire might be a skill wherein you just dodge or avoid enemy attacks while at the same time firing your crossbows that gets x percent chance of hit depending on the skill level.
So, Vault takes you far away when you do the cartwheel move, while Evasive Fire just makes your dodge/avoid ability better while inflicting damage to the enemies.
I had that thought of it doing SOMETHING like Vault... Should it work like you suggest then I will have to seriously consider adding it in to my list, but would it replace Vault? Hard to say, but I think I enjoy Vault's distance a little too much yet.
This is pretty much set in stone for me, although I will admit that Mirror Image + Disintegrate seems pretty cute Slow Time + Blizzard is another avenue worth considering but at the moment I'm liking TK2.0, physical damage and a knockback seems too good to pass up.
Assuming there are no major overhauls again, make a build for your class of choice and post it here! Let's leave Runes out of it for now, keep that kind of speculation to the Rune Effect threads in the class-specific forums.
I'll get started. Since I am playing a Barbarian with my group of 3 other friends, who are playing Monk, Demon Hunter, and Witch Doctor, I'll probably want to tank up quite a bit. Here's my speculative build, at level 30.
It's difficult to tell how useful any of these passives will be, so I'm considering taking another gander at the list and choosing some different ones. Your turn!
Someone needs to get to making a calculator, stat. With a well-formatted copy/paste box.
edit: formatting
The party I've worked out with my friends and brother will have a Wizard, Barbarian, Witch Doctor(/or Monk) and my DH. I like being the support person, and with all those AoE moves I'm sure to soften up hordes (but may end up missing out on some nice kill streaks because of it).
Of course it's way too early to tell, especially with the abilities having no formal description and I am confident that my choices will change as more information is released. Should abilities work as they sound, it'll be loads of fun. Really curious what Evasive Fire will be.
ACTIVE
Electrocute
Requires Level: 6
Lightning arcs from the Wizard's fingertips towards an enemy, dealing Lightning damage.
Disintegrate
Requires Level: 12
Emanate a beam of pure energy, dealing Arcane damage per second and disintegrating enemies it kills.
Slow Time
Requires Level: 16
Warps space and time, slowing nearby monsters and projectiles for X seconds.
Teleport
Requires Level: 18
Teleport instantly to the selected location.
Hydra
Requires Level: 19
Creates a multi-headed Hydra that attacks your enemies with bolts of fire, dealing Fire damage per attack for X seconds.
Blizzard
Requires Level: 26
Call down shards of ice around an area, dealing Cold damage per second.
PASSIVE
Quickening
Required level: 10
Increase casting speed by 10%
Glass Cannon
Required level: 13
Increases damage dealt by 20%, but reduces armor by 20%
Piercing Attacks
Required level: 25
Reduces the magical resistances of enemies by 20%.
Active Skills
- Battle Rage: Enter a rage which provides a damage boost and critical strike bonus for X seconds.
- Frenzy: Each strike grants an attack speed and weapon damage boost for X seconds. Frenzy can be stacked multiple times.
- Revenge: A reactive skill that has a chance to activate when the Barbarian is hit. Strike all nearby enemies, dealing a percentage of weapon damage and gaining a percentage of health for each enemy hit.
- Overpower: (No description but I bet it adds damage, and increases some attack rating)
- Whirlwind: The Barbarian swirls in a cyclone, delivering multiple attacks to everything in his path, with each hit doing a percentage of weapon damage.
- Warth of the Berserker: Enter a heightened sense of fury, raising several stats (Critical Hit, Attack Speed, Dodge Chance, Movement Speed) and breaking monsters' damage immunities for X seconds.
Passive Skills
- Ruthless: Increases critical strike chance by 5% and increases critical strike damage by 50%.
- Aggression: Increases attack by 20%.
- Weak spot: Increases critical strike damage by 100%.
This exactly!
However I did come up with a sort of basis of a Damage Monk build I'd like to try
Exploding Palm
Exploding Palm
Seven Sided Strike
Lashing Tail Kick
Blinding Flash
Serenity
Mantra of ???
Exalted Soul
Weak Spot
Frenzied Attack
ACTIVE
Grasp of the Dead
Requires Level: 3
Hands reach out, slowing enemies and dealing damage per second for X seconds.
Spiritwalk
Requires Level: 12
An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.
Soul Harvest
Requires Level: 14
Feed on the life force of nearby enemies. Increases spell damage for X seconds for every nearby enemy.
Locust Swarm
Requires Level: 19
A plague of locusts assaults the Witch Doctor's enemies, dealing damage per second and jumping to additional nearby targets.
Acid Cloud
Requires Level: 22
Acid rains down, dealing initial Poison damage, followed by additional Poison damage per second to enemies who remain in the area
Wall of Zombies
Requires Level: 27
Zombies erupt from the earth and attack nearby enemies.
PASSIVE
Toughness
Requires Level: 12
Increases vitality by 20%.
Death Pact
Requires Level: 18
When the Witch Doctor has under 35% HP, damage taken is reduced by 20%.
Rituals
Requires Level: 24
Increases damage by 15% of HP. (TL's Note: not clear if max or current HP, and if fixed amount of damage added or relative)
Summon Zombie Dogs- The Witch Doctor summons a Zombie Dog to aid him. Can have up to X Zombie Dogs active at a time.
Grasp of the Dead - Hands reach out, slowing enemies and dealing damage per second for X seconds.
Hex - Summon a Fetish Shaman that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and will take increased damage.
Corpse Spiders - Calls forth X number of spiders to attack your enemies.
Gargantuan- Summon a large Zombie follower to fight for you.
Fetish Army - Summon an army of Fetishes to fight by your side for X seconds.
Care of the Master - Increase the HP of pets by 60%.
Ferocity - Increases pet damage dealt by 40%.
Plagued - Increases Animal and Plague skill damage by 20%.
I think Jay Wilson said that the monk is not a true tank. The monk is too weak, therefore they rely on speed to evade heavy damage.
So, Vault takes you far away when you do the cartwheel move, while Evasive Fire just makes your dodge/avoid ability better while firing counter-attacks to the monters.[/color]
[color="#708090"]I started my own post like this... but I only did one for the Demon Hunter. Not much thought about it though. http://www.diablofans.com/topic/26685-what-would-be-your-ideal-demon-hunter-build/
[color="#808080"]Anyway, this is [color="#C0C0C0"]my ideal Demon Hunter build for Active Skills[/color] (achievable at lvl 27; before this would be a trial & combination run using other skills until I reach lvl 27):
(Low Tier w/c most likely has from 1 minute to around 30 seconds cool-down)
[color="#C0C0C0"]# 1. [color="#708090"]--> req'd. lvl 2: Entangling Shot (H-type)[/color]
--> The Demon Hunter fires a sticky adhesive that deals x% weapon damage entangling x number of enemies & slowing their rate of movement in the x-x% seconds reduction target speed (Most likely when a rune is socket, the number of monsters entangled increases; Deals 120 percent weapon damage during the 2010 BlizzCon demo).
-- Ideal to use for slowing x number of approaching monsters down.[/color]
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 6: Vault (D-type)[/color]
--> The Demon Hunter cartwheels away to safety.
-- Ideal to use for a quick getaway.[/color]
(Middle Tier w/c most likely has from 1min. 30sec. to a minute cool-down)
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 14: Spike Trap (D-type)[/color]
--> The Demon Hunter lays down a spike trap that's triggered when a monster passes close to it that deals xx damage on all enemies within x feet radius & stays activated for x seconds (This skill was used in previous 2010 BlizzCon video where the Demon Hunter was able to lay up to 2 traps; Most likely, the number of traps the Demon Hunter can use will increase accordingly to the rune level used on the skill).
-- Ideal to use in doorways, narrow hallways or bridges, dealing damage on monsters & lessening their HP considerably for an easy kill.[/color]
[color="#C0C0C0"]# 4. [color="#708090"]--> req'd. lvl 16: Companion (D-type)[/color]
--> Most likely, the Demon Hunter summons an ally that resembles a shadowy raven from the image, which might be somewhat similar to the Amazon's Valkyrie & the Necromancer's Golem, which deals xx damage for the duration of the companions HP (Hopefully when a rune is in socket, it turns into a Phoenix that deals fire damage or like Zapdos that deals lightning damage or Articuno that deals freezing cold damage).
-- Ideally would be use to divert monsters attention while attacking at a safe distance.[/color]
[color="#C0C0C0"]# 5. [color="#708090"]--> req'd. lvl 23: Cluster Arrow (H-type)[/color]
--> The Demon Hunter fires a cluster bomb which explodes on impact, dealing x% weapon damage & releasing three smaller bombs which explode shortly thereafter dealing additional damage in the area (Most likely, the higher the rune level, the more smaller bombs will be released).
--> Noob School [color="#708090"]--> I'll be using Indigo rune on this skill[/color] so that enemy-seeking missiles would be released after impact instead of the normal smaller bombs.
-- Ideal to use for maximum damage on a closely knit group on monsters.[/color]
(High Tier w/c most likely has from 2 minutes to a 1min. & 30sec. cool-down)
[color="#C0C0C0"]Alternative #5.[/color] [color="#708090"]--> req'd. lvl 24: Rapid Fire (H-type)[/color]
--> The Demon Hunter continuously fires arrows successively dealing x% weapon damage (This skill was used in the B-Roll video time stamped at 2:38, 2:47 & 2:53; but it seems the skill already has a rune, firing short bursts of blue colored projectiles at a fast rate)
-- Ideal to use for short range combat, dealing more damage at a faster attack rate.[/color]
[color="#C0C0C0"]# 6. [color="#708090"]--> req'd. lvl 27: Strafe (H-type)[/color]
--> Most likely, the Demon Hunter fires an arrow that seeks out nearby targets dealing x% weapon damage (Number of enemy-seeking arrows fired would likely increase dependent on the level of the rune used in socket, and most likely change the nature of the arrow thereby dealing extra x% damage).
-- Ideally would be used for dealing maximum damage with 100% target accuracy hit percentage, on monsters that are spread out & about.[/color]
[color="#C0C0C0"]My Demon Hunter build for Passive Skills will be focused on OFFENCE[/color] for Critical strike & Maximum damage infliction (achievable at lvl 30 since that is when the last Passive Skill slot opens):
(Choices I'll pick upon reaching level 10)
[color="#C0C0C0"]# 1. [color="#708090"]--> req'd. lvl 3: Weak Spot[/color]
--> Increases critical strike damage by 100%.[/color]
[color="#C0C0C0"]Alternative #1.[/color] [color="#708090"]--> req'd. lvl 12: Superior Skill[/color]
--> Increases precision by 20% (Use for increased chance to critical hit).[/color]
(Additional choice to pick when I reach level 20)
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 18: Back to Basics[/color]
--> Weapon based damage is increased by 100% (Ideal for rare & legendary weapons with high damage).[/color]
(Additional choice to pick when I reach level 30)
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 24: Killing Spree[/color]
--> When an enemy is killed by the Demon Hunter, the next attack dealt within the next 5 seconds has 30% increased critical strike chance (Ideal to use when fighting large group of monsters).[/color]
[color="#C0C0C0"]---> My alternative build for Passive Skills[/color] to be used when facing Act End Bosses without any minions around ([color="#708090"]since it takes around level 30-35 before starting Act I of Nightmare from the images provided during the press event[/color]; check the party list on the left of the image: http://media-diablofans.cursecdn.com/attachments/7/777/635170212860949124.JPG):
[color="#C0C0C0"]# 1. [color="#708090"]--> req'd. lvl 24: Ballistics[/color]
--> Increases damage dealt by rockets by 100%. The rocket effect is provided when a certain rune stone is in socket (Rocket is synonymous to missile; Like when I socket an Indigo rune to the Cluster Arrow skill, the damage dealt by the released enemy-seeking missiles would be increased by 100%).[/color]
[color="#C0C0C0"]# 2. [color="#708090"]--> req'd. lvl 24: Hot Pursuit[/color]
--> When Hatred is at its maximum, run speed is increased by 10% (You'll need the extra boost in speed when you run circles around the Act bosses).[/color]
[color="#C0C0C0"]# 3. [color="#708090"]--> req'd. lvl 24: Resourcefulness[/color]
--> When Discipline is under 20%, the regeneration of Hatred is increased by 30% (The Hatred resource regenerates faster than that of Discipline).[/color]
[color="#C0C0C0"]---> Of course, my PvP build would be something else as well.[/color][/color]
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
But if you take a look at the Monks defensive skills and passive abilities then the Monk could be used pretty well as an offtank or to kite around mobs of enemies while taking hits instead of the rest of his team. We'll just have to see what happens when someone tries to build a Monk Tank in the real version of the game.
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Summon Zombie Dogs
Requires Level: 1
The Witch Doctor summons a Zombie Dog to aid him. Can have up to X Zombie Dogs active at a time.
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Corpse Spiders
Requires Level: 7
Calls forth X number of spiders to attack your enemies.
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Firebomb
Requires Level: 11
Lob an explosive skull that deals Fire damage to all enemies caught in the explosion.
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Spiritwalk
Requires Level: 12
An escape/movement skill that allows the Witch Doctor to leave his empty husk of a body behind and run, moving freely in the spirit realm for several seconds.
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Gargantuan
Requires Level: 18
Summon a large Zombie follower to fight for you.
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Wall of Zombies
Requires Level: 27
Zombies erupt from the earth and attack nearby enemies.
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Care of the Master
Requires Level: 6
Increase the HP of pets by 60%.
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Ferocity
Requires Level: 24
Increases pet damage dealt by 40%.
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Zombie Master
Requires Level: 24
Increases Zombie skill damage by 20%.
I had that thought of it doing SOMETHING like Vault... Should it work like you suggest then I will have to seriously consider adding it in to my list, but would it replace Vault? Hard to say, but I think I enjoy Vault's distance a little too much yet.
Actives:
Electrocute (Chain Lightning)
Arcane Orb
Blizzard
Wave of Force (Telekinesis 2.0? Also, Physical Damage)
Teleport
Storm Armor (Thunderstorm)
Passives:
Quickening (10%fcr)
Piercing Attacks (20%pen)
Temporal Shift (10%cdr)
This is pretty much set in stone for me, although I will admit that Mirror Image + Disintegrate seems pretty cute Slow Time + Blizzard is another avenue worth considering but at the moment I'm liking TK2.0, physical damage and a knockback seems too good to pass up.
I'm avoiding "building" one so that I can at least give the DH a chance.
P.S.- Hope a close-combat
sorcWiz can work. Cones, novas, swirls, pulls, and knockbacks ftw.The description of Arcane Orb sounds VERY similar to that of Frozen Orb, which has me thinking it might be the go-to nuke.
Actives:
Summon Zombie Dogs
Zombie Charger
Corpse Spiders
Gargantuan
Mass Confusion
Fetish Army
Passives:
Care of the Master
Leader of the Pack
Ferocity
Might swap the dog buff with the zombie buff passive, depending on which pets prove more effective.