This build utilizes the Monks healing abilities to help his party members out in the time of need! The runes used in the spirit generators I tried to get more spirit out of them so I would be ready to heal again as soon as possible and for the mantra I made use of the extra resistances in the skill rune to buff up my teamates!
I like it mostly because it's different from what most people play in the game and it's also a pretty fun build, I know I've made a healadin in D2 once or twice and it just turns heads hopefully it will do the same in D3.
This Build, is my Splosion Barb! Its uses all skills that cause crap to explode! The Other skills are there for survivability and movement. Two of my passives are for survivability, while the other is for more critical hits, since critical hits are the main cause of explosions. My main skill will be over power. Just spamming that shit until it goes on cool down, then ill spam cleave for even MORE explosions! One thing I'm hopping for is for a critical from any form of damage to cause an explosion, meaning if an explosion crits...
http://us.battle.net/d3/es/calculator/wizard#cYlfjk!WdY!YcZYac
frozen dead synergy
every skill synergy with each one, its for pvp, the enemie wont be able to move since it get frozen with every spell, plus in frozen state you take more damage with every spell. this build is a must in pvp
I like this build because I just really like the ancient spear attack, reminds me of scorpion from the Mortal Kombat series. I runed it with grappling hooks to make it send multiple hooks, and augmented it with aoe attacks such as whirlwind and cleave. Naturally, this build is asking for trouble, so I threw in Ignore Pain and some other defensive skills in order to help the barb deal with lots of incoming damage.
I haven't had the chance to try it out yet obviously, but the intent would be to quickly get Fury, increasing attack speed and having some emergency abilities for damage soaking as to take on as many enemies and, hopefully, tear through them as quickly as possible.
This is my Frenzy Barb build. Focusing more on single target DPS with increased attack speed, better crits and stun. Not much defense which may be a con, but w/ revenge w/ provocation chance, I think it can survive. Not much Fury spending DPS skills, only EQ which will serve as an ultimate skill.
Basically it is AoE burst focused build optimized to clear out cluster of mobs, although it should be decent against single target as well. Against group of mobs a hunter would start by Bola Shot on couple of them, Cluster Arrow to deal main damage, and Grenades to finish up and regenerate Hatred quickly. Marked for Death and Sentry can be thrown in for larger group or boss fight for additional damage.
Mechanic:
With Tinkerer runed Grenades and Grenadier passive, I expect Bola > Cluster > Grenades sequence to be easily spammable, maximizing number of Cluster Arrow that I can fire. Also, with Ballistics, Shooting Stars runed Cluster Arrow can deal large amount of burst damage and Spitfire Turret runed Sentry can also add in noticeable damage. Steady Aim was taken as last passive for simple damage buff.
Others:
Companion was picked for additional passive damage without use of time or resources. Spider pick was personal choice, as wolf pick may deplete discipline too quickly when used with Marked for Death and Sentry, without additional discipline regen. Use of Caltrop was considered for defense but ultimately decided that it won't be necessary because I'll be in group, although it's still something to consider upon entering higher difficulty or playing solo.
Why I like this build:
There are many things I like about this build. The skill sequence is easy and I have decent burst damage which should be also fairly consistant. It's not dependant on things such as high crit rate or fast/slow attack speed. Required level for full build is 44, so I should be able to complete it before entering Hell. Also I can deal physical, fire, and arcane damage, therefore able to deal with high resist monsters.
Damage and Mirror Images: http://us.battle.net/d3/en/calculator/wizard#eSjikm!VdY!ZcYZZc
The build is all about doing massive amounts of damage and then having lots of mirror images for survival, and having teleport aswell for those times that you need to escape.
This is a High level/difficulty build. Made to specifically tailor to the group of friends that I will be rolling with. It is primarily centered around getting myself out of trouble (Teleport and Mirror Images.) With some on demand and easy use Damage (Archon and Seeker Magic Missle.) The Diamond Skin is largely for when there will predictable high AOE damage that my Teleport and Mirror Images won't save me from. The Illusionist passive is so I should (theoretically) never get caught without my CDs when I need them most. Evocation is largely for the purpose of getting Archon back as quickly as possible so I can lay out the damage on demand. Astral presence is so I can bank extra Arcane Power, and get it back faster in the heat of the moment.
frenzy barb that strives to stay at max fury, can use battle cry runed for a quick bump and can switch up teh secondary skill to whatever works for you, stun sounded good
I made this build as kind of a survival mage since I tend to solo a lot. It will allow me to get some of the more difficult mobs down while providing me with an ability to do a mild HoT. It also keeps enemies at safe distances while allowing me to take a hit for a limited time if they manage to come too close.
The basic idea for this build is centered around balanced CC. I wanted a decent assortment of CC skills for different situations. Using Grasp of Death (groping eels) for large groups in order to stay out of range while the Eels helps for a little extra aoe damage. I went with Horrify for when groups reach close range and it's Phobia runed to allow extra time to regain some distance. Then I decided on using Hex for smaller, more powerful groups of enemies and used Unstable Form rune for its combo AoE damage.
My main attacks are Firebomb, Fetish Army, and Spirit Barrage. Firebomb is runed with Roll the Bones for medium to long range damage. Fetish Army is runed with Devoted Following so I can just keep them coming. I"m also using Tribal Rites (passive) to help shorten the cooldown even more (for both Hex and Fetish army.) Spirit Barrage is runed with Phantasm, really just because I like the idea of the skill, and I needed another attack. I'll probably end up playing around with that slot but I'll stick with it for now.
My passives are Fetish Sycophants to help add to my army of little dagger wielders, Tribal Rites, which i mentions before, and Spiritual Attunement for Mana management, or manament.
Anywho, I tried to pick skills that not only sounded useful but fun. It's designed so for evading damage rather than surviving it. Kind of a simple build but without actually playing the game it's hard to envision how well it'd work.Can't wait to find out.
This build relies on pets and protective spells for close range damage and dire bats to take out those in the back field. With many of the skills in the build devoted to getting more dogs on the field Sacrifice will be the main source of damage.
This is a high-level, PvE build that i would very much consider using for the monk. This build focuses on dealing high amounts of holy damage, as well as regenerating life and spirit. Deadly Reach runed to Keen eye, and Exploding Palm runed to Strong Spirit keep the damage going, while Wave of Light and Cyclone Strike deal Holy Damage. Mantra of Healing has also been included in the build to help allies gain life, as well as spirit. This build can be used for Coop or inconjunction with a follower.
This build utilizes the Monks healing abilities to help his party members out in the time of need!
The runes used in the spirit generators I tried to get more spirit out of them so I would be ready to heal again as soon as possible and for the mantra I made use of the extra resistances in the skill rune to buff up my teamates!
I like it mostly because it's different from what most people play in the game and it's also a pretty fun build, I know I've made a healadin in D2 once or twice and it just turns heads hopefully it will do the same in D3.
http://us.battle.net/d3/en/calculator/wizard#aZjQfh!Zfc!ZaZYaY
Kite + AOE + Reasonable Escort
Seems like a fun build...
This Build, is my Splosion Barb! Its uses all skills that cause crap to explode! The Other skills are there for survivability and movement. Two of my passives are for survivability, while the other is for more critical hits, since critical hits are the main cause of explosions. My main skill will be over power. Just spamming that shit until it goes on cool down, then ill spam cleave for even MORE explosions! One thing I'm hopping for is for a critical from any form of damage to cause an explosion, meaning if an explosion crits...
frozen dead synergy
every skill synergy with each one, its for pvp, the enemie wont be able to move since it get frozen with every spell, plus in frozen state you take more damage with every spell. this build is a must in pvp
hope you guys enjoy it
http://us.battle.net/d3/en/calculator/barbarian#dXSfQP!WTh!aYZYcZ
http://us.battle.net/d3/en/calculator/barbarian#WchiRg!deb!ZZcZab
as you can see, mostly everything is lifeleach oriented to compensate the lack of defense skills. offensive oriented furious machine here
I like this build because I just really like the ancient spear attack, reminds me of scorpion from the Mortal Kombat series. I runed it with grappling hooks to make it send multiple hooks, and augmented it with aoe attacks such as whirlwind and cleave. Naturally, this build is asking for trouble, so I threw in Ignore Pain and some other defensive skills in order to help the barb deal with lots of incoming damage.
I haven't had the chance to try it out yet obviously, but the intent would be to quickly get Fury, increasing attack speed and having some emergency abilities for damage soaking as to take on as many enemies and, hopefully, tear through them as quickly as possible.
http://us.battle.net...RfYm!fUW!YYcaaa
the synergy between black ice and all the frost powers makes melee combat more viable to this clase
archon is just there as a problem solver button
disintegrate with its rune is like a resourse user and the rune gives it an AoE purpose
Magic weapon and ice armor are more like buffs of attack/deffense
well u can probly change disintegrate for Ray of frost but would not have a proper aoe
username: FrostRazor
This is my Frenzy Barb build. Focusing more on single target DPS with increased attack speed, better crits and stun. Not much defense which may be a con, but w/ revenge w/ provocation chance, I think it can survive. Not much Fury spending DPS skills, only EQ which will serve as an ultimate skill.
I've came up with this build because I'm expecting to play group PvM with my friends often, and wanted my role to be that of a damage dealer.
Bomber: http://us.battle.net/d3/en/calculator/demon-hunter#fbUPiQ!ghY!acaZaa
Skill Sequence:
Basically it is AoE burst focused build optimized to clear out cluster of mobs, although it should be decent against single target as well. Against group of mobs a hunter would start by Bola Shot on couple of them, Cluster Arrow to deal main damage, and Grenades to finish up and regenerate Hatred quickly. Marked for Death and Sentry can be thrown in for larger group or boss fight for additional damage.
Mechanic:
With Tinkerer runed Grenades and Grenadier passive, I expect Bola > Cluster > Grenades sequence to be easily spammable, maximizing number of Cluster Arrow that I can fire. Also, with Ballistics, Shooting Stars runed Cluster Arrow can deal large amount of burst damage and Spitfire Turret runed Sentry can also add in noticeable damage. Steady Aim was taken as last passive for simple damage buff.
Others:
Companion was picked for additional passive damage without use of time or resources. Spider pick was personal choice, as wolf pick may deplete discipline too quickly when used with Marked for Death and Sentry, without additional discipline regen. Use of Caltrop was considered for defense but ultimately decided that it won't be necessary because I'll be in group, although it's still something to consider upon entering higher difficulty or playing solo.
Why I like this build:
There are many things I like about this build. The skill sequence is easy and I have decent burst damage which should be also fairly consistant. It's not dependant on things such as high crit rate or fast/slow attack speed. Required level for full build is 44, so I should be able to complete it before entering Hell. Also I can deal physical, fire, and arcane damage, therefore able to deal with high resist monsters.
The build is all about doing massive amounts of damage and then having lots of mirror images for survival, and having teleport aswell for those times that you need to escape.
This is a High level/difficulty build. Made to specifically tailor to the group of friends that I will be rolling with. It is primarily centered around getting myself out of trouble (Teleport and Mirror Images.) With some on demand and easy use Damage (Archon and Seeker Magic Missle.) The Diamond Skin is largely for when there will predictable high AOE damage that my Teleport and Mirror Images won't save me from. The Illusionist passive is so I should (theoretically) never get caught without my CDs when I need them most. Evocation is largely for the purpose of getting Archon back as quickly as possible so I can lay out the damage on demand. Astral presence is so I can bank extra Arcane Power, and get it back faster in the heat of the moment.
frenzy barb that strives to stay at max fury, can use battle cry runed for a quick bump and can switch up teh secondary skill to whatever works for you, stun sounded good
I made this build as kind of a survival mage since I tend to solo a lot. It will allow me to get some of the more difficult mobs down while providing me with an ability to do a mild HoT. It also keeps enemies at safe distances while allowing me to take a hit for a limited time if they manage to come too close.
The basic idea for this build is centered around balanced CC. I wanted a decent assortment of CC skills for different situations. Using Grasp of Death (groping eels) for large groups in order to stay out of range while the Eels helps for a little extra aoe damage. I went with Horrify for when groups reach close range and it's Phobia runed to allow extra time to regain some distance. Then I decided on using Hex for smaller, more powerful groups of enemies and used Unstable Form rune for its combo AoE damage.
My main attacks are Firebomb, Fetish Army, and Spirit Barrage. Firebomb is runed with Roll the Bones for medium to long range damage. Fetish Army is runed with Devoted Following so I can just keep them coming. I"m also using Tribal Rites (passive) to help shorten the cooldown even more (for both Hex and Fetish army.) Spirit Barrage is runed with Phantasm, really just because I like the idea of the skill, and I needed another attack. I'll probably end up playing around with that slot but I'll stick with it for now.
My passives are Fetish Sycophants to help add to my army of little dagger wielders, Tribal Rites, which i mentions before, and Spiritual Attunement for Mana management, or manament.
Anywho, I tried to pick skills that not only sounded useful but fun. It's designed so for evading damage rather than surviving it. Kind of a simple build but without actually playing the game it's hard to envision how well it'd work.Can't wait to find out.
http://us.battle.net/d3/en/calculator/barbarian#WQiheP!gZY!bbbbYZ
BUILD built to live threw inferno with some dps increase cd's
http://us.battle.net/d3/en/calculator/witch-doctor#YTVPSQ!aWT!aZaaZZ
This build relies on pets and protective spells for close range damage and dire bats to take out those in the back field. With many of the skills in the build devoted to getting more dogs on the field Sacrifice will be the main source of damage.
http://us.battle.net/d3/en/calculator/monk#bWXTRh!bdg!ZZZZbZ