I started by simply picking out the skills in each category that most appealed to me. The resulting build is entirely my play style. Not the big explosions, it's the homing capabilities of the rockets that I like. I prefer to be able to watch the entire battle as much as possible, so choosing skills that (mostly) aim themselves allows me to free up my attention.
This game has turned me back into a 12 year old boy. The anticipation is hell.
Explanation:
This build is all about generating Arcane Power and unleashing it appropriately. It's built around using high crit to reduce CDs and spamming signature spells to fire off absolutely devestating non-signatures.
The extra armor + control from ice meteor will help in higher difficulties... enabling you to use archon far more often as you crit to reduce cooldowns.
I always loved hydras, unfortunately they were never really accurate, and very easy to dodge. This time however, it seems (well, from what I seen in videos) that lightning hydras will be really hard to dodge (the projectile is almost instant, from what I have seen).
So, the build is based on laying hydras for damage, while kiting / LOSing to survive.
-Ray of frost (numb) will provide a strong, instant, no cooldown slow that can be applied from any range.
-Magic missiles with the seeker rune will allow me to still hit my target when I am breaking LOS (if the "tracking" is good enough, it will allow me to do "angled shots" to get around corners)
-Energy armor (Force armor) : tough choice here, but I have the feeling that this will work better than diamond skin to keep me alive.
This build is well balanced for high level and diffucult pve.
Frenzy -sidearm: allows for addition damage boost while generating that precious rage.
Hammer of anchients - rolling thunder: provides a nice aoe damage spell to help cover those situations where somone strayed too far from the pack or you cant immidiately enter combat due to low health.
Whirlwind-Volcanic eruption, is just pure damage and awesomness for plowing through enemies, simple enough.
Furious charge -stamina, is a fury generator and a combat initator.
Revenge, best served cold: is for health regen damage and increased critical change, well rounded choice for the barb.
Overpower-revel: is a good damge short aoe that regens 7% health upon hits which will be used constantly to keep good health.
PAssives
Ruthlessness: Awards critical hits and keeps that damage up where it should be.
Tough as nails: increases armor and gives thorns which can be very useful when dealing with strong monsters you may not be able to hit all of them at the same time and since barbs are in the middle of a pack its very useful.
Superstition: small fury generator, reduces non physical dmg by 20% will be very useful when facing magic packs which i could only imaigine will be the barbs most difficult pve nemesis.
Idea is health regeneration and survival with a sword and shield. As we all know they say that the game after normal gets very hard and you will most likely die but hopefully with all the regeneration and extra armor this build will allow you to tank your way through the masses. I think this build will also be good for groups to be the meat shield and first into situation.
I will be starting my Diablo 3 experience with a wizard. I've always been a huge fan of magic using classes. Diablo 1 was the most difficult to solo thru with a sorcerer, and that level of difficulty was a big driving point for my love of diablo 1. In Diablo 2, i was a huge fan of the sorceress, i rolled a new one every ladder reset. (As well as a paladin, for farming purposes) Diablo 3 will be no different.
If you have any prior experience with player versus player combat, then it is clear to you the intent of my build. It utilizes movement imparing abilities, damage reducing armor and passives, as well as a big hitter that works through synergy with the passive Black Ice.
Here is a quick run down of the skills chosen, as well as passives, in case you're to busy to click the link
Signature spell: Magic Missile (Rune-Seeker)
Standard missile attack, improved for pvp with a homing effect, as well as slightly increased damage. Great for shooting on the go, continuously, especially with my focus on movement impairing.
Secondary spell: Ray of Frost (Rune-Numb)
A nice size amount of damage, packed with a slow, which is increased with the rune up to 60% movement reduction.
Defensive Spell: Frost Nova (Rune-Cold Snap)
Awesome for PvP, with a reduced cooldown. Compounded with the next spell, it will be quite the force to be reckoned with.
Arcane spell: Meteor (Rune-Comet)
Big hitter, turned ice damage. Coupled with the passive Black Ice (below), as well as being easy to hit with slow or immobile opponents, this will be a fantastic damage dealer.
Conjuration Spell: Energy Armor (Rune-Prismatic Armor)
Obviously damage reduction is huge in pvp, with the prismatic armor, resistance is increased 40%, and your armor by 65%.
Mastery Spell: Archon (Rune-Teleport)
Many may have been asking, "Who in the world doesn't have teleport in a pvp build?!?" It's not a neccessity with the movement impairing abilities i have in the build (although if deemed necessary, i will make adjustments for it) But while in Archon form, why not have a little more mobilization?
Passives:
Temporal Flux: Whenever i deal arcane damage (homing magic missile?) the enemy gets a 30% slow.
Black Ice: 20% additional damage to frozen and chilled targets when dealing cold damage.
Blur: Decrease melee damage taken by 20%... Straightforward.
In closing, i feel this will be a fantastic PvP build for my Wizard. Although, as everyone else, i look forward to getting to experiment and play with all classes and many many different specialization options.
Entangling shot:
Since the Demon Hunter is ranged, I found that in Diablo 2 as a bowazon, sometimes monsters would cluster **** me and pin me to the ground. I specialized in Hardcore play so this was basically suicide. Keeping your range and attacking from a distance is a key for any range class, and this skill would easily allow you to root any enemies in close proximity.
Runestone: Indigo runestone; pretty self explanatory. You need range, you can't let monsters get up, more targets, less shots you have to fire. Also 2x targets hit for 100% weapon damage, vs an average 4 targes hit for 100% weapon damage, 400% damage output from one spell.Decent aoe damage spell.
Impale:275% single target damage, will be staple for boss fights. Clear the room with entangling shots and multishot, then load your hatred into Impales.
Runestone: Alabaster Runestone: 75% more damage on Crit hits. Nuff said.
Multishot: Bread and butter of a Bowazon in Diablo 2. Personal favorite spell. Entangling shot, multishot, dead demons.
Runestone: This was a toughie. For normal mode i pick Crimson Runestone. More damage, faster deaths, faster leveling.
NOTE: As difficulties grow harder, physical immune monsters willl become a problem and you will need some arcane, fire, or lightning damage Runes. Depending on how hard or how fast they get hard, will affect the Runestone choice.
Vault: Mobility Mobility Mobility. Even if it's running around town, or running back to the group. Boss fights that you need to dodge fire. Really can't see how any Demon Hunter will survive any later difficulties without this spell.
Runestone: Golden Runestone; I chose this Runestone for the simple fact that the Indigo Runestone, which increased the range to 55 yards from 35 yards, didn't seem to pay off as much as a 65% reduced cost. With a spell that only costs 10 Discipline, your second or corresponding vaults will only cost 4-5 Discipline, making moving across one side of the dungeon to the other super easy.
Strafe: Again, another spell I picked mainly for single target (boss) fights. A good relation between AoE and single target is key in any fights.
Runestone: Indigo Runestone; Faster attack speed, more damage output, seemed the most logical for any single target fight. Close second would be the homing rockets, (+1 for cool factor)
Marked For Death: Any group will love you for this skill. It brings utility, and dps to your group as well as a low discipline cost so tossing it out won't be a sink.
Runestone: Alabaster Runestone; Again this was a tough decision. I chose this mainly because I will be playing the game in a group setting. Extra life leech will allow our meatshields, companions, and myself to live longer. Grim Reaper (30% AoE damage to 20 yards) was a close second.
Passive Skills:
Sharpshooter: With the Impale Runestone, as well as your other skills, Crit's help immensly when dealing damage. 3% every second, with a 30% crit basically with a 1.6 attack speed basically means you'll be critting at least once every 3rd or 4th shot. Coupled with Shadow power and Impale? Win Win situation.
Archery: No matter what you will be using, this skill is a huge increase in buffs. 5% Crit, 10% damage, or 100% crit hit damage. Good passive to couple with Sharpshooter.
Vengeance: Basically this allows me to move faster through the dungeons, without worrying about feeling starved for resources. Especially since I won't be using two hatred generators.
Rollback Post to RevisionRollBack
Necro:97 US West Hardcore || Amazon 96 US West Hardcore || Paladin 93 US West Hardcore
Necro 96 US West Hardcore : Killed || Amazon 98 US West Hardcore : Killed
Barbarian with mainly soloing pve abilities. To be honest, I have only played Diablo I and I am really excited for Diablo III. This build is probably pure crap because I have very little experience with the game, but it looks awesome on the hours of video that I have watched. I hope to play it soon!
Electrocute (Chain Lightning)
With Prodigy as a Passive Skill, it will chain a lot and recuperate arcane power faster and it's always a good idea to have another element skill if there is an Arcane resist enemy.
Disintegrate (Convergence)
Since it's a beam that pierce through enemies, with Convergence it will hit much more enemies.
Teleport (Reversal)
Well, if you teleport somewhere and you think it was a mistake, it's good to have a chance to go back to you initial position.
Energy Twister (Gale Force)
A huge blow of damage over 6 seconds, that's nice.
Familiar (Sparkflint)
Since he cannot be targetted by enemies, there will always be a 15% increase in damage of all attacks.
Archon (Arcane Destruction)
If you have some enemies on you and you think this is the time to use this cooldown, with Arcane Destruction it may be a way to not get killed and do a lot of damage on the other enemies.
Passive Skills:
Temporal Flux
Since it's a build that has a lot of damage as Arcane, it will be a good thing to slow enemies.
Astral Presence
The more Arcane Power you have, the more skills you will be able to use.
I chose the Witch Doctor as my first character. I set this build up to work in a group PvE setting. Will be playing with a few friends and our plan was to have a tank/tanks (possibly a barb/monk or 2 monk combo) primarily gathering up monsters and myself and a Wizard hanging back and focusing on AoE and nuking the group.
I threw in Zombie Dogs and Horrify to help with survivability in case I am soloing, but am mostly focusing on AoE damage, slows, and keeping my group's damage buffed as often as possible (33% up time with Big Bad Voodoo up for 30 seconds every 90 seconds).
This builds is focused on maxing Spirit Barrage use with a heavy mana return and some interesting tools available, this build makes the WD the protagonist of his own fight, not depending nearly at all from any summoned creature.
Active skills
Haunt and Locust Swarm: Used as dots runed for mana return. Soul Harvest: Used as a short def/of short cooldown. Mass Confusion: Long defensive cooldown, the way of summoning zombie dogs, which gives survivability. Spirit Barrage: Main nuke. Gargantuan: Long offensive cooldown.
Passives Skills
Rush of Essence: Grants to almost any spells used mana return. Spiritual Attunement: Loads of mana. Pierce the veil: To max the damage, and all the previous skills to equilibrate the mana costs.
It is largely a leveling build, with the exception of the level 44 rune on Spectral Blade. I loved playing a frost mage in WoW, so you'll notice a lot of the skills and runes I selected carry-over. The idea is massive AoE spam and slowing effects (frost nova!).
PVP Witch doctor for drain/stamina team with monk friend. My role would be supportive. The focus is on slowing/draining down enemies while buffing my team mates.
Basically almost all of my skills and passives are directed towards keeping enemies slowed or stuned, and keeping me alive. Poison dart is my only real direct damage. This is meant to be my single target dps when I have the opportunity. Haunt will ideally be on every enemy all the time (constantly slowing them). Grasp is for additional slowing if needed. Hex is for cc and for the extra healing with the rune. Spirit walk is my escape move and gives me additional healing (assuming ive been attacked ill need the healing) Big bad voodoo is to help buff my allies. The passives help to keep me from dying, and keep enemies slowed even if im spamming poison dart.
Will use the Templar to tank. Wait for him to engage, use blizzard to slow enemies on him. Disintegrate slowed enemies with volatility rune which looks as though its going to do insane amounts of damage.
Electrocute when low on arcane power.
I have good defense taking energy armor (increase armor by 65%) with the +40% resistance to all rune. If I get in trouble I have diamond skin as a last resort and have archon for defensive purposes. If Archon is powerful offensively I may use it against elite packs.
Passive skills are not final, but I will probably use glass cannon no matter what. Astral presence also looks nice I am just not sure about the 3rd passive in this case I am using blur for the damage reduction.
Anyway check out my build I am pretty sure it is going to be very strong all the way through the game.
Soft Core / Hard Core / PvE / Group Game Play Build.
Buba Gump Farming is a all AoE spec for good burst and high damage out put on large group pulls.
I like the way the spec reads out as far as all the damage out put to more then one enemy.
This is a PvE barbarian build that tries to be well rounded to tank and dps.
Cleave
Mainly used for attacking group of enemies. Rune: Broad Sweep
Maximize damage of group of enemies.
Frenzy
Single target DPS Rune: Maniac
Increase damage for all my abilities to maximize DPS
Furious Charge
Used to generate Fury and escape from being overwhelmed Rune: Stamina
Generate more fury to dump it all in whilrdwind
War Cry
Defense will be important throughout the whole game Rune: Impunity
Resistance will be important and having a modifier to increase resistance will help later down the road.
Whirlwind
Dump all of fury into it to maximize dps Rune: Volcanic Eruption
Maximize DPS to gain more damage and fully benefit bloodthirst
Ignore Pain
Prevent from running away to soak up damage and have enemies focus on me while my team mates
take the enemies down to prevent DPS loss from having worry to not take damage. Rune: Mob Rule
When my group is in dire need to reduce damage.
Ruthless
Maximize DPS
Bloodthirst
Because I do not have any runes that converts damage to life, having this will help
prevent situations where health globes do not drop and not having to depend on them in certain time.
*Note* - This passive will change depending on the gear that drops.
Superstition
I plan to be soak up damage from casters and range and use the fury to dump it all in whirlwind.
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Aim? Who needs to aim?
or
Rockets!!!
http://us.battle.net/d3/en/calculator/demon-hunter#acXiPQ!hdT!bbZaZY
I started by simply picking out the skills in each category that most appealed to me. The resulting build is entirely my play style. Not the big explosions, it's the homing capabilities of the rockets that I like. I prefer to be able to watch the entire battle as much as possible, so choosing skills that (mostly) aim themselves allows me to free up my attention.
This game has turned me back into a 12 year old boy. The anticipation is hell.
http://us.battle.net/d3/en/calculator/wizard#adjQOm!bTc!YbZYZc
Explanation:
This build is all about generating Arcane Power and unleashing it appropriately. It's built around using high crit to reduce CDs and spamming signature spells to fire off absolutely devestating non-signatures.
The extra armor + control from ice meteor will help in higher difficulties... enabling you to use archon far more often as you crit to reduce cooldowns.
This is my wizard build for PVP.
I always loved hydras, unfortunately they were never really accurate, and very easy to dodge. This time however, it seems (well, from what I seen in videos) that lightning hydras will be really hard to dodge (the projectile is almost instant, from what I have seen).
So, the build is based on laying hydras for damage, while kiting / LOSing to survive.
-Ray of frost (numb) will provide a strong, instant, no cooldown slow that can be applied from any range.
-Magic missiles with the seeker rune will allow me to still hit my target when I am breaking LOS (if the "tracking" is good enough, it will allow me to do "angled shots" to get around corners)
-Energy armor (Force armor) : tough choice here, but I have the feeling that this will work better than diamond skin to keep me alive.
The other skills are pretty self explanatory.
This build is well balanced for high level and diffucult pve.
Frenzy -sidearm: allows for addition damage boost while generating that precious rage.
Hammer of anchients - rolling thunder: provides a nice aoe damage spell to help cover those situations where somone strayed too far from the pack or you cant immidiately enter combat due to low health.
Whirlwind-Volcanic eruption, is just pure damage and awesomness for plowing through enemies, simple enough.
Furious charge -stamina, is a fury generator and a combat initator.
Revenge, best served cold: is for health regen damage and increased critical change, well rounded choice for the barb.
Overpower-revel: is a good damge short aoe that regens 7% health upon hits which will be used constantly to keep good health.
PAssives
Ruthlessness: Awards critical hits and keeps that damage up where it should be.
Tough as nails: increases armor and gives thorns which can be very useful when dealing with strong monsters you may not be able to hit all of them at the same time and since barbs are in the middle of a pack its very useful.
Superstition: small fury generator, reduces non physical dmg by 20% will be very useful when facing magic packs which i could only imaigine will be the barbs most difficult pve nemesis.
I will be starting my Diablo 3 experience with a wizard. I've always been a huge fan of magic using classes. Diablo 1 was the most difficult to solo thru with a sorcerer, and that level of difficulty was a big driving point for my love of diablo 1. In Diablo 2, i was a huge fan of the sorceress, i rolled a new one every ladder reset. (As well as a paladin, for farming purposes) Diablo 3 will be no different.
My build is seen here: http://us.battle.net...YQOm!ZWU!cZZYcZ
If you have any prior experience with player versus player combat, then it is clear to you the intent of my build. It utilizes movement imparing abilities, damage reducing armor and passives, as well as a big hitter that works through synergy with the passive Black Ice.
Here is a quick run down of the skills chosen, as well as passives, in case you're to busy to click the link
Signature spell: Magic Missile (Rune-Seeker)
Standard missile attack, improved for pvp with a homing effect, as well as slightly increased damage. Great for shooting on the go, continuously, especially with my focus on movement impairing.
Secondary spell: Ray of Frost (Rune-Numb)
A nice size amount of damage, packed with a slow, which is increased with the rune up to 60% movement reduction.
Defensive Spell: Frost Nova (Rune-Cold Snap)
Awesome for PvP, with a reduced cooldown. Compounded with the next spell, it will be quite the force to be reckoned with.
Arcane spell: Meteor (Rune-Comet)
Big hitter, turned ice damage. Coupled with the passive Black Ice (below), as well as being easy to hit with slow or immobile opponents, this will be a fantastic damage dealer.
Conjuration Spell: Energy Armor (Rune-Prismatic Armor)
Obviously damage reduction is huge in pvp, with the prismatic armor, resistance is increased 40%, and your armor by 65%.
Mastery Spell: Archon (Rune-Teleport)
Many may have been asking, "Who in the world doesn't have teleport in a pvp build?!?" It's not a neccessity with the movement impairing abilities i have in the build (although if deemed necessary, i will make adjustments for it) But while in Archon form, why not have a little more mobilization?
Passives:
Temporal Flux: Whenever i deal arcane damage (homing magic missile?) the enemy gets a 30% slow.
Black Ice: 20% additional damage to frozen and chilled targets when dealing cold damage.
Blur: Decrease melee damage taken by 20%... Straightforward.
In closing, i feel this will be a fantastic PvP build for my Wizard. Although, as everyone else, i look forward to getting to experiment and play with all classes and many many different specialization options.
Thank you for reading
http://us.battle.net/d3/en/calculator/demon-hunter#bWcgYV!cZU!ZaZYaZ
This build includes only abilities which slow or stun targets. Unfortunately, there was no rune for rohypnal.
I have not yet played the Beta, so this is based on video's and read ups:
us.battle.net/d3/en/calculator/demon-hunter#WRVdZU!Teb!cYbaaa
Now each skill and why I chose it.
Entangling shot:
Since the Demon Hunter is ranged, I found that in Diablo 2 as a bowazon, sometimes monsters would cluster **** me and pin me to the ground. I specialized in Hardcore play so this was basically suicide. Keeping your range and attacking from a distance is a key for any range class, and this skill would easily allow you to root any enemies in close proximity.
Runestone: Indigo runestone; pretty self explanatory. You need range, you can't let monsters get up, more targets, less shots you have to fire. Also 2x targets hit for 100% weapon damage, vs an average 4 targes hit for 100% weapon damage, 400% damage output from one spell.Decent aoe damage spell.
Impale: 275% single target damage, will be staple for boss fights. Clear the room with entangling shots and multishot, then load your hatred into Impales.
Runestone: Alabaster Runestone: 75% more damage on Crit hits. Nuff said.
Multishot: Bread and butter of a Bowazon in Diablo 2. Personal favorite spell. Entangling shot, multishot, dead demons.
Runestone: This was a toughie. For normal mode i pick Crimson Runestone. More damage, faster deaths, faster leveling.
NOTE: As difficulties grow harder, physical immune monsters willl become a problem and you will need some arcane, fire, or lightning damage Runes. Depending on how hard or how fast they get hard, will affect the Runestone choice.
Vault: Mobility Mobility Mobility. Even if it's running around town, or running back to the group. Boss fights that you need to dodge fire. Really can't see how any Demon Hunter will survive any later difficulties without this spell.
Runestone: Golden Runestone; I chose this Runestone for the simple fact that the Indigo Runestone, which increased the range to 55 yards from 35 yards, didn't seem to pay off as much as a 65% reduced cost. With a spell that only costs 10 Discipline, your second or corresponding vaults will only cost 4-5 Discipline, making moving across one side of the dungeon to the other super easy.
Strafe: Again, another spell I picked mainly for single target (boss) fights. A good relation between AoE and single target is key in any fights.
Runestone: Indigo Runestone; Faster attack speed, more damage output, seemed the most logical for any single target fight. Close second would be the homing rockets, (+1 for cool factor)
Marked For Death: Any group will love you for this skill. It brings utility, and dps to your group as well as a low discipline cost so tossing it out won't be a sink.
Runestone: Alabaster Runestone; Again this was a tough decision. I chose this mainly because I will be playing the game in a group setting. Extra life leech will allow our meatshields, companions, and myself to live longer. Grim Reaper (30% AoE damage to 20 yards) was a close second.
Passive Skills:
Sharpshooter: With the Impale Runestone, as well as your other skills, Crit's help immensly when dealing damage. 3% every second, with a 30% crit basically with a 1.6 attack speed basically means you'll be critting at least once every 3rd or 4th shot. Coupled with Shadow power and Impale? Win Win situation.
Archery: No matter what you will be using, this skill is a huge increase in buffs. 5% Crit, 10% damage, or 100% crit hit damage. Good passive to couple with Sharpshooter.
Vengeance: Basically this allows me to move faster through the dungeons, without worrying about feeling starved for resources. Especially since I won't be using two hatred generators.
Necro:97 US West Hardcore || Amazon 96 US West Hardcore || Paladin 93 US West Hardcore
Necro 96 US West Hardcore : Killed || Amazon 98 US West Hardcore : Killed
Barbarian with mainly soloing pve abilities. To be honest, I have only played Diablo I and I am really excited for Diablo III. This build is probably pure crap because I have very little experience with the game, but it looks awesome on the hours of video that I have watched. I hope to play it soon!
Thanks for doing this DiabloFans!
http://us.battle.net...jUlm!ZcX!aabZaa
I will now described why I chosed those skills.
Electrocute (Chain Lightning)
With Prodigy as a Passive Skill, it will chain a lot and recuperate arcane power faster and it's always a good idea to have another element skill if there is an Arcane resist enemy.
Disintegrate (Convergence)
Since it's a beam that pierce through enemies, with Convergence it will hit much more enemies.
Teleport (Reversal)
Well, if you teleport somewhere and you think it was a mistake, it's good to have a chance to go back to you initial position.
Energy Twister (Gale Force)
A huge blow of damage over 6 seconds, that's nice.
Familiar (Sparkflint)
Since he cannot be targetted by enemies, there will always be a 15% increase in damage of all attacks.
Archon (Arcane Destruction)
If you have some enemies on you and you think this is the time to use this cooldown, with Arcane Destruction it may be a way to not get killed and do a lot of damage on the other enemies.
Passive Skills:
Temporal Flux
Since it's a build that has a lot of damage as Arcane, it will be a good thing to slow enemies.
Astral Presence
The more Arcane Power you have, the more skills you will be able to use.
I threw in Zombie Dogs and Horrify to help with survivability in case I am soloing, but am mostly focusing on AoE damage, slows, and keeping my group's damage buffed as often as possible (33% up time with Big Bad Voodoo up for 30 seconds every 90 seconds).
Here is a link to my build: http://us.battle.net...YWfj!iYe!aacYYa
witch doctor increased health / drain life / pet setup for pvp.
i love this build because its similar to the wow warlock face roll comp lulz
Link to the build
This builds is focused on maxing Spirit Barrage use with a heavy mana return and some interesting tools available, this build makes the WD the protagonist of his own fight, not depending nearly at all from any summoned creature.
Active skills
Haunt and Locust Swarm: Used as dots runed for mana return.
Soul Harvest: Used as a short def/of short cooldown.
Mass Confusion: Long defensive cooldown, the way of summoning zombie dogs, which gives survivability.
Spirit Barrage: Main nuke.
Gargantuan: Long offensive cooldown.
Passives Skills
Rush of Essence: Grants to almost any spells used mana return.
Spiritual Attunement: Loads of mana.
Pierce the veil: To max the damage, and all the previous skills to equilibrate the mana costs.
It is largely a leveling build, with the exception of the level 44 rune on Spectral Blade. I loved playing a frost mage in WoW, so you'll notice a lot of the skills and runes I selected carry-over. The idea is massive AoE spam and slowing effects (frost nova!).
http://us.battle.net...WZlY!YcZ!Zaaaab
Magic Missilie (Split)
Electrocute (Chain Lightning)
Wave of Force (Impactful Wave)
Arcane Orb (Arcane Nova)
Familiar (Sparkflint)
Frost Nova (Frozen Mist)
Passive Skills:
Glass Cannon
Prodigy
Temporal Flux
PVP Witch doctor for drain/stamina team with monk friend. My role would be supportive. The focus is on slowing/draining down enemies while buffing my team mates.
Basically almost all of my skills and passives are directed towards keeping enemies slowed or stuned, and keeping me alive. Poison dart is my only real direct damage. This is meant to be my single target dps when I have the opportunity. Haunt will ideally be on every enemy all the time (constantly slowing them). Grasp is for additional slowing if needed. Hex is for cc and for the extra healing with the rune. Spirit walk is my escape move and gives me additional healing (assuming ive been attacked ill need the healing) Big bad voodoo is to help buff my allies. The passives help to keep me from dying, and keep enemies slowed even if im spamming poison dart.
http://us.battle.net/d3/en/calculator/barbarian#WZfeUP!ZhV!cabcZb
This build relies on boosting up critical hits. Bloodshed and Slaughter runespells cause enemies to explode when critical hits are landed.
This relies heavily on +critical hit items.
http://us.battle.net/d3/en/calculator/wizard#eSXPOm!YXU!abYYcb
Explanation:
Will use the Templar to tank. Wait for him to engage, use blizzard to slow enemies on him. Disintegrate slowed enemies with volatility rune which looks as though its going to do insane amounts of damage.
Electrocute when low on arcane power.
I have good defense taking energy armor (increase armor by 65%) with the +40% resistance to all rune. If I get in trouble I have diamond skin as a last resort and have archon for defensive purposes. If Archon is powerful offensively I may use it against elite packs.
Passive skills are not final, but I will probably use glass cannon no matter what. Astral presence also looks nice I am just not sure about the 3rd passive in this case I am using blur for the damage reduction.
Anyway check out my build I am pretty sure it is going to be very strong all the way through the game.
Soft Core / Hard Core / PvE / Group Game Play Build.
Buba Gump Farming is a all AoE spec for good burst and high damage out put on large group pulls.
I like the way the spec reads out as far as all the damage out put to more then one enemy.
This is a PvE barbarian build that tries to be well rounded to tank and dps.
Cleave
Mainly used for attacking group of enemies.
Rune: Broad Sweep
Maximize damage of group of enemies.
Frenzy
Single target DPS
Rune: Maniac
Increase damage for all my abilities to maximize DPS
Furious Charge
Used to generate Fury and escape from being overwhelmed
Rune: Stamina
Generate more fury to dump it all in whilrdwind
War Cry
Defense will be important throughout the whole game
Rune: Impunity
Resistance will be important and having a modifier to increase resistance will help later down the road.
Whirlwind
Dump all of fury into it to maximize dps
Rune: Volcanic Eruption
Maximize DPS to gain more damage and fully benefit bloodthirst
Ignore Pain
Prevent from running away to soak up damage and have enemies focus on me while my team mates
take the enemies down to prevent DPS loss from having worry to not take damage.
Rune: Mob Rule
When my group is in dire need to reduce damage.
Ruthless
Maximize DPS
Bloodthirst
Because I do not have any runes that converts damage to life, having this will help
prevent situations where health globes do not drop and not having to depend on them in certain time.
*Note* - This passive will change depending on the gear that drops.
Superstition
I plan to be soak up damage from casters and range and use the fury to dump it all in whirlwind.