This build relies heavily on the passive skill VISION QUEST and the defensive skill SOUL HARVEST working together.
With plenty of mana to cast WALLS. THE ENEMIES WILL NOT BE ABLE TO ESCAPE from the ZOMBIE DOGS, FETISHES, and GARGANTUAN that will be pounding them to a bloody pulp.
I had set up a “Dread Shot” Weapon Throw build which emphasized maximizing Fury Generation to hit Fury Cap and then using “Dread Shot” Weapon Throw as the Fury Dump.
Dread Shot, as some of you may know, is sadly no more.
As a result, I’ve constructed a simple yet utile Hammer of the Ancients (Smash) fury dump build which emphasizes increasing Crit %, Crit Dmg, and +Dmg%. The passives reflect this. They all give an increase to Dmg or Crit.
Ideal situation of having a strong Mace/Axe will see Hammer of the Ancients (Smash) have + 43% Crit, with +65% Crit Dmg (+95% if there are 3 enemies within 8 yards) if used after Battle Rage (Ferocity) and Overpower (Killing Spree). Fair to say, the purpose of this build is very simple. Generate Fury, activate Battle Rage and Overpower, then spam HoA until everything is dead. Hit very hard, nothing more.
Healing comes in the way of Revenge; frankly if you are aren’t getting hit, you don’t need to heal yourself
One last thing, this build is set up for clearing the end of Nightmare, around Level 33 or so. I could easily throw together a dream build for level 60, but I find that working within level restrictions to be a little challenging, which evokes creativity.
Pros: Hit hard, Crit often, 8 yard kill range, Mobility. Cons: Limited defensive ability, only one heal source (Revenge), Vulnerable to being swarmed if Leap Attack is on cooldown.
Ideal merc would likely be the templar with some limited healing support.
1. Cleave (Reaping Swing): Generate +3 Fury per enemy hit. 5 Fury per attack + 3 Per enemy hit. 8 Fury for one target, 11 for 2, 15 for 3 etc. The main premise for this rune is to gorge oneself of fury very quickly. I had previously used this purpose for a “Dread Shot” Weapon Throw build, but the ability has since been removed. Regardless, this ability will generate 8 Fury for one enemy, but any occasion where there is more than 1 enemy it will generate the most Fury of any of the 3 spammable Fury generators. Requires Level 17.
2. Hammer of the Ancients (Smash): Costs 20 Fury. That’s hitting a group of monsters twice. Then it hits for 270% weapon dmg whilst having +15% crit. Coupled with Ruthless, Overpower (Killing Spree) and Battle Rage (Ferocity), HoA now has a +33% Crit base in addition to standard crit % chance. If I’m carrying an Axe or Mace, the ability is now +43% chance. And with Brawler, if there’s 3 enemies within 8 yards, there’s an additional 30% damage overall. By moving around with Leap Attack (Call of Arreat), you can insure that enemies within 16 yards of the landing zone will always be pulled into the 8 yards. Ruthless also stacks with Brawler and Battle Rage (Ferocity) to increase damage by 95% overall when enemies are within the 8 yard kill zone. Overall, this ability, Hammer of Ancients (Smash), is fed by most of my other skills, the purpose of this build is to pump HoA as the focal dmg dealer. The dmg to fury ratio that is greatly impacted by crit % and increased crit % dmg is huge in the application of this ability in this build, and without it, the build would fall apart. Requires Level 15
3. Leap Attack (Call of Arreat): Generates 15 fury on a 10 second cooldown. Ideal for moving from group to group or even to get out of a hairy situation. The fury from the landing is almost enough to squeeze out a Hammer of the Ancients (Smash) after landing. Call or Arreat will focus on keeping Brawler active. Requires Level 27
4. Battle Rage (Ferocity): Costs 20 Fury. Use every 30 seconds if possible. Main concern is to keep up the buff for as long as possible by critting as much as possible. If using the ideal rune for this ability, it`d be (Into the Fray) or (Bloodshed) at either level 39 or 53 respectively. Unfortunately this build is designed for clearing the end of Nightmare and as such won`t likely have access to runes higher than level 33. Requires Level 23
5. Overpower (Killing Spree): A 15 second or less cycleable AOE ability that can be used to follow up a Leap Attack (Call of Arreat) that would pull enemies into the 8 yard kill range. With the +10% Crit, it will ideally be followed up by a Hammer of the Ancients (Smash). Requires Level 33
6. Revenge (Vengeance is Mine): Response to being hit (which will happen when you pull drag mobs to you). Quick aoe damage in likely an 8 yard range (hmm, similar to the 8 yard kill zone) that will both increase Fury and Heal per enemy hit (7.5% per mob). Requires Level 32.
P1. Weapons Master: Intent is to improve the damage dealt, regardless of what drops. Ideally this build will be using a 2h Mace or Axe to improve Crit Chances. Requires Level 13.
P2. Ruthless: Improves the crit % and the crit damage. Any Barbarian build which is emphasizing the dealing of damage should have definitely have this passive. Requires Level 10.
P3. Brawler: Decent synergy with Leap Attack (Call of Arreat) and can be employed to deal a serious pounding HoA. Requires Level 25.
Stack thorns damage and life regen for the Zombie Dogs and Gargatuan. Fetish Army for a damage cooldown, and use Wall of Zombies for mob control. Supplement with AoE damage from Firebomb: Conflagration and Grasp of the Dead: Groping Eels.
Cons: close range(sleet storm is a channeled PointBlankAE so you need to be surrounded for it to be at maximum DPS/efficiency) + lack of true single target spell.
Basis of it:
This build is meant to be a PvM focused, 'in-the-frey', AE cold build. Assuming all goes well I plan to use this as my farm build to get my items for pvp. It is largely built around casting sleetstorm. Why blizzard + sleetstorm? Because blizzard is a cast and 4get spell that has a strong synergy with the channeling nature of sleetstorm + black ice. Sleetstorm being AE 200% weapon damage completely outshines blizzard except in range and positioning. At 20 AP per second sleetstorm is a highly efficient and high dps skill, that will be very fun to use. However there is the trade off of having to be VERY close to the monsters in order to use it which is why there is a focus on defensive abilities in this build: frost nova, Energy armor, and blurr. I take teleport with safe passage(but I feel other options are very viable) so I can teleport into large packs of monsters and have that increased survivability. Shockpulse fits the close range nature of this build and will be a VERY good AP generator with lightning affinity. I take blackice for the damage increase/synergy, and astral presence for the large AP pool + regen. Lastly I can't find the link of the video that had it, but sleetstorm looks amazing :D.
Strategy
If surviving isn't an issue: cast 1 blizzard, tele in the blizz frostnova -> sleetstorm -> shockpulse to generate AP, and continue, frostnova/teleport out as needed.
If surviving is an issue: cast a few blizzards on the monsters from a safe distance to soften them up, then proceed with similar strategy as above to clean up when its safe to fully initiate.
Another strategy would be much slower/safer aproach: just walk up to the monsters and use the frontside of your sleetstorm on the monsters while blizzard is already channeling on them, when they start to surround you frostnova -> channel sleetstorm some more and then back off as needed, tele if needed, and continue to poke from far, only coming in close when frostnova or tele are off CD.
This is a build I created for Witch Doctor pvp. The skills I chose and the runes equipped make you a little more tanky, letting you soak up quite a bit of damage. It also has some heal utility, and slows thanks to haunts rune. Of course with hex being runed, it will also allow your team to quickly switch to offense if needed.
haunt - spreads to other enemies on death
-(lingering spirit) looks for other targets
locust swarm - jumps to other enemies
-(pestilence) chance to jump to other enemies
zombie dogs - meat sheild
-(leeching beasts) heals WD
mass confusion - enemies fight for me
-(mass hysteria) stuns
acid cloud - aoe
-(acid rain) increase size of aoe
gargantuan - 2nd meat sheild
-(big stinker) poison spread
passives
-zombie handler - better meat sheilds
-rush of essence - mana regen
-bad medicine - survivability with focus on poison
It has dogs and gargantuan runed for some high quality summoning, along with aoe like firebomb and grasp of dead. Soul Harvest to keep that mana flowing.
I loved playing a summoning necro in d2, so this is a branch off of that.
This is my theoretical Monk build for leveling and late game PVE. Its balanced between dps with runed Mantra of Conviction for some passive healing effects. This should be good all around for boss fights as well as killing big packs of mobs.
Wizard build with big up front damage, mobility, and regen. Meant to be used in early endgame with as much magic find gear as possible. This is the plan for my first character so I can quickly find crafting components and gear sets for other builds/characters.
Focuses on a large damage output. Difficult to judge whether or not this build will be viable without being able to determine the effectiveness of the defensive abilities available in the build.
Actives
Electrocute - Energy builder
Arcane Torrent - Part damage/Part for the runed arcane damage buff
Disintegrate - Main damage dealer
Teleport/Diamond Skin - defensive abilities
Familiar - Damage/Runed Arcane Regeneration
Passives
Temporal Flux - Slow for easier accuracy with disintegrate and arcane torrent + more control over
enemies
Illusionist - More access to teleport for defensive escapes
Astral Presence - More available arcane power and faster regeneration coupled with the runed
This is a Monk tanking build. I'm not 100% sure how well monks will tank or how useful this build will be. Hopefully if I win a beta key I'll try it out and let you guys know how awesome it is.
Exploding Palm: This move is for aoe situations where there are a number of enemies in the area. Since enemies will explode if they die while bleeding, I chose the impending doom rune so that it would up the chances of them exploding and hopefully cause more threat towards you.
Wave of Light: This move is for aoe situations as well to hopefully cause some more threat. I chose the empowered wave rune so that you would be able to use the move more frequently to do some more aoe dmg and get as much threat as quickly as possible.
Serenity: This is a low cost spirit move that reduces all dmg taken for 3 seconds. I chose the peaceful repose rune so that you could also use it as a heal for yourself while tanking as much as you can and not having to use as many potions.
Mantra of Evasion: This move is to give you an increased chance to dodge while you are tanking. The hard target rune also increases your armor by 30% which is another benefit to tanking.
Crippling Wave: This is the other spirit generator move you will be using for the debuff it puts on targets reducing the speed of their attacks by 20% and also reducing the dmg they do by 20% with the concussion rune.
Cyclone Strike: This is another useful move to get targets on top of you to better allow you to tank. The Wall of wind run also increases your chance to dodge after the initial pull by 20% for 3 seconds.
The three passive abilities I chose were Resolve, The Guardian's Path, and Seize the Initiative. These moves give you an additional 25% reduction of dmg from enemies you hit, which should be a lot with all of the aoe moves you have in your roster. It increases your chance to dodge by an additional 15% while dual wielding. and finally additional armor based on your dex which will probably be pretty high if you want to tank.
Let me know what you guys think! Can't wait to try it out in game.
Skills Electrocute (Lightning) long range, Arcane Power generation Chain Lightning Skill Rune to increase hits to 7.
Astral Blades (Arcane) close quarters. Siphoning Blade Skill Rune for 1 more Arcane Power generation.
Teleport (physical) Mobility. Calamity Skill Rune for Wave of Force and physical damage.
Meteor (Fire) AOE Meteor Shower Skill Rune for greater area of effect.
Storm Armor (Lightning), Damage All Enemies Power of the Storm Skill Rune to decrease Arcane Power Cost
Blizzard (Cold) Big Damage AOE Unrelenting Storm Skill Rune to increase damage
Passives Prodigy So Electrocute and Astral Blades each generate 10 and 11 Arcane Power respectively.
Paralysis Grants 5% chance to stun monsters damaged with Lightning, which will be a lot because of Storm Armor and Electrocute with the Chain Lightning Rune.
Galvanizing Ward To increase Storm Armor's duration from 2 to 4 minutes, and to gain 890 life every second while Storm Armor is on.
Strategy Use Storm Armor with Galvanizing ward to constantly deal damage, stun enemies, gain life, and reduce the cost of Arcane Power. Enemies stunned will be increased because of Electrocute with Chain Lightning. Use Electrocute and Astral Blades with Siphoning Blade and Prodigy as the main sources of damage and to gain Arcane Power. Meteor and Blizzard are my area of effect and big damage spells And Teleport is used for mobility with Calamity to keep monsters at bay in combination with Storm Armor and Paralysis. The combination of Skills uses each damage type available to the Wizard to deal with Immunities. With gear and a follower I HOPE to be able to solo in hardcore with this character but wont know for sure until I try it.
This is the build that I am currently thinking about using once I am lvl 60 in Inferno with my friends. My roll in the group with my friends is to provide adequate dmg while offering different methods of CC to help keep control of the mobs
Skill #1- Firebats- There arent many direct dmg spells for the WD, and many of them have a short range. I picked Firebats with the Dire Bats rune to be able to do decent dmg from a longer distance away to be able to stay safe.
Skill #2-Corpse Spiders with Queen Spider Rune- A spell with strong dmg and many pets to help distract the mobs from attacking my friends. Dmg and a version of CC seems like a solid choice here. Leaping spiders provides solid dmg, but I like the thought of having more spiders.
Skill #3 Horrify with fear extension rune- This skill will have to be tested to make sure it is functional. I want to make sure it doesnt end up attracting other mobs when the ones that are feared run away. If that does not happen, than this could be a very solid skill for seperating the large groups of mobs that will be in inferno and allow my group to have a slightly easier time with few enemies at at least for a short period of time to greatly reduce dmg and increase killing speed with fewer mobs to attack for that 6 seconds.
Skill #4- Mass Confusion with greater dmg taken rune- Another dmg+ cc skill. Gets some of the mobs to attack each other for a short time while increasing the dmg that all affected monsters recieve by everybody in my group. Seems like a great utility spell for people in groups.
Skill #5 and #6-Zombie Dogs and Gargantuan with leaching dogs and stun runes respectively. Meatshields for myself and the rest of my party. Might be able to take just enough attention from the mobs to allow my teammates to stay away from swarming situations that could cause instant death. Dogs rune will help keep my life topped off and the stun from the Gargantuan just provides yet another method of CC that reduces group dmg.
Passives-
1. Jungle Fortitude- Honestly cant imagine anybody without this in INferno. 20% less dmg is going to be huge with all the dmg going around in Inferno
2. Vermin- 20% more dmg to my 2 main dmg attacks. Solid passive. If I end up needing to change a passive for mana regen or something else, this will be the passive I change. Until needed, tho, I will keep the extra dmg.
3. Zombie Handler- allows for a 4th dog and increases the health by the dogs and gargantuan by 20%. Another meat shield and lots more life to help them stay alive. Another great option for keeping these guys alive as long as possible to keep some attention away from my friends.
Overall, this is what I am looking at at the moment. I would have grasp of the dead in there, but one of my friends is planning on playing a frost wizard which would provide the slow. If that changes, or I happen to not be playing with him, I definitely plan on throwing Grasp of the dead in there with either the gropping eels rune or unbreakable grasp rune. One of the great things about the runed skill system is being able to change skills depending on who you are playing with and the skills they have chosen. You can always choose complimentary skills to help the group out which I believe is going to be essential to suceeding in Inferno!
1) passive damage reduction and effective health
as long as you're attacking, you gain 58% damage reduction against all sources and 72.7% damage
reduction if the attack was elemental. this is thanks to : resolve (25% dr as long as you're attacking),
crippling wave with concussion rune (enemy attack speed decreased by 30%, damage reduced by
20%), the elemental resistance is starting at 35% thanks to the time of need rune of the mantra of
healing . you'll gain much more elemental resistance by stacking a single resist to focus on thanks
to the one with everything passive skill. in case you're ele resist is high enough without it you can
choose transcendance for the extra passive healing. one last thing. mystic ally with earth ally rune
will provide you 10% passive buff to vitality as well as being a pocket tank (and minor damage
dealer).
2) passive healing - thanks to the mantra of healing . originaly I planned on using conviction with
intimidation which originaly gave 30% damage reduction against all sources but since patch 13
(which reduced it to 10%) the combined passive healing and elemental resist is a better choice to
me .) .
3) when bad things happen to good people
if for some reason you managed to get an enemy to give you a killing blow inspite of all the above
damage reduction and pssive heals you you will bounce back up on your feet thanks to the near
death experiance passive skill . this would bring you back to 35% HP and spirit . followed by a
peacful repose runed serenity you would also be safe for 3 secs which you can use to eliminte the
threat or run and be healed for a substantial amount . helps in cases you misjudged the situation .
best get out of jail free card combo in the game.
4) damage dealing
crippling wave as generator which is both single and AoE and use for significant damage reduction.
as spenders you get 7-sided strike with 1007% weapon damage for single target and cyclone strike
for AoE and a temporal 20% to dodge.
tldr :
high effective health and passive healing, hard to mess up and die, decent damage for single target and a pocket tank . lack of AoE heavy hitter is a disadvantage but that's a class problem not a build one .
I wanted to go with a melee character to start, which gave me a choice of the Monk or the Barbarian. Because the Monk is new and exciting, I decided to go with the Monk.
I chose skills that were going to enhance my monk's ability to deal massive amounts of damages to a large number of enemies at once. I kind of dodged some of the more defensive-oriented skills. Just making the build got me excited to play the game!
I combo'd the passive skill Bad Medicine with Acid Cloud and Poison Dart to keep enemy player damage low. I also put Jungle Fortitude and Death Trance in passive for extra survivability.
Poison Dart will also have a chance to stun with Snake to Face, further mitigating my opponent's damage while I deal some nasty blows. Haunt is paired with Consuming Spirit to keep my health up and Soul harvest is paired with Swallow Your Soul to keep my mana in check. Horrify is paired with Phobia for some CC and mitigating more damage. And lastly, but certainly not leastly, I paired Fetish Army with Fetish Ambush for a nice heavy burst. Hope you enjoy!
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Witch Doctor - NO ESCAPE
This build relies heavily on the passive skill VISION QUEST and the defensive skill SOUL HARVEST working together.
With plenty of mana to cast WALLS. THE ENEMIES WILL NOT BE ABLE TO ESCAPE from the ZOMBIE DOGS, FETISHES, and GARGANTUAN that will be pounding them to a bloody pulp.
http://us.battle.net...deUR!YZg!ZZZaZa
I had set up a “Dread Shot” Weapon Throw build which emphasized maximizing Fury Generation to hit Fury Cap and then using “Dread Shot” Weapon Throw as the Fury Dump.
Dread Shot, as some of you may know, is sadly no more.
As a result, I’ve constructed a simple yet utile Hammer of the Ancients (Smash) fury dump build which emphasizes increasing Crit %, Crit Dmg, and +Dmg%. The passives reflect this. They all give an increase to Dmg or Crit.
Ideal situation of having a strong Mace/Axe will see Hammer of the Ancients (Smash) have + 43% Crit, with +65% Crit Dmg (+95% if there are 3 enemies within 8 yards) if used after Battle Rage (Ferocity) and Overpower (Killing Spree). Fair to say, the purpose of this build is very simple. Generate Fury, activate Battle Rage and Overpower, then spam HoA until everything is dead. Hit very hard, nothing more.
Healing comes in the way of Revenge; frankly if you are aren’t getting hit, you don’t need to heal yourself
One last thing, this build is set up for clearing the end of Nightmare, around Level 33 or so. I could easily throw together a dream build for level 60, but I find that working within level restrictions to be a little challenging, which evokes creativity.
Pros: Hit hard, Crit often, 8 yard kill range, Mobility.
Cons: Limited defensive ability, only one heal source (Revenge), Vulnerable to being swarmed if Leap Attack is on cooldown.
Ideal merc would likely be the templar with some limited healing support.
1. Cleave (Reaping Swing): Generate +3 Fury per enemy hit. 5 Fury per attack + 3 Per enemy hit. 8 Fury for one target, 11 for 2, 15 for 3 etc. The main premise for this rune is to gorge oneself of fury very quickly. I had previously used this purpose for a “Dread Shot” Weapon Throw build, but the ability has since been removed. Regardless, this ability will generate 8 Fury for one enemy, but any occasion where there is more than 1 enemy it will generate the most Fury of any of the 3 spammable Fury generators. Requires Level 17.
2. Hammer of the Ancients (Smash): Costs 20 Fury. That’s hitting a group of monsters twice. Then it hits for 270% weapon dmg whilst having +15% crit. Coupled with Ruthless, Overpower (Killing Spree) and Battle Rage (Ferocity), HoA now has a +33% Crit base in addition to standard crit % chance. If I’m carrying an Axe or Mace, the ability is now +43% chance. And with Brawler, if there’s 3 enemies within 8 yards, there’s an additional 30% damage overall. By moving around with Leap Attack (Call of Arreat), you can insure that enemies within 16 yards of the landing zone will always be pulled into the 8 yards. Ruthless also stacks with Brawler and Battle Rage (Ferocity) to increase damage by 95% overall when enemies are within the 8 yard kill zone. Overall, this ability, Hammer of Ancients (Smash), is fed by most of my other skills, the purpose of this build is to pump HoA as the focal dmg dealer. The dmg to fury ratio that is greatly impacted by crit % and increased crit % dmg is huge in the application of this ability in this build, and without it, the build would fall apart. Requires Level 15
3. Leap Attack (Call of Arreat): Generates 15 fury on a 10 second cooldown. Ideal for moving from group to group or even to get out of a hairy situation. The fury from the landing is almost enough to squeeze out a Hammer of the Ancients (Smash) after landing. Call or Arreat will focus on keeping Brawler active. Requires Level 27
4. Battle Rage (Ferocity): Costs 20 Fury. Use every 30 seconds if possible. Main concern is to keep up the buff for as long as possible by critting as much as possible. If using the ideal rune for this ability, it`d be (Into the Fray) or (Bloodshed) at either level 39 or 53 respectively. Unfortunately this build is designed for clearing the end of Nightmare and as such won`t likely have access to runes higher than level 33. Requires Level 23
5. Overpower (Killing Spree): A 15 second or less cycleable AOE ability that can be used to follow up a Leap Attack (Call of Arreat) that would pull enemies into the 8 yard kill range. With the +10% Crit, it will ideally be followed up by a Hammer of the Ancients (Smash). Requires Level 33
6. Revenge (Vengeance is Mine): Response to being hit (which will happen when you pull drag mobs to you). Quick aoe damage in likely an 8 yard range (hmm, similar to the 8 yard kill zone) that will both increase Fury and Heal per enemy hit (7.5% per mob). Requires Level 32.
P1. Weapons Master: Intent is to improve the damage dealt, regardless of what drops. Ideally this build will be using a 2h Mace or Axe to improve Crit Chances. Requires Level 13.
P2. Ruthless: Improves the crit % and the crit damage. Any Barbarian build which is emphasizing the dealing of damage should have definitely have this passive. Requires Level 10.
P3. Brawler: Decent synergy with Leap Attack (Call of Arreat) and can be employed to deal a serious pounding HoA. Requires Level 25.
http://us.battle.net...YPkT!aTW!cacZbY
Stack thorns damage and life regen for the Zombie Dogs and Gargatuan. Fetish Army for a damage cooldown, and use Wall of Zombies for mob control. Supplement with AoE damage from Firebomb: Conflagration and Grasp of the Dead: Groping Eels.
2 hatred generators, 2 spenders, 2 discipline skills
snare + backflip + single target + aoe + 1 device + heals
tossed in a few passives
should be a good all around build (pve)
Pros: Highly efficient, High AE dps, rugged wizzy, good synergy, eye candy, prolonged AE burst, fun close range style/challenge.
Cons: close range(sleet storm is a channeled PointBlankAE so you need to be surrounded for it to be at maximum DPS/efficiency) + lack of true single target spell.
Basis of it:
This build is meant to be a PvM focused, 'in-the-frey', AE cold build. Assuming all goes well I plan to use this as my farm build to get my items for pvp. It is largely built around casting sleetstorm. Why blizzard + sleetstorm? Because blizzard is a cast and 4get spell that has a strong synergy with the channeling nature of sleetstorm + black ice. Sleetstorm being AE 200% weapon damage completely outshines blizzard except in range and positioning. At 20 AP per second sleetstorm is a highly efficient and high dps skill, that will be very fun to use. However there is the trade off of having to be VERY close to the monsters in order to use it which is why there is a focus on defensive abilities in this build: frost nova, Energy armor, and blurr. I take teleport with safe passage(but I feel other options are very viable) so I can teleport into large packs of monsters and have that increased survivability. Shockpulse fits the close range nature of this build and will be a VERY good AP generator with lightning affinity. I take blackice for the damage increase/synergy, and astral presence for the large AP pool + regen. Lastly I can't find the link of the video that had it, but sleetstorm looks amazing :D.
Strategy
If surviving isn't an issue: cast 1 blizzard, tele in the blizz frostnova -> sleetstorm -> shockpulse to generate AP, and continue, frostnova/teleport out as needed.
If surviving is an issue: cast a few blizzards on the monsters from a safe distance to soften them up, then proceed with similar strategy as above to clean up when its safe to fully initiate.
Another strategy would be much slower/safer aproach: just walk up to the monsters and use the frontside of your sleetstorm on the monsters while blizzard is already channeling on them, when they start to surround you frostnova -> channel sleetstorm some more and then back off as needed, tele if needed, and continue to poke from far, only coming in close when frostnova or tele are off CD.
For more information on my thoughts on it/discussion: http://us.battle.net/d3/en/forum/topic/4081815067
This is my demon hunter build. it focuses on being bad assed and making big numbers pop up on the screen.
WD Pvp
This is my first crack at a pvp build. It seems like it would be quite annoying to face though
This build is mainly a PvE aoe build. It is meant for everything but bosses.
The War Cry not only helps my teammates and myself, but it also helps with my survivability as I will be Whirlwinding into mobs a lot.
I should also be generating enough rage to be using Whirlwind quite often.
http://us.battle.net...YQiT!WUd!bacbaY
haunt - spreads to other enemies on death
-(lingering spirit) looks for other targets
locust swarm - jumps to other enemies
-(pestilence) chance to jump to other enemies
zombie dogs - meat sheild
-(leeching beasts) heals WD
mass confusion - enemies fight for me
-(mass hysteria) stuns
acid cloud - aoe
-(acid rain) increase size of aoe
gargantuan - 2nd meat sheild
-(big stinker) poison spread
passives
-zombie handler - better meat sheilds
-rush of essence - mana regen
-bad medicine - survivability with focus on poison
http://us.battle.net/d3/en/calculator/witch-doctor#YTeRkZ!YWg!caaYYY
It has dogs and gargantuan runed for some high quality summoning, along with aoe like firebomb and grasp of dead. Soul Harvest to keep that mana flowing.
I loved playing a summoning necro in d2, so this is a branch off of that.
This is my theoretical Monk build for leveling and late game PVE. Its balanced between dps with runed Mantra of Conviction for some passive healing effects. This should be good all around for boss fights as well as killing big packs of mobs.
Wizard build with big up front damage, mobility, and regen. Meant to be used in early endgame with as much magic find gear as possible. This is the plan for my first character so I can quickly find crafting components and gear sets for other builds/characters.
PvP/damage Wizard
Focuses on a large damage output. Difficult to judge whether or not this build will be viable without being able to determine the effectiveness of the defensive abilities available in the build.
Actives
Electrocute - Energy builder
Arcane Torrent - Part damage/Part for the runed arcane damage buff
Disintegrate - Main damage dealer
Teleport/Diamond Skin - defensive abilities
Familiar - Damage/Runed Arcane Regeneration
Passives
Temporal Flux - Slow for easier accuracy with disintegrate and arcane torrent + more control over
Illusionist - More access to teleport for defensive escapes
Astral Presence - More available arcane power and faster regeneration coupled with the runed
Here's a link to the build: http://us.battle.net...UdVR!aZX!YbaaZY
Exploding Palm: This move is for aoe situations where there are a number of enemies in the area. Since enemies will explode if they die while bleeding, I chose the impending doom rune so that it would up the chances of them exploding and hopefully cause more threat towards you.
Wave of Light: This move is for aoe situations as well to hopefully cause some more threat. I chose the empowered wave rune so that you would be able to use the move more frequently to do some more aoe dmg and get as much threat as quickly as possible.
Serenity: This is a low cost spirit move that reduces all dmg taken for 3 seconds. I chose the peaceful repose rune so that you could also use it as a heal for yourself while tanking as much as you can and not having to use as many potions.
Mantra of Evasion: This move is to give you an increased chance to dodge while you are tanking. The hard target rune also increases your armor by 30% which is another benefit to tanking.
Crippling Wave: This is the other spirit generator move you will be using for the debuff it puts on targets reducing the speed of their attacks by 20% and also reducing the dmg they do by 20% with the concussion rune.
Cyclone Strike: This is another useful move to get targets on top of you to better allow you to tank. The Wall of wind run also increases your chance to dodge after the initial pull by 20% for 3 seconds.
The three passive abilities I chose were Resolve, The Guardian's Path, and Seize the Initiative. These moves give you an additional 25% reduction of dmg from enemies you hit, which should be a lot with all of the aoe moves you have in your roster. It increases your chance to dodge by an additional 15% while dual wielding. and finally additional armor based on your dex which will probably be pretty high if you want to tank.
Let me know what you guys think! Can't wait to try it out in game.
http://us.battle.net/d3/en/calculator/demon-hunter#XcdRPi!Yeh!YbYcZa
Skills:
Evasive Fire / Displace (for generate hatred and backflip to evade and (add) Steady Aim +20% damage)
Rapid Fire / Fire Support (ROCKETs!!!)
Strafe / Rocket Storm (ROCKETs!!!)
Multishot / Arsenal (ROCKETS!!!)
Cluster Arrow / Shooting Stars (ROCKETs!!!)
Sentry / Spitfire Turret (ROCKETs!!!)
Passives:
Steady Aim (+20% damage)
Archery (+damage)
Ballistics (+100% damage for ROCKETs, this build have 5 skills with ROCKETs)
PS.: DIABLO EACH THIS ROCKETS!!! (KKKKKAAAAABBBBUUUUMMMM) IN YOUR FACE!!!
Skills
Electrocute
(Lightning) long range, Arcane Power generation
Chain Lightning Skill Rune to increase hits to 7.
Astral Blades (Arcane) close quarters.
Siphoning Blade Skill Rune for 1 more Arcane Power generation.
Teleport (physical) Mobility.
Calamity Skill Rune for Wave of Force and physical damage.
Meteor (Fire) AOE
Meteor Shower Skill Rune for greater area of effect.
Storm Armor (Lightning), Damage All Enemies
Power of the Storm Skill Rune to decrease Arcane Power Cost
Blizzard (Cold) Big Damage AOE
Unrelenting Storm Skill Rune to increase damage
Passives
Prodigy So Electrocute and Astral Blades each generate 10 and 11 Arcane Power respectively.
Paralysis Grants 5% chance to stun monsters damaged with Lightning, which will be a lot because of Storm Armor and Electrocute with the Chain Lightning Rune.
Galvanizing Ward To increase Storm Armor's duration from 2 to 4 minutes, and to gain 890 life every second while Storm Armor is on.
Strategy
Use Storm Armor with Galvanizing ward to constantly deal damage, stun enemies, gain life, and reduce the cost of Arcane Power. Enemies stunned will be increased because of Electrocute with Chain Lightning. Use Electrocute and Astral Blades with Siphoning Blade and Prodigy as the main sources of damage and to gain Arcane Power. Meteor and Blizzard are my area of effect and big damage spells And Teleport is used for mobility with Calamity to keep monsters at bay in combination with Storm Armor and Paralysis. The combination of Skills uses each damage type available to the Wizard to deal with Immunities. With gear and a follower I HOPE to be able to solo in hardcore with this character but wont know for sure until I try it.
http://us.battle.net/d3/en/calculator/witch-doctor#VbWQYT!aZW!aZaYcc
This is the build that I am currently thinking about using once I am lvl 60 in Inferno with my friends. My roll in the group with my friends is to provide adequate dmg while offering different methods of CC to help keep control of the mobs
Skill #1- Firebats- There arent many direct dmg spells for the WD, and many of them have a short range. I picked Firebats with the Dire Bats rune to be able to do decent dmg from a longer distance away to be able to stay safe.
Skill #2-Corpse Spiders with Queen Spider Rune- A spell with strong dmg and many pets to help distract the mobs from attacking my friends. Dmg and a version of CC seems like a solid choice here. Leaping spiders provides solid dmg, but I like the thought of having more spiders.
Skill #3 Horrify with fear extension rune- This skill will have to be tested to make sure it is functional. I want to make sure it doesnt end up attracting other mobs when the ones that are feared run away. If that does not happen, than this could be a very solid skill for seperating the large groups of mobs that will be in inferno and allow my group to have a slightly easier time with few enemies at at least for a short period of time to greatly reduce dmg and increase killing speed with fewer mobs to attack for that 6 seconds.
Skill #4- Mass Confusion with greater dmg taken rune- Another dmg+ cc skill. Gets some of the mobs to attack each other for a short time while increasing the dmg that all affected monsters recieve by everybody in my group. Seems like a great utility spell for people in groups.
Skill #5 and #6-Zombie Dogs and Gargantuan with leaching dogs and stun runes respectively. Meatshields for myself and the rest of my party. Might be able to take just enough attention from the mobs to allow my teammates to stay away from swarming situations that could cause instant death. Dogs rune will help keep my life topped off and the stun from the Gargantuan just provides yet another method of CC that reduces group dmg.
Passives-
1. Jungle Fortitude- Honestly cant imagine anybody without this in INferno. 20% less dmg is going to be huge with all the dmg going around in Inferno
2. Vermin- 20% more dmg to my 2 main dmg attacks. Solid passive. If I end up needing to change a passive for mana regen or something else, this will be the passive I change. Until needed, tho, I will keep the extra dmg.
3. Zombie Handler- allows for a 4th dog and increases the health by the dogs and gargantuan by 20%. Another meat shield and lots more life to help them stay alive. Another great option for keeping these guys alive as long as possible to keep some attention away from my friends.
Overall, this is what I am looking at at the moment. I would have grasp of the dead in there, but one of my friends is planning on playing a frost wizard which would provide the slow. If that changes, or I happen to not be playing with him, I definitely plan on throwing Grasp of the dead in there with either the gropping eels rune or unbreakable grasp rune. One of the great things about the runed skill system is being able to change skills depending on who you are playing with and the skills they have chosen. You can always choose complimentary skills to help the group out which I believe is going to be essential to suceeding in Inferno!
http://us.battle.net/d3/en/calculator/monk#VgUhkR!aUV!ZaaccY
this build rely on survivabilty nd utility .
1) passive damage reduction and effective health
as long as you're attacking, you gain 58% damage reduction against all sources and 72.7% damage
reduction if the attack was elemental. this is thanks to : resolve (25% dr as long as you're attacking),
crippling wave with concussion rune (enemy attack speed decreased by 30%, damage reduced by
20%), the elemental resistance is starting at 35% thanks to the time of need rune of the mantra of
healing . you'll gain much more elemental resistance by stacking a single resist to focus on thanks
to the one with everything passive skill. in case you're ele resist is high enough without it you can
choose transcendance for the extra passive healing. one last thing. mystic ally with earth ally rune
will provide you 10% passive buff to vitality as well as being a pocket tank (and minor damage
dealer).
2) passive healing - thanks to the mantra of healing . originaly I planned on using conviction with
intimidation which originaly gave 30% damage reduction against all sources but since patch 13
(which reduced it to 10%) the combined passive healing and elemental resist is a better choice to
me .) .
3) when bad things happen to good people
if for some reason you managed to get an enemy to give you a killing blow inspite of all the above
damage reduction and pssive heals you you will bounce back up on your feet thanks to the near
death experiance passive skill . this would bring you back to 35% HP and spirit . followed by a
peacful repose runed serenity you would also be safe for 3 secs which you can use to eliminte the
threat or run and be healed for a substantial amount . helps in cases you misjudged the situation .
best get out of jail free card combo in the game.
4) damage dealing
crippling wave as generator which is both single and AoE and use for significant damage reduction.
as spenders you get 7-sided strike with 1007% weapon damage for single target and cyclone strike
for AoE and a temporal 20% to dodge.
tldr :
high effective health and passive healing, hard to mess up and die, decent damage for single target and a pocket tank . lack of AoE heavy hitter is a disadvantage but that's a class problem not a build one .
I wanted to go with a melee character to start, which gave me a choice of the Monk or the Barbarian. Because the Monk is new and exciting, I decided to go with the Monk.
I chose skills that were going to enhance my monk's ability to deal massive amounts of damages to a large number of enemies at once. I kind of dodged some of the more defensive-oriented skills. Just making the build got me excited to play the game!
The build can be seen here: http://us.battle.net...RWiP!ahd!caaaca
I combo'd the passive skill Bad Medicine with Acid Cloud and Poison Dart to keep enemy player damage low. I also put Jungle Fortitude and Death Trance in passive for extra survivability.
Poison Dart will also have a chance to stun with Snake to Face, further mitigating my opponent's damage while I deal some nasty blows. Haunt is paired with Consuming Spirit to keep my health up and Soul harvest is paired with Swallow Your Soul to keep my mana in check. Horrify is paired with Phobia for some CC and mitigating more damage. And lastly, but certainly not leastly, I paired Fetish Army with Fetish Ambush for a nice heavy burst. Hope you enjoy!