This is my build. Its a Melee Demon Hunter. Sort of. lol. Really its just close range.
Let me explain my reasoning. Starting with hatred generators.
Grenades -Tinkerer, Its a Hatred Gen, Multi Target and It adds more Hatred. The build in general is ment to jump into close range and groups so it makes sence to me.
Spike Trap - Scatter, Again More groups but this one has added benifits. Its more damage and with all three out at once I can do damage to a large area at once, not to mention it works with my passive combo.
Hatred Spenders
Impale - Awareness, This one is my spam attack until I need Hatred. It does decent damage and Also hits enemies around me who got to close.
Fan of Knives - Crippling Razors, This is the Close Range Bread and Butter move, however the cool down makes it no longer spamable, it is the starting attack after getting into a group for me. The slow is nice to allow me some time to kill and breathe as well as working with my passives.
Disipline Moves
Caltrops - Bait the Trap, This one is another Melee Centric skills at least when Bait the Trap is there. It slows the targets, again giving my passives a chance to work, and Not only that I get a bonus to my criticals when standing in them. So Drop it stand in it, it goes off and I crit fight a slowed enemy
Shadow Power - Gloom, This one is For defence, I know Im getting hit, so Might as well make my damage heal me while I go at it. Not to mention Gloom reduces damage done to me!
Passives,
Numbing Traps - Adds damage reduction to all of my Trap skills Caltrops, fan of knives and Spike trap. Again when fighting in close always nice to get the damage reduction.
Cull the Weak - Being that I am going with a melee I have to make all of my hits count and as you can see from above a lot of my enemies get slowed so More damage to slowed people count me in.
Night Stalker - Ok so this one is because I plan on going Crit Build if I can find good weapons and armor, But since I rely on both Shadow Power and Caltrops a decent amount I have to have some sort of Disipline Restoring feature.
So there you have it a Melee Demon Hunter. I think I will have fun with it. Thanks for giving it a read and for consitering me for the contest. Cheers
This would be my "Dps" monk. Just laying out pure punishment, with a lot of talent for dodging and healing as well. I think the quickness will help when in a group that also have heavy hitters, but are slow to dish out damage! Hope you enjoy it! And thanks for the opportunity!
The basic idea is utilizing the cooldown abilities that require no AP, like Time Stop and Frost Nova to do crowd control, and throwing in the occasional Wave of Force to keep the baddies at a distance. The Force Affinity Rune on Wave of Force allows me to cast it more often than usual, while the Time Warp and Shatter runes (on Time Stop and Frost Nova, respectively), allow me to deal more damage to the controlled enemies, as well as hopefully perpetuate the effects of Frost Nova.
Energy Armor with the Energy Tap rune serves to increase my survivability while also adding to my amount of available resource.
My Primary and Secondary abilities, however, are where the major damage comes from - using Magic Missile with the Seeker rune and Arcane Orb with Obliteration, I will be able to easily deal massive damage to my already slowed or frozen enemies.
The Passive Skills in my build further aid the overall design - Temporal Flux allows my primary damage spells to further hamper the movement of my enemies, and Evocation reduces the cooldowns on my crowd control, allowing me to keep the effects rolling. Finally, Arcane Dynamo adds a little flair to either my Wave of Force or Arcane Orb on occassion; theoretically allowing my Orbs to hit for somewhere in the neighborhood of 420% damage on occassion.
Eat your hearts out, Burning Hells.
This is my battle mage build. Meant for mass aoe farming and fun. Ill probably be implementing something like this when i start my wizard. Cant wait to play. Hope i get chosen for the beta. Otherwise see you in Q2.
I chose this build as a final build for my Witch Doctor due to enjoying the D2 Necromancer quite a bit and wanting to mimic that kind of gameplay. The build focuses around constantly having multiple summons up at once and using my primary and secondary to whittle down targets, making them easier for my pets to kill.
I'm extremely eager to test the build out in play, and have a feeling it would likely change once I've actually experienced the skills.
Hardcore Inferno "Kennels and Cooldowns" Witch Doctor
This is a high-synergy build designed for Hell/Inferno Hardcore and would probably work well solo, but has enough to contribute to groups to still render it useful.
Being a hardcore build, it centers on survivability through regular life absorption, crowd control, and a near-endless supply of zombie dogs. I can't say it will be the most fun, but if you're looking to play WD HC I'm pretty confident this will be a solid build.
Heavy AoE with a virtual guarantee that you're have 1-2 dogs left, despite blowing them up. I don't think this skill will be used often, but I include it for situations when heavy AoE is a must-have.
Poison Dart (splinters)
Pretty simple: this is one of the best single-target dps skills the WD has.
Summon Zombie Dogs (leeching beast)
This rune keeps your dogs alive, and keeps them healing you. Since dogs are the backbone of this build, that's pretty important.
...so you've got some dogs to protect you, an AoE, and a strong single target dps. Pretty standard. Now let's make it interesting.
Breakdown: Support/Situation Skills
Big Bad Voodoo (Boogie Man)
Since you're travelling with a pack, group-buffs work exponentially better than they do when playing solo. The skill means faster dps for you and your dogs; the rune means that half the enemies you kill will join your pack. More dogs in your pack mean more dps, more healing, bigger AoE. See where this is going?
Mass Confusion (Devolution)
Mass Confusion is pretty much a panic button when your other cooldowns are on hold. Monsters will attack each other, and the rune means that some of those monsters will become zombie dogs. If you're following the whole build, you're got a kennel of life-leeching dogs around you by this point. And as I've already covered, more dogs = more healing, more dps, more aoe, less damage taken.
Wall of Zombies (Dead Rush)
Because managing your dogs isn't everything, this is the WD's lvl 60 skill/rune combination and it looks incredible. Definitely has the potentially to be one of the highest-damage skills in the game and I can't wait to see it.
Breakdown: Passives: Synergism!
Zombie Handler - more dogs, stronger dogs.
Death Trance - because even the best hardcore players have close calls
Grave Injustice - this probably the most important skill in the build. Not only does it keep your health and mana rapidly refilling as you tear through the legions of hell, it makes those three long-cooldown situation skills practical selections. If this skill isn't nerfed (I expect it will be) this will mean Dead Rush is usable every 8-12 seconds, Mass Confusion every 30 or so, and Voodoo every 40 seconds or so. Without this, it probably wouldn't be smart to have two long-cooldown skills and one mid-cooldown.
I'll be the first to say it: this probably won't be the most fun build to play. You'll basically guide a pack of zombie dogs around while buffing them, debuffing your targets, and leeching an insane amount of life. The way the skills all work together, this build is almost destined to be nerfed, either by a lower cap on zombie dogs, or a threshold for Grave Injustice's cooldown reduction. Either way, I think I've made a damn smart build for the hardcore player.
This is my build to show the monsters that there's no light in end of tunnel, only death!
I diddint took anything in consideration, jus picked what i think would be a nice build for PvE or PvP.
This is my planned hardcore monk build. I chose both skills that would help my survivability as well as very fast-paced skills that I just thought would make the class more fun to play. Can't wait for release day!!
I'm not a math nerd, so I don't know the crit percentages and damage over time and percent chance to hit one's ass with both hands, but it is going to look f'ing cool and I bet my signed Ndamukong Suh jersey no demon gets within a screen of me with all that CC.
This barb is the ultimate PvM barb, Mainly used for Bosses. Its offers high DPS and Critial hits as well as High Attack Speed from Frenzy. This is a build meant for smashing through waves of monsters in seconds and bosses in half the time. I like this build because it is the definition of the Barbarian, which is high damage and cracking skulls.
To put you in my frame of mind I am basing my skills for inferno Monk. I will be playing for the most part with my 2 brothers who are building a Barb tank and a dps Wizard so I'll mostly be supporting them while dishing out some deeps of my own and staying mobile.
First Skill: Way of the Hundred Fists with Hands of Lightning Rune. I pick this for max spirt generation. I dont plan on using way of the hundred fists for my third stirke so making the second strike hit 10 times with hands of lightning Rune is amazing.
Second Skill: Sweaping Wind with Blade Storm Rune. I chose this skill to be my third strike after the first two in Way of the Hundred Fists. With this being one of my two main damaging skills I choose to max the damage with Blade Storm Rune the stacking increase in damage is pretty nice.
Third Skill: Dashing Strike with Quicksilver Rune. My pick here is for one reason and thats staying mobile and making sure I can always be in range to heal my bros. The root for protecting my wizard is helpfull as well. The Quicksilver Rune reduces the spirt cost of Dashing Strike which just alows me to cover more ground.
Forth Skill: Seven Sided Strike with Fulminating Onslaught Rune. This skill just looks amazing!! I am lacking in aoe and Fulminating Onslaughts holy aoe on each of my seven strikes looks like it can do the job.
Fith Skill: Breath of Heaven with Circle of Life Rune. This skill just seems like a must, a great oh shit button to save you or your friends. The Circle of Life Rune is just a straight increase in healing making it an even better oh shit button.
Sixth skill: Mantra of Healing with Time of Need: Picking a mantra was hard, between this and Conviction but I felt Healing was the way to go to support my bros. The healing per second is good and clicking the skill increases the healing done for 3 seconds. The Time of Need Rune seems really strong for inferno play and is a great buff for the party.
First Passive: Near Death Experience. This passive is a must have, it heals you if you would have died otherwise... just amazing.
Second Passive: Seize the Initiative. The increase in armor (100% of dex) seems really strong for inferno where survivablity is going to be important.
Third passive: The Guardians Path. I plan on Dual Weilding and the 15% dodge seems like it would be more than the dodge on Sixth Sense unless im underestimating how much crit I will have. Once again this is for survivablity.
To wrap up, my build is for helping my brothers tank barb and dps wizard while dishing out some damage of my own and staying mobile.
Hope you enjoyed my build I have been been thinking about monk gameplay for a long time.
This build is for a Witch Doctor. I wanted to be half and half. The first half is about pets and having them all around me. Assuming that the game lets me have multiple monsters out to help me, i want to have 3 out at a time. The zombie dogs, Gargantuan, and fetish army in the front lines. The second half is me supposting them from the back by using spells that stay on the screen and attack. Locust and haunt are ideal for this as they will kill something and move onto something else. I also have sacrifice to damage but put the Next of kin rune for a chance for a new zombie dog so its a mixture of my play style combination. Thank you!
I put hungering arrow and impale as my mouse spells, as they are rather simple. I chose Multishot as my first keybind spell and found that it would probably be useful to have a nice aoe spell early on that would be able to finish large groups of weak enemies quickly. I went with Fan of Knives next to help keep my distance from stronger enemies, I thought a Companion may be useful as well, kept it at the base spell, but we'll see about that, and lastly Rapid Fire for single stronger enemies with Web Shot runed to keep my distance.
For passive skills I used Brooding as a way to possibly get some health back without wasting potions, Archery for a nice buff on every weapon type, and sharpshooter for the nice crit buff,
The Frenzy Barbarian: http://us.battle.net...RXUP!YXg!ZbcZcZ
I'm building this character for PvE, base on one main skill Frenzy. The idea is to dis out as much dmg as possible while still be able to withstand some longer battles.
With frenzy stackup and mighty weapon to build Rage and take advance of the passive Berserker Rage and brawler to get 25+30+20= 75% dmg increase most of the time. Combine Ground storm to pull enemies closer and with 2 no cost spell Revenge and Overpower to finish the job. And War Cry with invigorate will help to prolong the battle.
In tougher fights, wrath of berserker will be used to get extra 100% dmg and all other good stats increase.
Wrath of Berserker > Warcry > Ground Storm (get that 50 rage right back)
Dub this build with a 2 hands mighty weapon i think i'll get a killing machine which is this class's intented to be
Well! Here's my build for a PvE Monk! I have little knowledge on how these spell actually worked but I've always loved to deal a lot of damage in AoE while also being able to survive easily and not dying too quickly. Again, I don't have any idea how each spell works in the game, but I just picked a few spells I thought were cool ahha.
Everything runs off of getting a high critical chance, along with pulling more enemies on into the blender. Keeping enemies close, increases your damage done, along with a chance to trigger revenge which heals and boosts your critical strike chance.
Rollback Post to RevisionRollBack
"Pull 'em in, den smash 'em up gud!" - Grimjaw, Barbarian Poet
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This is my build. Its a Melee Demon Hunter. Sort of. lol. Really its just close range.
Let me explain my reasoning. Starting with hatred generators.
Grenades -Tinkerer, Its a Hatred Gen, Multi Target and It adds more Hatred. The build in general is ment to jump into close range and groups so it makes sence to me.
Spike Trap - Scatter, Again More groups but this one has added benifits. Its more damage and with all three out at once I can do damage to a large area at once, not to mention it works with my passive combo.
Hatred Spenders
Impale - Awareness, This one is my spam attack until I need Hatred. It does decent damage and Also hits enemies around me who got to close.
Fan of Knives - Crippling Razors, This is the Close Range Bread and Butter move, however the cool down makes it no longer spamable, it is the starting attack after getting into a group for me. The slow is nice to allow me some time to kill and breathe as well as working with my passives.
Disipline Moves
Caltrops - Bait the Trap, This one is another Melee Centric skills at least when Bait the Trap is there. It slows the targets, again giving my passives a chance to work, and Not only that I get a bonus to my criticals when standing in them. So Drop it stand in it, it goes off and I crit fight a slowed enemy
Shadow Power - Gloom, This one is For defence, I know Im getting hit, so Might as well make my damage heal me while I go at it. Not to mention Gloom reduces damage done to me!
Passives,
Numbing Traps - Adds damage reduction to all of my Trap skills Caltrops, fan of knives and Spike trap. Again when fighting in close always nice to get the damage reduction.
Cull the Weak - Being that I am going with a melee I have to make all of my hits count and as you can see from above a lot of my enemies get slowed so More damage to slowed people count me in.
Night Stalker - Ok so this one is because I plan on going Crit Build if I can find good weapons and armor, But since I rely on both Shadow Power and Caltrops a decent amount I have to have some sort of Disipline Restoring feature.
So there you have it a Melee Demon Hunter. I think I will have fun with it. Thanks for giving it a read and for consitering me for the contest. Cheers
This would be my "Dps" monk. Just laying out pure punishment, with a lot of talent for dodging and healing as well. I think the quickness will help when in a group that also have heavy hitters, but are slow to dish out damage! Hope you enjoy it! And thanks for the opportunity!
Random build to win a beta key
Arcane Control - Wizard Level 48
The basic idea is utilizing the cooldown abilities that require no AP, like Time Stop and Frost Nova to do crowd control, and throwing in the occasional Wave of Force to keep the baddies at a distance. The Force Affinity Rune on Wave of Force allows me to cast it more often than usual, while the Time Warp and Shatter runes (on Time Stop and Frost Nova, respectively), allow me to deal more damage to the controlled enemies, as well as hopefully perpetuate the effects of Frost Nova.
Energy Armor with the Energy Tap rune serves to increase my survivability while also adding to my amount of available resource.
My Primary and Secondary abilities, however, are where the major damage comes from - using Magic Missile with the Seeker rune and Arcane Orb with Obliteration, I will be able to easily deal massive damage to my already slowed or frozen enemies.
The Passive Skills in my build further aid the overall design - Temporal Flux allows my primary damage spells to further hamper the movement of my enemies, and Evocation reduces the cooldowns on my crowd control, allowing me to keep the effects rolling. Finally, Arcane Dynamo adds a little flair to either my Wave of Force or Arcane Orb on occassion; theoretically allowing my Orbs to hit for somewhere in the neighborhood of 420% damage on occassion.
Eat your hearts out, Burning Hells.
This is my battle mage build. Meant for mass aoe farming and fun. Ill probably be implementing something like this when i start my wizard. Cant wait to play. Hope i get chosen for the beta. Otherwise see you in Q2.
I chose this build as a final build for my Witch Doctor due to enjoying the D2 Necromancer quite a bit and wanting to mimic that kind of gameplay. The build focuses around constantly having multiple summons up at once and using my primary and secondary to whittle down targets, making them easier for my pets to kill.
I'm extremely eager to test the build out in play, and have a feeling it would likely change once I've actually experienced the skills.
This is a high-synergy build designed for Hell/Inferno Hardcore and would probably work well solo, but has enough to contribute to groups to still render it useful.
Being a hardcore build, it centers on survivability through regular life absorption, crowd control, and a near-endless supply of zombie dogs. I can't say it will be the most fun, but if you're looking to play WD HC I'm pretty confident this will be a solid build.
http://us.battle.net...YkjQ!WhS!ZacccZ
Breakdown: Primary Skills
Sacrifice (next of kin)
Heavy AoE with a virtual guarantee that you're have 1-2 dogs left, despite blowing them up. I don't think this skill will be used often, but I include it for situations when heavy AoE is a must-have.
Poison Dart (splinters)
Pretty simple: this is one of the best single-target dps skills the WD has.
Summon Zombie Dogs (leeching beast)
This rune keeps your dogs alive, and keeps them healing you. Since dogs are the backbone of this build, that's pretty important.
...so you've got some dogs to protect you, an AoE, and a strong single target dps. Pretty standard. Now let's make it interesting.
Breakdown: Support/Situation Skills
Big Bad Voodoo (Boogie Man)
Since you're travelling with a pack, group-buffs work exponentially better than they do when playing solo. The skill means faster dps for you and your dogs; the rune means that half the enemies you kill will join your pack. More dogs in your pack mean more dps, more healing, bigger AoE. See where this is going?
Mass Confusion (Devolution)
Mass Confusion is pretty much a panic button when your other cooldowns are on hold. Monsters will attack each other, and the rune means that some of those monsters will become zombie dogs. If you're following the whole build, you're got a kennel of life-leeching dogs around you by this point. And as I've already covered, more dogs = more healing, more dps, more aoe, less damage taken.
Wall of Zombies (Dead Rush)
Because managing your dogs isn't everything, this is the WD's lvl 60 skill/rune combination and it looks incredible. Definitely has the potentially to be one of the highest-damage skills in the game and I can't wait to see it.
Breakdown: Passives: Synergism!
Zombie Handler - more dogs, stronger dogs.
Death Trance - because even the best hardcore players have close calls
Grave Injustice - this probably the most important skill in the build. Not only does it keep your health and mana rapidly refilling as you tear through the legions of hell, it makes those three long-cooldown situation skills practical selections. If this skill isn't nerfed (I expect it will be) this will mean Dead Rush is usable every 8-12 seconds, Mass Confusion every 30 or so, and Voodoo every 40 seconds or so. Without this, it probably wouldn't be smart to have two long-cooldown skills and one mid-cooldown.
I'll be the first to say it: this probably won't be the most fun build to play. You'll basically guide a pack of zombie dogs around while buffing them, debuffing your targets, and leeching an insane amount of life. The way the skills all work together, this build is almost destined to be nerfed, either by a lower cap on zombie dogs, or a threshold for Grave Injustice's cooldown reduction. Either way, I think I've made a damn smart build for the hardcore player.
Hopefully the build that will grant me the opportunity to get my hand on the so coveted D3 beta key, with absolutely no knowledge of the game.
Good luck to all of you.
This is my build to show the monsters that there's no light in end of tunnel, only death!
I diddint took anything in consideration, jus picked what i think would be a nice build for PvE or PvP.
Hope u all enjoy!
Very thanks for the contest Curse, cya!!!
This is my planned hardcore monk build. I chose both skills that would help my survivability as well as very fast-paced skills that I just thought would make the class more fun to play. Can't wait for release day!!
Dedicated to my third grade teacher, Mrs. Peterson, who had a heart of solid ice, I present to you, my frost build for a wizard. http://us.battle.net/d3/en/calculator/wizard#acYPiQ!WYa!cYcZYY
I'm not a math nerd, so I don't know the crit percentages and damage over time and percent chance to hit one's ass with both hands, but it is going to look f'ing cool and I bet my signed Ndamukong Suh jersey no demon gets within a screen of me with all that CC.
This barb is the ultimate PvM barb, Mainly used for Bosses. Its offers high DPS and Critial hits as well as High Attack Speed from Frenzy. This is a build meant for smashing through waves of monsters in seconds and bosses in half the time. I like this build because it is the definition of the Barbarian, which is high damage and cracking skulls.
To put you in my frame of mind I am basing my skills for inferno Monk. I will be playing for the most part with my 2 brothers who are building a Barb tank and a dps Wizard so I'll mostly be supporting them while dishing out some deeps of my own and staying mobile.
First Skill: Way of the Hundred Fists with Hands of Lightning Rune. I pick this for max spirt generation. I dont plan on using way of the hundred fists for my third stirke so making the second strike hit 10 times with hands of lightning Rune is amazing.
Second Skill: Sweaping Wind with Blade Storm Rune. I chose this skill to be my third strike after the first two in Way of the Hundred Fists. With this being one of my two main damaging skills I choose to max the damage with Blade Storm Rune the stacking increase in damage is pretty nice.
Third Skill: Dashing Strike with Quicksilver Rune. My pick here is for one reason and thats staying mobile and making sure I can always be in range to heal my bros. The root for protecting my wizard is helpfull as well. The Quicksilver Rune reduces the spirt cost of Dashing Strike which just alows me to cover more ground.
Forth Skill: Seven Sided Strike with Fulminating Onslaught Rune. This skill just looks amazing!! I am lacking in aoe and Fulminating Onslaughts holy aoe on each of my seven strikes looks like it can do the job.
Fith Skill: Breath of Heaven with Circle of Life Rune. This skill just seems like a must, a great oh shit button to save you or your friends. The Circle of Life Rune is just a straight increase in healing making it an even better oh shit button.
Sixth skill: Mantra of Healing with Time of Need: Picking a mantra was hard, between this and Conviction but I felt Healing was the way to go to support my bros. The healing per second is good and clicking the skill increases the healing done for 3 seconds. The Time of Need Rune seems really strong for inferno play and is a great buff for the party.
First Passive: Near Death Experience. This passive is a must have, it heals you if you would have died otherwise... just amazing.
Second Passive: Seize the Initiative. The increase in armor (100% of dex) seems really strong for inferno where survivablity is going to be important.
Third passive: The Guardians Path. I plan on Dual Weilding and the 15% dodge seems like it would be more than the dodge on Sixth Sense unless im underestimating how much crit I will have. Once again this is for survivablity.
To wrap up, my build is for helping my brothers tank barb and dps wizard while dishing out some damage of my own and staying mobile.
Hope you enjoyed my build I have been been thinking about monk gameplay for a long time.
I concentrate on poison, summons and strong mana regen.
http://us.battle.net...YQiT!YWd!bZZbYY
High volume high crit attacks more like assasin type barb
With some mob control effects
http://us.battle.net/d3/en/calculator/barbarian#WTXheP!Zgd
This build is for a Witch Doctor. I wanted to be half and half. The first half is about pets and having them all around me. Assuming that the game lets me have multiple monsters out to help me, i want to have 3 out at a time. The zombie dogs, Gargantuan, and fetish army in the front lines. The second half is me supposting them from the back by using spells that stay on the screen and attack. Locust and haunt are ideal for this as they will kill something and move onto something else. I also have sacrifice to damage but put the Next of kin rune for a chance for a new zombie dog so its a mixture of my play style combination. Thank you!
http://us.battle.net/d3/en/calculator/demon-hunter#aZRgQb!deT!YYYZ.Y
I put hungering arrow and impale as my mouse spells, as they are rather simple. I chose Multishot as my first keybind spell and found that it would probably be useful to have a nice aoe spell early on that would be able to finish large groups of weak enemies quickly. I went with Fan of Knives next to help keep my distance from stronger enemies, I thought a Companion may be useful as well, kept it at the base spell, but we'll see about that, and lastly Rapid Fire for single stronger enemies with Web Shot runed to keep my distance.
For passive skills I used Brooding as a way to possibly get some health back without wasting potions, Archery for a nice buff on every weapon type, and sharpshooter for the nice crit buff,
http://us.battle.net...RXUP!YXg!ZbcZcZ
I'm building this character for PvE, base on one main skill Frenzy. The idea is to dis out as much dmg as possible while still be able to withstand some longer battles.
With frenzy stackup and mighty weapon to build Rage and take advance of the passive Berserker Rage and brawler to get 25+30+20= 75% dmg increase most of the time. Combine Ground storm to pull enemies closer and with 2 no cost spell Revenge and Overpower to finish the job. And War Cry with invigorate will help to prolong the battle.
In tougher fights, wrath of berserker will be used to get extra 100% dmg and all other good stats increase.
Wrath of Berserker > Warcry > Ground Storm (get that 50 rage right back)
Dub this build with a 2 hands mighty weapon i think i'll get a killing machine which is this class's intented to be
Well! Here's my build for a PvE Monk! I have little knowledge on how these spell actually worked but I've always loved to deal a lot of damage in AoE while also being able to survive easily and not dying too quickly. Again, I don't have any idea how each spell works in the game, but I just picked a few spells I thought were cool ahha.
My Barbarian Blender build!
Everything runs off of getting a high critical chance, along with pulling more enemies on into the blender. Keeping enemies close, increases your damage done, along with a chance to trigger revenge which heals and boosts your critical strike chance.
"Pull 'em in, den smash 'em up gud!" - Grimjaw, Barbarian Poet