A little history about how I play is as follows: I used a Fireball and Hydra Sorceress in D2. I would teleport away and start casting hydras all around me while I shot Fireballs from a distance. Because I would be hitting them from a distance they would charge at me to kill me quick and would get a nice surprise (my hydras would pummel them).
This is how I will be using this Wizard in D3. Try to keep moving and staying out of the range of my enemies while I cast Blizzard and Frost Nova on myself. I will stay in my safe zone while casting Ray of Frost or Electrocute so that I annoy my enemies and trick them into attacking me while I`m in my AoE safe zone
This PvP Wizard is built as an all around character. Able to take on or do well against all characters.
Ray of Frost: Cold Blood- At first I thought this was a mistake but since they have recently changed the skill calculator and it still says "cost 0 arcane power" I think it may actually be like this at release. This will replace my signature spell (if it is not actually 0 AP than I will use Electrocute: Surge of Power).
Teleport: Reversal- This rune choice will keep me mobile more often, which I believe to be a very important aspect to any Wizard in PvP.
Frost Nova: Frozen Mist- casting this in the same area as my Blizzard will be a nice 393% damage per second
Slow Time: Perpetuity- I chose this rune effect because I`m sure to come across other ranged fighters and this will help me more often than the other rune effects. Could also use this effectively against melee character that come charging into my AoE (Blizzard, Frost Nova, Slow Time).
Blizzard: Unrelenting Storm- A longer duration will be best suited for PvP. I will be able to cast other spells while Blizzard does it`s work protecting me and doing damage at the same time And as I mentioned Blizzard and Frost Nova = 393% damage per second
Energy Armor: Prismatic Armor- This will be key for all when fighting any enemy! I can only use my logic when I say that everyone will be using some sort of Elemental damage by end game (Spell or on Weapons and even rune effects). This armor will help against ranged attacks as well as melee attackers. This is why I chose this armor spell over Ice Armor. Like the Blizzard development team said ``this isn`t D2. You WILL get hit!``
I hope you enjoy this build as much as I will and I hope to see it around quite often!
There are three main concepts behind this build:
* Remain at full fury to keep the passive Beserker Rage 25% damage bonus up as much as possible.
* Try to keep Wrath of the Beserker up as long as possible
* Crits give you your AoE damage
To these ends, overpower and revenge and wrath of the beserker give crit boosts for a short time when used. Battle rage is runed to do 20% of the crit damage to all nearby enemies.
Frenzy is the main damage dealer, boosted further by it's rune, battle rage's bonus and beserker rage passive.
Wrath of the beserker (WotB) currently has a 2 minute cooldown, the rune allows 25 fury gain to increase the duration by 1 second. Frenzy increases attack speed, weapons master passive pretty much doubles the frenzy fury gain, and furious charge is runed to decrease the cooldown by the more enemies you hit. Hit 5 guys with furious charge and you use it again immediatly, should allow to get to the next group of guys that much faster, as well as help the duration for WotB. The idead is to keep the nice boost from WotB up as much as possible.
Downfalls: You don't really have any fury spenders other than battle rage. Defensive abilities are low as well, the health gains from revenge may not be enough. The build relies on being able to get to the next group of monsters so as to not lose WotB, as well as not have fury degrade too much. The build falls apart if rage gains at max do not count to increase the duration of Wrath of the Beserker, which we don't know yet at this point.
My D2 favorite was a pure skelemancer (no P&B skills, but sometimes used a Burrito Cannon). I was originally going to have the Zombie Dogs in there, but I figured it would be in so many other WD builds, maybe the Circle of Life passive is good enough to keep meat shields popping up (especially if I can AoE enough snared mobs).
This monk build is basically geared towards well-rounded soloing at top levels.
Spirit generators
Fists of Thunder and Crippling Wave give me good single target and AoE attacks, each coming with some crowd control- knockback on Fists of Thunder and slow movement/attack speed on Crippling Wave. With the rune I chose I also get a little shockwave nova with every FoT punch to help out when it's crowded.
Tempest Rush
I plan on using this to kick off fights- run in there and slow everything down so I can wreak havoc with my superior monk speed. Of course I'll also use this to get the hell out when I'm over my head and also just general crowd control.
Serenity
This is my "Oh ****" button for when the demons get the better of me. This rune comes with a big heal and invincibility for 3 seconds. Hopefully the 45 second cooldown is all I need...
Mantra of Conviction
I'm trying to diversify my buffs/debuffs, so with the rune I chose for this skill I'm knocking off two big ones: enemies take additional damage and inflict less damage. I hit harder, they hit weaker.
Seven Sided-Strike
Finally, the big guns: Seven Sided-Strike. This is what originally drew me and many others to the monk, and though it's been nerfed and changed several times, I think it'll still be one of the highlights in monk's bag of tricks. The only painful downside is the cooldown, but with the rune I chose that's bumped down to 23 seconds.
My passives are all very defensive-oriented: a huge bonus to armor; damage taken greatly reduced whenever I'm stunned/feared/charmed; and a massive resistance bonus. If it turns out I didn't need all this defense, I'd swap in Combination Strike for a pretty constant +16% damage bonus.
There you have it- my monk build focused on surviving Inferno. I've got lots of slowdown, some knockback, healing, a temporary shield, damage reduction, increased damage to enemies, armor, and resistance. On the offensive side, I've got four great attacks with a variety of single target/multiple target/AoE for whatever the situation calls for. Let's kill some demons!
Here is a build I am considering for my Wizard. It is intended to be a PvE Inferno build (probably best for solo play). What I focus on with this build is maximizing my damage (particularly AoE damage) while keeping enemies away completely.
I have a Familiar (runed with Sparkflint) who will do damage himself and boost mine as well. He's untargetable, so the 15% damage is practically additional passive damage. I will also consider using the Cannoneer rune should the 20% splash damage beat out the passive 15% to my own spells. Meteor is a spell I'd also consider using in that slot, using either Comet or Liquefy skill runes. If I do add Meteor into my line up, I may need to consider a way to regenerate Arcane Power. At this point, I may be seriously underestimating my need for passive Arcane Power regeneration.
Defensive
In order to keep enemies away, I'll use Wave of Force (runed with Exploding Wave). The rune grants further AoE damage and knockbacks to keep enemies even farther away. I've also got Teleport (runed with Reversal). I intend to use it to teleport through enemies that are already slowed, and use Reversal to kite them back to where I started. Teleport and Wave of Force both have ~15 second cooldowns, so they will work together nicely. While it would change my strategy, Wormhole is also very appealing. This would allow me to open the gap a bit more and allow time to cast another Wave of Force from the other side.
Mastery
The final piece of the build is Archon. Unfortunately, we don't have a great understanding of exactly how Archon form will work (to my knowledge, all we know is it will behave similar to a Warlock's Demon form in WoW). However, the idea would be to round up and slow as many enemies as might be practical, pop Archon and AoE them down. The build does not depend on or specifically maximize Archon uptime, but this way you do extend it as long as possible. It is runed with Improved Archon for more passive damage while in Archon form.
I very much like 4/5 of the runes, so Arcane Destruction, Slow Time, and Teleport may also be options I'd consider after playing with them all. Having a Slow Time rune would allow it to be available without having to fill a normal skill slot with it. It would make Archon a great "OH SHIT" button to boost my damage AND my defensive capabilities when I'm in trouble. I'm sure once I get to play with Archon I'll be able to make a more informed decision.
Other Thoughts
I seriously doubt I'll be playing a TON all by myself, although solo game play with a healing follower to appeal to me. I will often play with my wife, although I can't be sure if she'll be interested in playing through Inferno or not. I've also got loads of friends and guild mates that I'm sure I'll play with at some point or another. Since it won't be so difficult to switch things around, I'll definitely have this one in my pocket if I do play on my own (and I'm sure once I actually play with some of these things, it will definitely change).
This build is about increasing your AOE damage and keeping as many meat shields around at all times as possible. With the templar build also this build will hopefully keep you topped up and safe 90% of the time. HC is very difficult to master with all the possible builds so it will be a trial and error for almost all of us. The goal of the WD is to be as far away as you can of course... with your aoe and your summons doing all the dirty work. dont for get the templar cause he has a few cool skills to help keep you safe as well as being a shield for you.
MOUSE 1: Crippling Wave - Concussion(AOE attack, Spirit Generator, Attack and Movement speed debuff, and Damage debuff all in one? yes please)
MOUSE 2: Lashing Tail Kick - Scorpion Sting (AOE damage, 1 second stun, a paltry 30 spirit. This can be used to interrupt and most likely stun lock if you stack Spirit.)
ACTION BAR 1: Dashing Strike - Blinding Speed (Teleport, initiator, snare, escape, 20% dodge boost. What's not to love?)
ACTION BAR 2: Breath of Heaven - Penitent Flame (1.5s AOE Fear, and heal. Great for minor emergencies when you get swarmed.)
ACTION BAR 3: Serenity - Ascension (5 second god mode which WILL save your hide when spike damage inevitably occurs.)
ACTION BAR 4: Mantra of Evasion - Hard Target (30% armor boost, 15% dodge boost, and 30% dodge boost on call for spike damage)
PASSIVE 1: Resolve (25% reduced enemy damage. this means any time you smack a foe, it gets weaker. The synergy with Crippling Wave will be amazing)
PASSIVE 2: Near Death Experience (Every 90 seconds you get a second chance with 35% health and spirit. This will probably be considered required for Hardcore on a lot of builds.)
PASSIVE 3: Seize the Initiative (Armor increased by 100% Dexterity, so you can stack some DPS and get some survivability from it! You need to be able to inflict SOME damage, right?)
This build will use a 1h + shield to maximize survivability. A FAST 1her, so you can build up spirit quickly with Crippling Wave and chain Lashing Tail Kick stuns for when you need to. You have 3 "oh crap gotta escape" abilities, good AOE damage, and high mobility. This build is not the highest DPS build in the world, but you'll stay alive, which is all that matters in Hardcore. Hell with all the survability this could work in PVP too, but don't quote me on that.
Go find yourself a more DPS oriented partner and go wreck faces...
The reason I chose this build was that I have some nice damage output, but still being able to slow enemies to pick them apart in small groups, but at the same time being able to create a defensive shield to absorb the attacks at the start of any fight. I also took the Extended Soul passive in order to be able to keep my spirit up incase of any emergencies that may arise in the conflict of battles. The tempest rush I can see being useful in case I find myself caught in a huge enemy mob and needing to be able to escape out of there in a flash.
All in all it looks like it could be used for lots of fun! :).
Its standard build for both PvP and PvE.
With this build you have enough power and survivability.
You can cast and move, regenerate energy fast and you have tools to survive oppressions.
Standard skills are Spectral Blade and Arcane Orb. When you are in trouble use Wave of Foce and Diamond Skin. Also Slow Time is very good skill to survive versus many ranged enemies.
With archon you have additional burst and skills.
Passive Skills are: Glass Cannon for additional damage, Astral Presence and Power Hungry for more energy and faster recovery of energy.
In one word its nice and clean build at last for first time in Diablo 3.
The idea is to take advantage of the Combination Strike passive as much as possible. To use it, rotate through the five spirit generating abilities to build up and maintain the Combo Strike stacks.
I took runes that debuff your enemies or give buffs to you in order to maximize the potential of using five different spirit generating skills.
The sixth skill and the other two passives are totally optional. You could take a sixth spirit generating ability, but IMO it is worth taking one of the other skills. I took Mantra of Healing because I love HoTs
Also, here's what I have in mind for my followers:
This is my PVE build for release, I chose shock pulse for my signature spell for when i run out of arcane, I chose Arcane orb with obliteration to do just that to obliterate the demon spawn. Time warp my one defensive spell that gives added damage. I chose Meteor with comet rune for increased damage and a high damage spell. Archon of course for the awesome power, and wave of force for the huge dmg and aoe. And for my passives: Glass cannon for increased damage, Arcane dynamo for using with comet for huge damge with the added 75% damage an astral presence for the increase in arcane. Over all I think will be a great damage dealer with aoe and some defense from time warp.
The idea is to have as many summons as possible like my Druid from Diablo 2. I can switch out the toad for wall of the dead or acid cloud depending if I need more cc or more damage.
This is my take at a Fire Wizard. It's a simple concept, Teleport in, cast Mirror Image and Slow Time, Teleport back, cast Hydra, and balance your Arcane Power with both Meteor and Fire Bolts.
Mirror Image and Slow Time are for distraction (with a nice 20% bonus damage), the other spells are to KILL IT WITH FIRE!!
The Conflagration passive is pretty obvious, Glass Cannon to up the damage, and Illusionist just in case with get trapped with your Teleport on CD (the reduced defense from Glass Cannon will make sure it procs.)
I chose Hungering Arrow with Scatter Shot for optimum single target DPS as my Hatred generator ability. The two main hatred spenders will be Multi-Shot with Full Broadside to up the AoE damage, and Rapid Fire runed with Bombardment for another effective single target ability, as well as being able to AoE decently.
The other three abilities use Discipline, with Vault runed with Tumble as the main escape mechanism for sticky situations and mobility through dungeons. Caltrops runed with Hooked Spines and Marked for Death runed with Contagion are for DPS purposes. The only reason I chose Caltrops instead of another DPS ability is because of the Cull the Weak passive, which increases all damage done against slowed targets by 15%. It provides an effective AoE CC as well as a damage buff against affected targets.
The other two passives are Steady Aim and Archery, simply aimed at increasing overall damage. As a ranged class you should be good at keeping a safe distance from enemies so there should rarely be any downtime on Steady Aim's presence.
http://us.battle.net/d3/en/calculator/barbarian#WQdURP!hWV!accYcc
This is a whirlwind barb that tries to keep up his wrath of the berserker for as long as he can while still staying alive. I think this would be both a fun and viable build for the later difficulties (seeing how you need to be level 60 to fully use this build).
The primary tactic would be to leap into a group of monsters (the more the better), and instantly use wrath of the berserker (WotB) then overpower. Leap attack will give you extra armor for a few seconds so you can cast these spells without dying, and hitting lots of enemies with overpower will make WotB last a few more seconds. Then you start whirlwinding around, killing everything, until you either run out of fury or overpower is ready again. If you run out of fury or are low on health, start using frenzy to regain hp. Once overpower is ready, run into the group and use it again to get another few seconds of WotB. Revenge will help keep you alive, especially with the upped 30% chance. Also with the combination of unforgiving and animosity you should be able to whirlwind longer and berserk longer. Lastly tough as nails helps you keep your base armor up passively, and helps to reflect damage while you blitz right through enemies with whirlwind.
Hello all, this is my first post but I've been following the game development for what seems like years, as well as reading the unanimously supportive posts on this forum!
This is my monk that I can't wait (understatement) to work on.
Active spells:
Main damage spells will be Electrocute and arcane orb, both of which do great single target and AoE damage.
Storm armor and familiar with the correct skillrunes will give great arcane power useage and regen.
Frost nova will give great controll and will give the melee characters a breather if needed.
Archon will be a great dps cd for bosses.
As for passives:
Astral presence for even more arcane power regen
Critical mass for cooldown reduction.
Galvanizing ward for some nice health regen.
This is just a first draft of the specc. It will be revised once the game is released and i reach inferno.
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A little history about how I play is as follows: I used a Fireball and Hydra Sorceress in D2. I would teleport away and start casting hydras all around me while I shot Fireballs from a distance. Because I would be hitting them from a distance they would charge at me to kill me quick and would get a nice surprise (my hydras would pummel them).
This is how I will be using this Wizard in D3. Try to keep moving and staying out of the range of my enemies while I cast Blizzard and Frost Nova on myself. I will stay in my safe zone while casting Ray of Frost or Electrocute so that I annoy my enemies and trick them into attacking me while I`m in my AoE safe zone
http://us.battle.net/d3/en/calculator/wizard#cjYgPO!fUg!YbbYcc
This PvP Wizard is built as an all around character. Able to take on or do well against all characters.
Ray of Frost: Cold Blood- At first I thought this was a mistake but since they have recently changed the skill calculator and it still says "cost 0 arcane power" I think it may actually be like this at release. This will replace my signature spell (if it is not actually 0 AP than I will use Electrocute: Surge of Power).
Teleport: Reversal- This rune choice will keep me mobile more often, which I believe to be a very important aspect to any Wizard in PvP.
Frost Nova: Frozen Mist- casting this in the same area as my Blizzard will be a nice 393% damage per second
Slow Time: Perpetuity- I chose this rune effect because I`m sure to come across other ranged fighters and this will help me more often than the other rune effects. Could also use this effectively against melee character that come charging into my AoE (Blizzard, Frost Nova, Slow Time).
Blizzard: Unrelenting Storm- A longer duration will be best suited for PvP. I will be able to cast other spells while Blizzard does it`s work protecting me and doing damage at the same time And as I mentioned Blizzard and Frost Nova = 393% damage per second
Energy Armor: Prismatic Armor- This will be key for all when fighting any enemy! I can only use my logic when I say that everyone will be using some sort of Elemental damage by end game (Spell or on Weapons and even rune effects). This armor will help against ranged attacks as well as melee attackers. This is why I chose this armor spell over Ice Armor. Like the Blizzard development team said ``this isn`t D2. You WILL get hit!``
I hope you enjoy this build as much as I will and I hope to see it around quite often!
http://us.battle.net...UReP!ZXY!ZZZZcc
There are three main concepts behind this build:
* Remain at full fury to keep the passive Beserker Rage 25% damage bonus up as much as possible.
* Try to keep Wrath of the Beserker up as long as possible
* Crits give you your AoE damage
To these ends, overpower and revenge and wrath of the beserker give crit boosts for a short time when used. Battle rage is runed to do 20% of the crit damage to all nearby enemies.
Frenzy is the main damage dealer, boosted further by it's rune, battle rage's bonus and beserker rage passive.
Wrath of the beserker (WotB) currently has a 2 minute cooldown, the rune allows 25 fury gain to increase the duration by 1 second. Frenzy increases attack speed, weapons master passive pretty much doubles the frenzy fury gain, and furious charge is runed to decrease the cooldown by the more enemies you hit. Hit 5 guys with furious charge and you use it again immediatly, should allow to get to the next group of guys that much faster, as well as help the duration for WotB. The idead is to keep the nice boost from WotB up as much as possible.
Downfalls: You don't really have any fury spenders other than battle rage. Defensive abilities are low as well, the health gains from revenge may not be enough. The build relies on being able to get to the next group of monsters so as to not lose WotB, as well as not have fury degrade too much. The build falls apart if rage gains at max do not count to increase the duration of Wrath of the Beserker, which we don't know yet at this point.
http://us.battle.net/d3/en/calculator/witch-doctor#aZXbTP!bTS!aZaaaZ
My D2 favorite was a pure skelemancer (no P&B skills, but sometimes used a Burrito Cannon). I was originally going to have the Zombie Dogs in there, but I figured it would be in so many other WD builds, maybe the Circle of Life passive is good enough to keep meat shields popping up (especially if I can AoE enough snared mobs).
This is a Wizard Build that consists in one single rule, kill them before they can touch you.
Here's the link to the build: http://us.battle.net/d3/en/calculator/wizard#eZjWfk!Ydh!bbcaaZ
This monk build is basically geared towards well-rounded soloing at top levels.
Spirit generators
Fists of Thunder and Crippling Wave give me good single target and AoE attacks, each coming with some crowd control- knockback on Fists of Thunder and slow movement/attack speed on Crippling Wave. With the rune I chose I also get a little shockwave nova with every FoT punch to help out when it's crowded.
Tempest Rush
I plan on using this to kick off fights- run in there and slow everything down so I can wreak havoc with my superior monk speed. Of course I'll also use this to get the hell out when I'm over my head and also just general crowd control.
Serenity
This is my "Oh ****" button for when the demons get the better of me. This rune comes with a big heal and invincibility for 3 seconds. Hopefully the 45 second cooldown is all I need...
Mantra of Conviction
I'm trying to diversify my buffs/debuffs, so with the rune I chose for this skill I'm knocking off two big ones: enemies take additional damage and inflict less damage. I hit harder, they hit weaker.
Seven Sided-Strike
Finally, the big guns: Seven Sided-Strike. This is what originally drew me and many others to the monk, and though it's been nerfed and changed several times, I think it'll still be one of the highlights in monk's bag of tricks. The only painful downside is the cooldown, but with the rune I chose that's bumped down to 23 seconds.
My passives are all very defensive-oriented: a huge bonus to armor; damage taken greatly reduced whenever I'm stunned/feared/charmed; and a massive resistance bonus. If it turns out I didn't need all this defense, I'd swap in Combination Strike for a pretty constant +16% damage bonus.
There you have it- my monk build focused on surviving Inferno. I've got lots of slowdown, some knockback, healing, a temporary shield, damage reduction, increased damage to enemies, armor, and resistance. On the offensive side, I've got four great attacks with a variety of single target/multiple target/AoE for whatever the situation calls for. Let's kill some demons!
Offensive/Passive Damage
Glass Cannon and Arcane Dynamo are the passives I use to boost my damage output.
I use Electrocute (runed with Chain Lightning) and Arcane Torrent (runed with Cascade) - for what I hope will be the most AoE damage I can put out. I will alternate using Electrocute and Arcane Torrent to maximize damage granted by Temporal Flux.
I have a Familiar (runed with Sparkflint) who will do damage himself and boost mine as well. He's untargetable, so the 15% damage is practically additional passive damage. I will also consider using the Cannoneer rune should the 20% splash damage beat out the passive 15% to my own spells. Meteor is a spell I'd also consider using in that slot, using either Comet or Liquefy skill runes. If I do add Meteor into my line up, I may need to consider a way to regenerate Arcane Power. At this point, I may be seriously underestimating my need for passive Arcane Power regeneration.
Defensive
In order to keep enemies away, I'll use Wave of Force (runed with Exploding Wave). The rune grants further AoE damage and knockbacks to keep enemies even farther away. I've also got Teleport (runed with Reversal). I intend to use it to teleport through enemies that are already slowed, and use Reversal to kite them back to where I started. Teleport and Wave of Force both have ~15 second cooldowns, so they will work together nicely. While it would change my strategy, Wormhole is also very appealing. This would allow me to open the gap a bit more and allow time to cast another Wave of Force from the other side.
Mastery
The final piece of the build is Archon. Unfortunately, we don't have a great understanding of exactly how Archon form will work (to my knowledge, all we know is it will behave similar to a Warlock's Demon form in WoW). However, the idea would be to round up and slow as many enemies as might be practical, pop Archon and AoE them down. The build does not depend on or specifically maximize Archon uptime, but this way you do extend it as long as possible. It is runed with Improved Archon for more passive damage while in Archon form.
I very much like 4/5 of the runes, so Arcane Destruction, Slow Time, and Teleport may also be options I'd consider after playing with them all. Having a Slow Time rune would allow it to be available without having to fill a normal skill slot with it. It would make Archon a great "OH SHIT" button to boost my damage AND my defensive capabilities when I'm in trouble. I'm sure once I get to play with Archon I'll be able to make a more informed decision.
Other Thoughts
I seriously doubt I'll be playing a TON all by myself, although solo game play with a healing follower to appeal to me. I will often play with my wife, although I can't be sure if she'll be interested in playing through Inferno or not. I've also got loads of friends and guild mates that I'm sure I'll play with at some point or another. Since it won't be so difficult to switch things around, I'll definitely have this one in my pocket if I do play on my own (and I'm sure once I actually play with some of these things, it will definitely change).
This build is about increasing your AOE damage and keeping as many meat shields around at all times as possible. With the templar build also this build will hopefully keep you topped up and safe 90% of the time. HC is very difficult to master with all the possible builds so it will be a trial and error for almost all of us. The goal of the WD is to be as far away as you can of course... with your aoe and your summons doing all the dirty work. dont for get the templar cause he has a few cool skills to help keep you safe as well as being a shield for you.
The build for the Templar is simple really
http://us.battle.net/d3/en/calculator/follower#0100
This I think is a great starting build for a HC WD!
"HOKUTO SHINKEN IS INVINCIBLE!"
http://us.battle.net/d3/en/calculator/monk#VcZXUd!aVX!ZYccYa
MOUSE 1: Crippling Wave - Concussion(AOE attack, Spirit Generator, Attack and Movement speed debuff, and Damage debuff all in one? yes please)
MOUSE 2: Lashing Tail Kick - Scorpion Sting (AOE damage, 1 second stun, a paltry 30 spirit. This can be used to interrupt and most likely stun lock if you stack Spirit.)
ACTION BAR 1: Dashing Strike - Blinding Speed (Teleport, initiator, snare, escape, 20% dodge boost. What's not to love?)
ACTION BAR 2: Breath of Heaven - Penitent Flame (1.5s AOE Fear, and heal. Great for minor emergencies when you get swarmed.)
ACTION BAR 3: Serenity - Ascension (5 second god mode which WILL save your hide when spike damage inevitably occurs.)
ACTION BAR 4: Mantra of Evasion - Hard Target (30% armor boost, 15% dodge boost, and 30% dodge boost on call for spike damage)
PASSIVE 1: Resolve (25% reduced enemy damage. this means any time you smack a foe, it gets weaker. The synergy with Crippling Wave will be amazing)
PASSIVE 2: Near Death Experience (Every 90 seconds you get a second chance with 35% health and spirit. This will probably be considered required for Hardcore on a lot of builds.)
PASSIVE 3: Seize the Initiative (Armor increased by 100% Dexterity, so you can stack some DPS and get some survivability from it! You need to be able to inflict SOME damage, right?)
This build will use a 1h + shield to maximize survivability. A FAST 1her, so you can build up spirit quickly with Crippling Wave and chain Lashing Tail Kick stuns for when you need to. You have 3 "oh crap gotta escape" abilities, good AOE damage, and high mobility. This build is not the highest DPS build in the world, but you'll stay alive, which is all that matters in Hardcore. Hell with all the survability this could work in PVP too, but don't quote me on that.
Go find yourself a more DPS oriented partner and go wreck faces...
http://us.battle.net/d3/en/calculator/monk#aeUjVg!Zdg!ZYYaca
The reason I chose this build was that I have some nice damage output, but still being able to slow enemies to pick them apart in small groups, but at the same time being able to create a defensive shield to absorb the attacks at the start of any fight. I also took the Extended Soul passive in order to be able to keep my spirit up incase of any emergencies that may arise in the conflict of battles. The tempest rush I can see being useful in case I find myself caught in a huge enemy mob and needing to be able to escape out of there in a flash.
All in all it looks like it could be used for lots of fun! :).
http://us.battle.net...zard#dZWXmO!YXa
Its standard build for both PvP and PvE.
With this build you have enough power and survivability.
You can cast and move, regenerate energy fast and you have tools to survive oppressions.
Standard skills are Spectral Blade and Arcane Orb. When you are in trouble use Wave of Foce and Diamond Skin. Also Slow Time is very good skill to survive versus many ranged enemies.
With archon you have additional burst and skills.
Passive Skills are: Glass Cannon for additional damage, Astral Presence and Power Hungry for more energy and faster recovery of energy.
In one word its nice and clean build at last for first time in Diablo 3.
Thanks you for reading.
http://us.battle.net...bVih!bag!YZZ.Ya
The idea is to take advantage of the Combination Strike passive as much as possible. To use it, rotate through the five spirit generating abilities to build up and maintain the Combo Strike stacks.
I took runes that debuff your enemies or give buffs to you in order to maximize the potential of using five different spirit generating skills.
The sixth skill and the other two passives are totally optional. You could take a sixth spirit generating ability, but IMO it is worth taking one of the other skills. I took Mantra of Healing because I love HoTs
Also, here's what I have in mind for my followers:
http://us.battle.net...#1110!0011!1010
Fire, it's a fire build, I like fire, so this will be my build.
This is my PVE build for release, I chose shock pulse for my signature spell for when i run out of arcane, I chose Arcane orb with obliteration to do just that to obliterate the demon spawn. Time warp my one defensive spell that gives added damage. I chose Meteor with comet rune for increased damage and a high damage spell. Archon of course for the awesome power, and wave of force for the huge dmg and aoe. And for my passives: Glass cannon for increased damage, Arcane dynamo for using with comet for huge damge with the added 75% damage an astral presence for the increase in arcane. Over all I think will be a great damage dealer with aoe and some defense from time warp.
http://us.battle.net/d3/en/calculator/witch-doctor#dZYcTP!WeU!aacZYa
The idea is to have as many summons as possible like my Druid from Diablo 2. I can switch out the toad for wall of the dead or acid cloud depending if I need more cc or more damage.
Witch Doctor - Summon distractions and voodoo doll and hex to boost party members damage...built for survivability and support glass cannon players!
Good luck all!
This is my take at a Fire Wizard. It's a simple concept, Teleport in, cast Mirror Image and Slow Time, Teleport back, cast Hydra, and balance your Arcane Power with both Meteor and Fire Bolts.
Mirror Image and Slow Time are for distraction (with a nice 20% bonus damage), the other spells are to KILL IT WITH FIRE!!
The Conflagration passive is pretty obvious, Glass Cannon to up the damage, and Illusionist just in case with get trapped with your Teleport on CD (the reduced defense from Glass Cannon will make sure it procs.)
Here: http://us.battle.net/d3/en/calculator/wizard#bjgiQk!eXd!ZbZcbZ
I chose Hungering Arrow with Scatter Shot for optimum single target DPS as my Hatred generator ability. The two main hatred spenders will be Multi-Shot with Full Broadside to up the AoE damage, and Rapid Fire runed with Bombardment for another effective single target ability, as well as being able to AoE decently.
The other three abilities use Discipline, with Vault runed with Tumble as the main escape mechanism for sticky situations and mobility through dungeons. Caltrops runed with Hooked Spines and Marked for Death runed with Contagion are for DPS purposes. The only reason I chose Caltrops instead of another DPS ability is because of the Cull the Weak passive, which increases all damage done against slowed targets by 15%. It provides an effective AoE CC as well as a damage buff against affected targets.
The other two passives are Steady Aim and Archery, simply aimed at increasing overall damage. As a ranged class you should be good at keeping a safe distance from enemies so there should rarely be any downtime on Steady Aim's presence.
This is a whirlwind barb that tries to keep up his wrath of the berserker for as long as he can while still staying alive. I think this would be both a fun and viable build for the later difficulties (seeing how you need to be level 60 to fully use this build).
The primary tactic would be to leap into a group of monsters (the more the better), and instantly use wrath of the berserker (WotB) then overpower. Leap attack will give you extra armor for a few seconds so you can cast these spells without dying, and hitting lots of enemies with overpower will make WotB last a few more seconds. Then you start whirlwinding around, killing everything, until you either run out of fury or overpower is ready again. If you run out of fury or are low on health, start using frenzy to regain hp. Once overpower is ready, run into the group and use it again to get another few seconds of WotB. Revenge will help keep you alive, especially with the upped 30% chance. Also with the combination of unforgiving and animosity you should be able to whirlwind longer and berserk longer. Lastly tough as nails helps you keep your base armor up passively, and helps to reflect damage while you blitz right through enemies with whirlwind.
This is my monk that I can't wait (understatement) to work on.
http://us.battle.net/d3/en/calculator/monk#acXhQg!YcX!YYYZYY
I believe it to be the perfect balance between survivability and dps, as well as the most fun to play!
With the constant heals and spirit regen, as well as additional armor and even some stuns, I plan on being invincible.
This would also be a great hardcore build, switching out "Chant of Resonance" for "Near Death Experience".
Can't wait.
This will be my inferno PvE build. Ill be running it with a defensive barb,a monk and a demonhunter, so any mass defence stacking wont be needed.
Active spells:
Main damage spells will be Electrocute and arcane orb, both of which do great single target and AoE damage.
Storm armor and familiar with the correct skillrunes will give great arcane power useage and regen.
Frost nova will give great controll and will give the melee characters a breather if needed.
Archon will be a great dps cd for bosses.
As for passives:
Astral presence for even more arcane power regen
Critical mass for cooldown reduction.
Galvanizing ward for some nice health regen.
This is just a first draft of the specc. It will be revised once the game is released and i reach inferno.