The Build: The build focuses on solo play bosses in Inferno. I feel the build emphasizes survivability and sustained damage with moderate amounts of AoE.
Mouse Skills
Primary: Frenzy (Maniac)
Secondary: Hammer of the Ancients (Rolling Thunder)
Action Bar Skills
1: Threatening Shout (Falter)
2: War Cry (Invigorate) or Leap Attack (Iron Impact)
3: Ignore Pain (Iron Hide)
4: Revenge (Provocation)
Passive Skills
Superstition
Tough As Nails
Relentless
Summary
As the build focuses on sustained damage and survivability, I felt Frenzy would be a great primary fury generator. Upon reaching Inferno, I can see Frenzy coupled with decent amount of life steal being an exemplary source of damage and regeneration. I use the Maniac rune to increase damage output.
I chose Hammer of the Ancients with the Rolling Thunder rune as my primary fury spender to have a moderate source of AoE damage should the need arise. The ability to knock groups of foes back in order to focus on a single target will also come in handy.
Threatening shout with the Falter rune is an amazing ability as far as survivability is concerned. I chose this ability for both single target and group.
War Cry with the Invigorate rune is similar in reasoning to Threatening Shout. In this case it buffs my allies and myself as well as giving me great health regeneration for when I am either tanking for a group of friends or soloing. Another choice for this skill slot I determined to be Leap Attack with the Iron Impact rune. This would be a great choice if you feel you need an initiator or a fast exit and the rune choice also provides much needed survivability.
Ignore Pain with Iron Hide are once again great for survivability.
Revenge with the Provocation rune is another source of AoE and sustain for when confronted with groups of enemies, as the rune provides yet another source of health restoration.
All three of my passives focus again on survivability. Superstition is a great anti spell passive and considering most bosses/areas with have large amounts of spell damage being thrown at you, a great choice. Tough as nails is a great anti melee passive due to the thorns buff and armor. Relentless I feel will be a great choice for early Inferno, as based on what we've seen thus far, consists of many low health experiences.
This build is focused upon a few main principles:
1. Keeping the enemies close
2. Keeping them stunned
3. High % damage modifiers with high critical damage
Skills:
1. Cleave - Runed to cause killed enemies to explode for solid AOE
2. Hammer of the Ancients - Runed to cause a 3second stun to nearby enemies
3. Ground Stomp - Runed to give additional fury generated (needed to keep Battle Rage up)
4. Leap Attack - Runed to pull affected enemies within 24yds into melee range
5. Battle Rage - Runed to increase % damage to 30.
6. Wrath of the Berserker - Runed to increase % damage to 100
Passives:
1. Ruthless - wanted the extra 50% critical hit damage
2. Weapon Master - my idea for this character is to use a main hand axe for the extra 10% critical
3. Brawler - as one of this characters primary attacks is pulling monsters close, the idea is for maximum uptime on this passive.
I called it the "Demon Pillager" just because I tried to favor the most devastating skills damage-wise. I haven't played the Beta, so I'm sure there are plenty of strategic shortcomings. Just playing around really!
This is my build for my Barb! I selected this build for when I play with my friends or grouped up. Im new to Diablo 3 so by just reading the tool tips/forums this build looks like it will be ripping! I play a retadin in WoW and im now leveling a arms warrior so this is why I chose the Barb
This is my drunk witch doctor build. There will be times when I'm wasted and will want to play Diablo 3.
This is not a time to min/max, but a time to push two buttons and spam the screen with toads/spiders. To back my drunken play I'll bring friends with dogs, bigguy, and fetishes. I probably won't remember to push fetish cooldown button, but when I do....To make sure I ALWAYS have a button to press and not have to worry about mana management, my frogs have the rune that makes them cost 0 mana.
If your a WD and plan on ever playing drunk...this may be your build.
I really want to play as a monk due to the fact that they play my two favorite roles; support and dps. The build i chose was http://us.battle.net/d3/en/calculator/monk#acXjig!VfY!aYZacZ . This build focused mostly on playing pve in a group due to its heavy aoe and support type abilities, as well as a survival build for keeping health up against harder difficulties. I particularly like this build because it gives me the choice to do serious damage to all targets around me or allow me to help out friends with a combination of my mantra and healing abilities. I guess i call it an AoE monk build.
This spec focuses on Immediate area AoE damage and mitigation. It's mostly a solo spec for the higher difficulties. An alternative to the more kiting type specs most wizards probably will be. Though in certain situations, it could be a fantastic group tank.
-Spectral Blade (with Healing Blade rune) Crit healing? With amount of enemies that a certain wizard will be facing, the odds of critting are better than not, so this is a no brainer for tanking.
-Arcane Orb (with Arcane Orbit rune) Fantastic for single target enemies as well as AoE (depending on the explosion radius of the orbs)
-Diamond Skin (with Mirror Skin) Reflect damage is great, and the way it's worded it reflects all damage, not just melee. Also, absorb shield is always a plus.
-Energy Twister (with Wicked Wind rune) Good all its own, slightly weaker when runed this way. But it does give me a gauranteed source of AoE damage when I fight multiple enemies who want nothing more than to punch my face in.
-Energy Armor (with Energy Tap rune) this is where the huge mitigation comes into play. with 65% more armour as well as the glyph for bonus Arcane Power (instead of losing it) will definitely help with survivability. Using a shield instead of an offhand orb will greatly boost my survivability.
-Magic Weapon (with Force Weapon rune) This mostly is for spectral blade. More damage = more healing and gives you a nice weapon damage boost, which is desperately needed with this build.
-Galvanizing Ward (passive) Duration increase to Energy Armor as well as a steady heal over time? yes please.
-Arcane Dynamo (passive) Since I'll be using Spectral Blade often to get some healing, this fits nicely with Arcane Orb (runed) or Energy Twister (runed) depending on the situation, it will be a nice burst of damage.
-Blur (passive) Do I really need to say more about this? Taking less damage = greater survivability
This build is for the monk. The idea for it is to minimize incoming damage through the use of dodge supported by healing through spirit use. Many of the skills increase dodge chance. It has been designed for hardcore inferno mode, and assuming there are no diminishing returns on stacking stats. The resistance passive is taken so you may stack 1 resistance and get full benefit for all others, hopefully allowing more items with either dodge or offensive stats rather than items with many different resistances. Killing power may be a bit low, but hopefully the lack of damage recieved will allow for longevity and end in killing mobs.
The rune on mantra of evasion will hopefully allow for a lot of damage with the stacking of dodge. Might be tough to keep all the dodge up from the skills as the durations are low. Dashing strike is there as an escape ability, but also for use as a damager if there is no sign of death coming soon.
Crippling wave is to be used off CD to try and keep enemies debuffed to reduce incoming damage.
Blinding flash is used as another escape ability. The rune is there to help kill enemies while you run away and passively heal, if needed. Can also be used on one large pack while you take care of another pack.
1) Fire damage 2) Hatred generation 3) Cheap discipline skills 4) Usage of Rapid Fire
Rapid fire is a fantastic skill, but suffers from Hatred drain if you keep activating it due to the initial 20 cost. With Entangling Shot generating a MASSIVE 9 hatred, we should be pretty good for keeping that topped up. Except for Multi-shot, all other skills chosen are Discipline based used for increasing damage or increasing mobility to allow you to get in the right spot and keep Rapid Fire active. Since so many skills are Discpline based, we of course have to pick the amazing Perfectionist passive, that reduces the cost of all skills by 20%.
In summary, I see this build as a mobile, agile and hostile Demon Hunter. It may be a glass cannon, but there's no chance you'll catch it!
I chose the Demon Hunter which will be my first char. The build i chose is designed to be a mixture of AOE dmg and single target (through rapid fire) and evasive measures to retreat. http://us.battle.net/d3/en/calculator/demon-hunter#bcXRYk!ebT!aaZaZc Passive Skills are mainly for dmg and increasing hatred regeneration. Good Luck to all
Here is my WD build. Focusing on damage with a bit of control. I will be running with friends most of the time so the defensive abilities are minimal. However for solo or when the shit gets deep ill prolly swap out hex with wall of zombies, and Pierce the veil with cicle of life.
I love playing mages in any game, and have always enjoyed being able to control fights. This build is what resulted with this in mind.
The goal of this build is to be able to stack Energy Twisters for huge amounts of damage, due to the run, and Teleporting around to lure creatures into it. The additional weapon damage from Magic Weapon, and its rune, are there to increase the damage of this combo.
For lesser mobs, Arcane Orb should prove damage enough, and the Master Skill of Archon for extra damage when needed, and still able to cast Teleport due to the rune.
For the passives, Temporal Flux adds a slow, so you get even more control to keep your enemies in the double Energy Twister. Glass Cannon is a perfect passive for the way I play mages, the best way to survive is to not get hit, period. And Astral Presence for a substantially higher Arcane Power pool, to allow you to spam Teleport (with the rune that allows you to port back within 8 seconds) and Energy Twister.
The barbarian has always been my favorite class. The idead of getting into the messy part of the fight and melting faces with rapid swings and being the last man standing.
This build plays on three main aspects. Its a berserker build thats for sure. But it also attempts to play of increases in crit chance that will cause not only increase damage but also allow for more health globes and gear to drop. The theory is simply. As long as you got globes and good gear the rest of the build is about keeping you in the fight. The rune on Ancient spear is also following this approach; choosing the active healing option.
make no mistake this is a fighting build. Siesmic slam was added to the build to allow for some serious AoE damage. The rune modifier here making the AoE stick around a while as an after affect.
I'm really looking forward to trying this build out once the game is release.
This is my Monk build for Inferno pve. Its based on dodge and to keep alot of crowd control up with knockbacks and a stun, along with healing and spirit regeneration. its simple but i believe that it will work well for inferno, outlast the damage to win, not nuke them before they kill you kind of tree.
I thought of this build from playing World of warcraft back when i use to tank before i quit the game, dodge seemed to be the best medigation because it completely avoided the damage, with the healing and the spirit regeneration to keep you going you should be able to outlast the mobs.
Reason: i have played around with the skill calculator for quite some time, and just seem to enjoy this build the best. The use of the primary 'way of the hundred fists' is my favourite skill in the game, this is why this is my primary. Along with dashing strike to jump to enemies, they will work well with one another. The rest is to help out the party, Breath of heaven and mantra of retribution should do nicely. As i havent played the beta, the other skills are just skills that sound appealing to me, and would veyr much like to try.
Summary: Mainly build for fun, and what skills really appeal to me. Mostly likely subject to change within game.
Good Luck to all! There are some awesome builds on here.
This is what I'm going to do with my Barb. I plan on playing with groups at all times so hopefully I can fulfill a solid support role with this build. Thanks for this opportunity!
I used abilities like Ground Stomp and Leap Attack and the runes to draw in mobs and Cleave, Rend, Overpower, and Earthquake to AoE them down. With Brawler as a passive skill, I think I am ready for any AoE encounters.
You become a walking hazard to any who approach you!
First the passives. It's what makes the build so fun!
Illusionist: If you suffer more than 15% of our HP in a single hit, you refresh telport and mirror images.
Galvanizing Ward: All shields durations increased by 120 seconds and you gain 890 hp/sec at max level
Temperal Flux: Slows all enemies by 30% when attacked with arcane damage.
Okay, now on to the core spells:
Arcane Orb w/ Arcane Orbit: Allows for 4 orbs to revolve around you causing an explosive detonation to anything that comes in contact with them (and slow them!)
Energy Armor w/ Force Armor: In addition to bonus armor, your hp cannot drop by more than 35% in a single hit. This lets you get into combat and not get 1/2 shot. 3 shot at best. This also pairs nicely with illusionist.
Arcane Torrent w/ Arcane Mines: Allows your torrent to turn into mines that can be placed causing signifigantly more damage and a slow and attack speed reduction. This allows you to retreat to a defensive posture after an engagement.
Mirror Image w/ Mocking Demise: This is the truly fun part. You can cast a mirror image that detonates on destruction causing minor damage and potentially stunnign for 2 seconds. This is fantastic with Illusionist.
Teleport w/ Worm Hole: This allows your teleport to be cast twice before going on CD.
The idea behind this build is to provide as much collateral damage to any that would engage you. All of your abilities have slow on them, so you become almost a perfect kiting machine. Illusionist has huge viability in pvp. If you have force armor active, almost any hit will activate illusionist. This makes for more teleporting and more mirror images! And each image becomes a bomb with a stun. You can teleport into a fight, cause damage with your arcane orbs, cast mirror images, and if you're hit during the exchange, you can do it all over again! You can then retreat to your defensive mines that were laid out and wait for yourself to regain arcane power Totally lame and totally awesome.
Resolve - 30% reduced dmg done by enemies that are hit by you for 2.5 sec
Deadly reach runed for extra range and aoe (more mobs got debuffed by Resolve)
Mantra of conviction runed for - 30% dmg for enemies within 20 yards
And crippling wave runed for -40% dmg for enemies affected by 3rd combo +35% attack slow.
Second focus is buffing, crowd control and healing
So at the same time I reduce dmg mobs deal to most group members, i buff my party dmg for 20-40% and am able to save party members from dying via stron aoe heal and double blind.
Hopefully this allows the rest of the party to focus on 100% dps and thus faster clearing
Another aspect of this build that i like is another approach - instead of focusing on dealing as much dmg as possible you focus on saving party and debuffing as many enemies as possible.
Tell me if you like the idea and skill choice or not and good luck to everyone entering the contest!
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Build: http://us.battle.net...YSiR!eVU!ZaZbZc
Level Requirement: 58
The Build: The build focuses on solo play bosses in Inferno. I feel the build emphasizes survivability and sustained damage with moderate amounts of AoE.
Mouse Skills
Primary: Frenzy (Maniac)
Secondary: Hammer of the Ancients (Rolling Thunder)
Action Bar Skills
1: Threatening Shout (Falter)
2: War Cry (Invigorate) or Leap Attack (Iron Impact)
3: Ignore Pain (Iron Hide)
4: Revenge (Provocation)
Passive Skills
Superstition
Tough As Nails
Relentless
Summary
As the build focuses on sustained damage and survivability, I felt Frenzy would be a great primary fury generator. Upon reaching Inferno, I can see Frenzy coupled with decent amount of life steal being an exemplary source of damage and regeneration. I use the Maniac rune to increase damage output.
I chose Hammer of the Ancients with the Rolling Thunder rune as my primary fury spender to have a moderate source of AoE damage should the need arise. The ability to knock groups of foes back in order to focus on a single target will also come in handy.
Threatening shout with the Falter rune is an amazing ability as far as survivability is concerned. I chose this ability for both single target and group.
War Cry with the Invigorate rune is similar in reasoning to Threatening Shout. In this case it buffs my allies and myself as well as giving me great health regeneration for when I am either tanking for a group of friends or soloing. Another choice for this skill slot I determined to be Leap Attack with the Iron Impact rune. This would be a great choice if you feel you need an initiator or a fast exit and the rune choice also provides much needed survivability.
Ignore Pain with Iron Hide are once again great for survivability.
Revenge with the Provocation rune is another source of AoE and sustain for when confronted with groups of enemies, as the rune provides yet another source of health restoration.
All three of my passives focus again on survivability. Superstition is a great anti spell passive and considering most bosses/areas with have large amounts of spell damage being thrown at you, a great choice. Tough as nails is a great anti melee passive due to the thorns buff and armor. Relentless I feel will be a great choice for early Inferno, as based on what we've seen thus far, consists of many low health experiences.
http://us.battle.net...XdeP!ZYg!aYbZYZ
This build is focused upon a few main principles:
1. Keeping the enemies close
2. Keeping them stunned
3. High % damage modifiers with high critical damage
Skills:
1. Cleave - Runed to cause killed enemies to explode for solid AOE
2. Hammer of the Ancients - Runed to cause a 3second stun to nearby enemies
3. Ground Stomp - Runed to give additional fury generated (needed to keep Battle Rage up)
4. Leap Attack - Runed to pull affected enemies within 24yds into melee range
5. Battle Rage - Runed to increase % damage to 30.
6. Wrath of the Berserker - Runed to increase % damage to 100
Passives:
1. Ruthless - wanted the extra 50% critical hit damage
2. Weapon Master - my idea for this character is to use a main hand axe for the extra 10% critical
3. Brawler - as one of this characters primary attacks is pulling monsters close, the idea is for maximum uptime on this passive.
http://us.battle.net/d3/en/calculator/demon-hunter#acgkPl!beT!bYZZYY
I called it the "Demon Pillager" just because I tried to favor the most devastating skills damage-wise. I haven't played the Beta, so I'm sure there are plenty of strategic shortcomings. Just playing around really!
http://us.battle.net/d3/en/calculator/barbarian#fTYkhP!ZYS!ZYbcZb
This is my build for my Barb! I selected this build for when I play with my friends or grouped up. Im new to Diablo 3 so by just reading the tool tips/forums this build looks like it will be ripping! I play a retadin in WoW and im now leveling a arms warrior so this is why I chose the Barb
This is my drunk witch doctor build. There will be times when I'm wasted and will want to play Diablo 3.
This is not a time to min/max, but a time to push two buttons and spam the screen with toads/spiders. To back my drunken play I'll bring friends with dogs, bigguy, and fetishes. I probably won't remember to push fetish cooldown button, but when I do....To make sure I ALWAYS have a button to press and not have to worry about mana management, my frogs have the rune that makes them cost 0 mana.
If your a WD and plan on ever playing drunk...this may be your build.
-Durty
Tank-zard:
http://us.battle.net/d3/en/calculator/wizard#dZXUOR!fTU!YYbYbZ
This spec focuses on Immediate area AoE damage and mitigation. It's mostly a solo spec for the higher difficulties. An alternative to the more kiting type specs most wizards probably will be. Though in certain situations, it could be a fantastic group tank.
-Spectral Blade (with Healing Blade rune) Crit healing? With amount of enemies that a certain wizard will be facing, the odds of critting are better than not, so this is a no brainer for tanking.
-Arcane Orb (with Arcane Orbit rune) Fantastic for single target enemies as well as AoE (depending on the explosion radius of the orbs)
-Diamond Skin (with Mirror Skin) Reflect damage is great, and the way it's worded it reflects all damage, not just melee. Also, absorb shield is always a plus.
-Energy Twister (with Wicked Wind rune) Good all its own, slightly weaker when runed this way. But it does give me a gauranteed source of AoE damage when I fight multiple enemies who want nothing more than to punch my face in.
-Energy Armor (with Energy Tap rune) this is where the huge mitigation comes into play. with 65% more armour as well as the glyph for bonus Arcane Power (instead of losing it) will definitely help with survivability. Using a shield instead of an offhand orb will greatly boost my survivability.
-Magic Weapon (with Force Weapon rune) This mostly is for spectral blade. More damage = more healing and gives you a nice weapon damage boost, which is desperately needed with this build.
-Galvanizing Ward (passive) Duration increase to Energy Armor as well as a steady heal over time? yes please.
-Arcane Dynamo (passive) Since I'll be using Spectral Blade often to get some healing, this fits nicely with Arcane Orb (runed) or Energy Twister (runed) depending on the situation, it will be a nice burst of damage.
-Blur (passive) Do I really need to say more about this? Taking less damage = greater survivability
This build is for the monk. The idea for it is to minimize incoming damage through the use of dodge supported by healing through spirit use. Many of the skills increase dodge chance. It has been designed for hardcore inferno mode, and assuming there are no diminishing returns on stacking stats. The resistance passive is taken so you may stack 1 resistance and get full benefit for all others, hopefully allowing more items with either dodge or offensive stats rather than items with many different resistances. Killing power may be a bit low, but hopefully the lack of damage recieved will allow for longevity and end in killing mobs.
The rune on mantra of evasion will hopefully allow for a lot of damage with the stacking of dodge. Might be tough to keep all the dodge up from the skills as the durations are low. Dashing strike is there as an escape ability, but also for use as a damager if there is no sign of death coming soon.
Crippling wave is to be used off CD to try and keep enemies debuffed to reduce incoming damage.
Blinding flash is used as another escape ability. The rune is there to help kill enemies while you run away and passively heal, if needed. Can also be used on one large pack while you take care of another pack.
http://us.battle.net/d3/en/calculator/demon-hunter#WcVURl!eYf!YacYcY
This build is all about:
1) Fire damage
2) Hatred generation
3) Cheap discipline skills
4) Usage of Rapid Fire
Rapid fire is a fantastic skill, but suffers from Hatred drain if you keep activating it due to the initial 20 cost. With Entangling Shot generating a MASSIVE 9 hatred, we should be pretty good for keeping that topped up. Except for Multi-shot, all other skills chosen are Discipline based used for increasing damage or increasing mobility to allow you to get in the right spot and keep Rapid Fire active. Since so many skills are Discpline based, we of course have to pick the amazing Perfectionist passive, that reduces the cost of all skills by 20%.
In summary, I see this build as a mobile, agile and hostile Demon Hunter. It may be a glass cannon, but there's no chance you'll catch it!
The build i chose is designed to be a mixture of AOE dmg and single target (through rapid fire) and evasive measures to retreat.
http://us.battle.net/d3/en/calculator/demon-hunter#bcXRYk!ebT!aaZaZc
Passive Skills are mainly for dmg and increasing hatred regeneration.
Good Luck to all
Here is my WD build. Focusing on damage with a bit of control. I will be running with friends most of the time so the defensive abilities are minimal. However for solo or when the shit gets deep ill prolly swap out hex with wall of zombies, and Pierce the veil with cicle of life.
Softcore/hardcore. A Wizard build with very good mobility, defensive abilities with decent single target and AoE damage.
http://us.battle.net/d3/en/calculator/wizard#aZjURm!ZYX!cbbbZZ
I love playing mages in any game, and have always enjoyed being able to control fights. This build is what resulted with this in mind.
The goal of this build is to be able to stack Energy Twisters for huge amounts of damage, due to the run, and Teleporting around to lure creatures into it. The additional weapon damage from Magic Weapon, and its rune, are there to increase the damage of this combo.
For lesser mobs, Arcane Orb should prove damage enough, and the Master Skill of Archon for extra damage when needed, and still able to cast Teleport due to the rune.
For the passives, Temporal Flux adds a slow, so you get even more control to keep your enemies in the double Energy Twister. Glass Cannon is a perfect passive for the way I play mages, the best way to survive is to not get hit, period. And Astral Presence for a substantially higher Arcane Power pool, to allow you to spam Teleport (with the rune that allows you to port back within 8 seconds) and Energy Twister.
The barbarian has always been my favorite class. The idead of getting into the messy part of the fight and melting faces with rapid swings and being the last man standing.
This build plays on three main aspects. Its a berserker build thats for sure. But it also attempts to play of increases in crit chance that will cause not only increase damage but also allow for more health globes and gear to drop. The theory is simply. As long as you got globes and good gear the rest of the build is about keeping you in the fight. The rune on Ancient spear is also following this approach; choosing the active healing option.
make no mistake this is a fighting build. Siesmic slam was added to the build to allow for some serious AoE damage. The rune modifier here making the AoE stick around a while as an after affect.
I'm really looking forward to trying this build out once the game is release.
Cheers,
J.
(ShadeAtNight)
Here's the link
http://us.battle.net/d3/en/calculator/monk#acUhig!cUZ!ZaaZab
I thought of this build from playing World of warcraft back when i use to tank before i quit the game, dodge seemed to be the best medigation because it completely avoided the damage, with the healing and the spirit regeneration to keep you going you should be able to outlast the mobs.
Skill build: Anything (fun)
Build: http://us.battle.net/d3/en/calculator/monk#QZXfbg!beU!cababZ
Reason: i have played around with the skill calculator for quite some time, and just seem to enjoy this build the best. The use of the primary 'way of the hundred fists' is my favourite skill in the game, this is why this is my primary. Along with dashing strike to jump to enemies, they will work well with one another. The rest is to help out the party, Breath of heaven and mantra of retribution should do nicely. As i havent played the beta, the other skills are just skills that sound appealing to me, and would veyr much like to try.
Summary: Mainly build for fun, and what skills really appeal to me. Mostly likely subject to change within game.
Good Luck to all! There are some awesome builds on here.
http://us.battle.net/d3/en/calculator/barbarian#fZXkhP!ZcS!ZZZcZZ
This is what I'm going to do with my Barb. I plan on playing with groups at all times so hopefully I can fulfill a solid support role with this build. Thanks for this opportunity!
I used abilities like Ground Stomp and Leap Attack and the runes to draw in mobs and Cleave, Rend, Overpower, and Earthquake to AoE them down. With Brawler as a passive skill, I think I am ready for any AoE encounters.
http://us.battle.net...OVkj!dZf!YYYbbZ
You become a walking hazard to any who approach you!
First the passives. It's what makes the build so fun!
Illusionist: If you suffer more than 15% of our HP in a single hit, you refresh telport and mirror images.
Galvanizing Ward: All shields durations increased by 120 seconds and you gain 890 hp/sec at max level
Temperal Flux: Slows all enemies by 30% when attacked with arcane damage.
Okay, now on to the core spells:
Arcane Orb w/ Arcane Orbit: Allows for 4 orbs to revolve around you causing an explosive detonation to anything that comes in contact with them (and slow them!)
Energy Armor w/ Force Armor: In addition to bonus armor, your hp cannot drop by more than 35% in a single hit. This lets you get into combat and not get 1/2 shot. 3 shot at best. This also pairs nicely with illusionist.
Arcane Torrent w/ Arcane Mines: Allows your torrent to turn into mines that can be placed causing signifigantly more damage and a slow and attack speed reduction. This allows you to retreat to a defensive posture after an engagement.
Mirror Image w/ Mocking Demise: This is the truly fun part. You can cast a mirror image that detonates on destruction causing minor damage and potentially stunnign for 2 seconds. This is fantastic with Illusionist.
Teleport w/ Worm Hole: This allows your teleport to be cast twice before going on CD.
The idea behind this build is to provide as much collateral damage to any that would engage you. All of your abilities have slow on them, so you become almost a perfect kiting machine. Illusionist has huge viability in pvp. If you have force armor active, almost any hit will activate illusionist. This makes for more teleporting and more mirror images! And each image becomes a bomb with a stun. You can teleport into a fight, cause damage with your arcane orbs, cast mirror images, and if you're hit during the exchange, you can do it all over again! You can then retreat to your defensive mines that were laid out and wait for yourself to regain arcane power Totally lame and totally awesome.
http://us.battle.net...RZWS!adb!YcaYcb
Resolve - 30% reduced dmg done by enemies that are hit by you for 2.5 sec
Deadly reach runed for extra range and aoe (more mobs got debuffed by Resolve)
Mantra of conviction runed for - 30% dmg for enemies within 20 yards
And crippling wave runed for -40% dmg for enemies affected by 3rd combo +35% attack slow.
Second focus is buffing, crowd control and healing
So at the same time I reduce dmg mobs deal to most group members, i buff my party dmg for 20-40% and am able to save party members from dying via stron aoe heal and double blind.
Hopefully this allows the rest of the party to focus on 100% dps and thus faster clearing
Another aspect of this build that i like is another approach - instead of focusing on dealing as much dmg as possible you focus on saving party and debuffing as many enemies as possible.
Tell me if you like the idea and skill choice or not and good luck to everyone entering the contest!