Active:
- Bash with Obsidian Runestone for a stun instead of knock back
- Frenzy with Crimson Runestone for + a bit of damage
- Revenge with Indigo Runestone for a bigger chance to become active
- Whirlwind with Golden Runestone for no fury cost and just because its Whirlwind
- Furious Charge with Crimson Runestone for a good charge and more damage
- Wrath of the Berserker with Indigo Runestone for a good knock back and aggain damage
Passive:
- Ruthless for some extra crit chanse and crit damage
- Unforgiving so i can allways generate rage
- Tough as Nails for more armor
This is the barbarian skill set up i choose. Its more of a DPS build but i like it. I know i've put some of the higher level required spells at lower level points but thats not gonna be the build i'm gonna play with, but its kind of a model i will be aiming at. I have not played Diablo for quite a while, so i'm trying to go more for a DPS barbarian build.
The idea here is to be able to do as much damage as possible to a single target, with hammer of the ancients being your dump for fury.
This build would presumably use the best axes possible, so you have +15% crit from passives alone, another 10% crit from popping wrath of the berserker, 3% crit from battle rage, and 10% additional crit if your overpower manages to crit. Along with any crit you can gain from gear and stats this number should be close to 40-50% if overpower crits and you can actually get any crit from gear. The leap skill is thrown in for the somewhat likely possibility of a caster kind of boss that wants to kite you, also the bonus armor after landing is nice. The lifeleech passive otherwise should help sustain you simply because of the immense amount of damage you should be putting out while under runed Wrath of the berserker effects.
1. draw a group in using cyclone strike (runed for extra range)
2. activate Serenity to avoid massive damage (runed to deal holy damage based on damage absorbed)
3. Deal as much damage as possible with exploding palm (runed to maintain spirit levels)
4. Just before serenity expires activate mantra to increase damage from serenity aoe.
5. Immediately after serenity expires switch attack to crippling wave. It is important to switch after, and not before, because crippling wave slows attack speed and reduces damage, mitigating damage absorbed (and therefore damge done by serenity aoe). Crippling wave is runed to reduce incoming damage from enemies, since this is the point at which the player is most vulnerable.
5. If there are still a large amount of enemies, or they are very strong, use tempest rush to remove yourself from the group.
All the passive skills were selected to increase survivability, which is essential to the whole build.
I don't know if any of this would work in practice but its worth a shot I would think.
this build can do anything
jump at you
charge at you
seismic slam your ass
go into a frenzy then earthquake ur ass down in
beserker mode
and you are done
Rocked a bonemancer in D2, looks like demon hunter is the gal for me in D3. This is a PvE build focusing on surviving, CC, and an ability to either do massive single target or AoE damage. I'd use a templar as my companion.
Spirit Witch doctor build. I really Like the idea of pure theme builds and this build is a great example of one that has a lot of potential for success.
Haunt and Spirit barrage are obviously the damage sources, while Mass confusion with the paranoia rune and soul harvest are used to innitiate major combats to boost my damage and reduce incomming damage. Spiritual Attunement and Grave Injustice keep my mana coming and my helth recharging during combats, and when things start getting overwhealming both Horrify and Spirit Walk can give me the ability to escape and boost my defenses or add extra healing depending on which I feel I need. Spirit Vessel gives me wiggle room in case of emergencies and helps make sure my escapes are always up. Finally itimazation is pretty straightforward, I would focus on Vitality and Intellect to benefeit most from % healing abilities and Doc damage.
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If that made sense to you, Bravo! I think I even confused myself...
My Witch Doctor build can be found at the above link.
Justification:
Firebomb (Fire Pit) with Grasp of the dead (Unbreakable Grasp) should give me the ability to slow enemies down enough to get efficient accurate shots of fire at the baddies. I back that up with Fetish army (Devoted Following) that causes a little bit of chaos and directs at least some enemy fire away from me. Acid cloud (Corpse Bomb) should provide another direct shot method to place specific shots on enemies that are slowed by my mob and grasp of the dead. Add in a little spirit barrage (Manitou) and I've got some protection if anybody gets too close. Plus it's automated so I don't need to micro manage it. I'll throw in some firebats (vampire) for health regen in the absence of potions/globes and some spray to cause a bit more damage.
My passives are death trance for added protection when things get tough; Tribal Rites to allow more constant Fetish Armies; and Bad medicine since I'll be using poison dmg and want to reduce dmg whenever I can.
After writing this, I'm getting even more excited to try it out..... Hint hint, c'mon Blizzard
Thanks!
Rollback Post to RevisionRollBack
"A wizard is never late Frodo Baggins. Nor is he early.
He arrives precisely when he means to."
"Losers always whine about their best, winners go home and Fvck the prom queen."
This PvE build focuses entirely on clumping your foes with active and passive slow abilities while dealing out damage at the same time. With the power of reducing enemy movement speed, you may endlessly teleport backwards, setting mines, and using slow time and then hydra[ all damage dealt as arcane slow enemies, so arcane hydra, as well as arcane mines] to keep the armies of Hell at bay while you leisurely regen your arcanepower through electrify and redo the whole cycle again. With this build, it is impossible to be touched due to such massive slow.
And how they should cower in fear when you become a being of pure arcane power, for their very legs without the cowardice of their mind shall be rooted to the ground [once again through arcane damage passive ability] With the power to endlessly absorb endless waves of foes, if all you require is the space to do so. While this may be hard to do, for you focus around slow and not getting hit depnding on teleport and your slow, the rewards are great. AND of course all of these explosions and orbs from hydra/mines and everything else looks good on the screen, and the screen will not tell lies in this scenario!
It is designed for inferno mode. It uses heavy hitters, high AP regen and strong defensive abilities.
Offense:
Heavy hitting meteor (ice) and arcane hydra
It uses electrocute with chain lightning rune along with prodigy for high AP generation.
Arcane dynamo passive is used to give +75% dmg to meteor and hydra, as a bonus for using the electrocute to regen AP.
Defense:
Energy armor with capped max dmg taken, along with the passive galvanizing ward to constantly regen 890 hp/sec
Offense/Defense:
2 slots are left open for defense/offense, so the build is versitile. Here, mirror image is used along with diamond skin. Other choices are slow time, teleport, familiar, and magic weapon.
http://us.battle.net/d3/en/calculator/barbarian#bcXdUP!dhW!YZZZac This is my Barbarian build. I am basically doing 3 things. 1. I am worried about rage, and its uses. 2. I am concerned about health and getting it back, it sounds like you'll take a LOT of damage. I am worried the Health Globes will be too powerful and Ill be forced to take them. Although I like the idea of generating health based on damage. 3. I am trying to maximize my damage in AoE. This of course takes away the Single Target damage, and may not have enough to take down boss like mobs. I have built some speed and gather mobs together, hoping to gather as many as I can. Damage them as fast as I can, and run away, or leap away if the situation calls for it.
Purpose of Build: For PVE-Fun Aim of Build: To continuously use Tempest Rush. Other Nicknames: Spin The Wind, Flight of the Tissue Paper
How to Play with Build 1] Hold down left click and run wherever you want to...endlessly...infinitely... 2] Right click to dash to a group of enemies and press "1" to activate Sweeping Wind Skill. 3] Right click to dash to a large group of scattered enemies and press "2" to activate Cyclone Strike Skill. 4] Too many enemies? Press "3" to activate Wave of Light. 5] Remember to activate Mantra of Healing every 7 minutes
Notes Suffixes to get:
Attack Speed
Movement Speed
Life Regeneration
Spirit Regeneration
Suffixes MUST GET [if they exist]:
"+X Spirit per hit" OR "regenerate X Spirit per second" "+X Life per hit"
Pros:
Attacks Very Fast
Moves Very Fast
High Life & Spirit Regeneration Capabilities
Strong focus on AOE skills
Cons:
Low Damage
Low Armor
Low Dodge Chance
Low Critical Chance
Low Elemental Resist
Low Max Life
Low Max Spirit
Vulnerable to High-Damage Attacks which may result in a 1 Hit-KO
No High DPS skills
Deadly Reach: Fairly basic main attack, with the extra spirit regen from the rune helping to fuel the rest of the monk's abilities. This one is difficult to be sure of without having actually played though.
Dashing Strike: Every melee needs a gap closer in pvp and the monk is no exception. Stuns are generally amazing and even with only a 50% chance it'll still be worth its weight.
Lashing Tail Kick: The knockback would be largely counterproductive, although that might change depending on the geometry of the arenas, but once again, stuns, especially aoe stuns, are amazing for pvp.
Breath of Heaven: Pretty self explanatory, helps with staying offensive/recovering when on the defensive.
Serenity: Absolutely incredible, either to prevent burst or save yourself, and also has the option to be used as an offensive cd to block cc/peels.
Mantra of Healing: Helps mainly as a spirit generator, but the healing is nice for outlasting if it comes down to that.
Passives:
Pacifism: Self explanatory, basically mandatory for pvp.
Near Death Experience: Once again self explanatory, cheat death on steroids and an amazing lifesaver in conjunction with serenity and breath of heaven.
Transcendence: With the spirit spending of this build this seems like a nice choice to round out the hybrid feel of the build and help with longevity.
This is the build i will be using in D3 as soon as im able to unlock everything ^_^. Im rolling with fast attacks and a ferret companion to pick up the gold as i mow through the mobs, When i get into bad spots, Evasive fire will give me a few feet of breathing to make my next move. I am debating switching Elemental to my left mouse button and throwing grenades into the rotation incase i get into a bad spot with mobs, but i wont know till i actually get in there and play around with it ^_^.
The key to this build is to spread Marked for Death via the Contagion rune while channeling Rapid Fire for as long as possible. Preparation with the Punishment rune should effectively double the length of time Rapid Fire is up.
This is my support wizard build. My friends will be playing Monks and Barbs so we're aiming to find the most synergy with each other between debuffing enemies and buffing ourselves. With Barbs being able to buff armor, monks buffing dodge and damage done (along with runed effects) and then myself debuffing enemies with almost every attack/ability I use. We have high hopes for our group adventure.
I chose cleave with a damage rune because i expect to be surrounded by enemies from nightmare and on. Ancient spear does some decent damage and with the dread spear rune I get back up to 60%
damage dealt as health. In order to spend some fury points I took hammer of ancients with the smash rune. One more fury generator with some nice damage is furious charge, and with the juggernaut rune I can also get back some health. Earthquake deals 1600% weapon damage, how could you not take it. With the mountains call rune its cool down is reduced and fury cost is removed. For those out of reach enemies, and to continue those chain bonuses I took weapon throw, and with ricochet I can hit up to three enemies.
For passives, tough as nails increases my armor and thorns damage. No escape increases weapon throw and ancient spear damage by 10%, while also grating some fury on crits, and resetting cds. Lastly animosity to increase fury gen a fury pool.
This is mainly for pve but with slight tuning (swap out two skills) may be a good pvp build.
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Active:
- Bash with Obsidian Runestone for a stun instead of knock back
- Frenzy with Crimson Runestone for + a bit of damage
- Revenge with Indigo Runestone for a bigger chance to become active
- Whirlwind with Golden Runestone for no fury cost and just because its Whirlwind
- Furious Charge with Crimson Runestone for a good charge and more damage
- Wrath of the Berserker with Indigo Runestone for a good knock back and aggain damage
Passive:
- Ruthless for some extra crit chanse and crit damage
- Unforgiving so i can allways generate rage
- Tough as Nails for more armor
This is the barbarian skill set up i choose. Its more of a DPS build but i like it. I know i've put some of the higher level required spells at lower level points but thats not gonna be the build i'm gonna play with, but its kind of a model i will be aiming at. I have not played Diablo for quite a while, so i'm trying to go more for a DPS barbarian build.
This is a barbarian build focused on single target damage.
http://us.battle.net/d3/en/calculator/barbarian#WZdeUP!ZYd!ZZcYZZ
The idea here is to be able to do as much damage as possible to a single target, with hammer of the ancients being your dump for fury.
This build would presumably use the best axes possible, so you have +15% crit from passives alone, another 10% crit from popping wrath of the berserker, 3% crit from battle rage, and 10% additional crit if your overpower manages to crit. Along with any crit you can gain from gear and stats this number should be close to 40-50% if overpower crits and you can actually get any crit from gear. The leap skill is thrown in for the somewhat likely possibility of a caster kind of boss that wants to kite you, also the bonus armor after landing is nice. The lifeleech passive otherwise should help sustain you simply because of the immense amount of damage you should be putting out while under runed Wrath of the berserker effects.
http://us.battle.net...UjVR!eXU!ZYZacZ
1. draw a group in using cyclone strike (runed for extra range)
2. activate Serenity to avoid massive damage (runed to deal holy damage based on damage absorbed)
3. Deal as much damage as possible with exploding palm (runed to maintain spirit levels)
4. Just before serenity expires activate mantra to increase damage from serenity aoe.
5. Immediately after serenity expires switch attack to crippling wave. It is important to switch after, and not before, because crippling wave slows attack speed and reduces damage, mitigating damage absorbed (and therefore damge done by serenity aoe). Crippling wave is runed to reduce incoming damage from enemies, since this is the point at which the player is most vulnerable.
5. If there are still a large amount of enemies, or they are very strong, use tempest rush to remove yourself from the group.
All the passive skills were selected to increase survivability, which is essential to the whole build.
I don't know if any of this would work in practice but its worth a shot I would think.
this build can do anything
jump at you
charge at you
seismic slam your ass
go into a frenzy then earthquake ur ass down in
beserker mode
and you are done
A Crit, Dodge, and control build for a hardcore Monk character.
http://us.battle.net/d3/en/calculator/demon-hunter#WZXURl!cYd!ZZbaYZ
Rocked a bonemancer in D2, looks like demon hunter is the gal for me in D3. This is a PvE build focusing on surviving, CC, and an ability to either do massive single target or AoE damage. I'd use a templar as my companion.
Spirit Witch doctor build. I really Like the idea of pure theme builds and this build is a great example of one that has a lot of potential for success.
Haunt and Spirit barrage are obviously the damage sources, while Mass confusion with the paranoia rune and soul harvest are used to innitiate major combats to boost my damage and reduce incomming damage. Spiritual Attunement and Grave Injustice keep my mana coming and my helth recharging during combats, and when things start getting overwhealming both Horrify and Spirit Walk can give me the ability to escape and boost my defenses or add extra healing depending on which I feel I need. Spirit Vessel gives me wiggle room in case of emergencies and helps make sure my escapes are always up. Finally itimazation is pretty straightforward, I would focus on Vitality and Intellect to benefeit most from % healing abilities and Doc damage.
Using this as a late-game build to provide for some AoE damage, snaring and some(needed) way to get back health.
My Witch Doctor build can be found at the above link.
Justification:
Firebomb (Fire Pit) with Grasp of the dead (Unbreakable Grasp) should give me the ability to slow enemies down enough to get efficient accurate shots of fire at the baddies. I back that up with Fetish army (Devoted Following) that causes a little bit of chaos and directs at least some enemy fire away from me. Acid cloud (Corpse Bomb) should provide another direct shot method to place specific shots on enemies that are slowed by my mob and grasp of the dead. Add in a little spirit barrage (Manitou) and I've got some protection if anybody gets too close. Plus it's automated so I don't need to micro manage it. I'll throw in some firebats (vampire) for health regen in the absence of potions/globes and some spray to cause a bit more damage.
My passives are death trance for added protection when things get tough; Tribal Rites to allow more constant Fetish Armies; and Bad medicine since I'll be using poison dmg and want to reduce dmg whenever I can.
After writing this, I'm getting even more excited to try it out..... Hint hint, c'mon Blizzard
Thanks!
"Losers always whine about their best, winners go home and Fvck the prom queen."
Picked this one to combine damage and some survivability for inferno.
http://us.battle.net...gjmi!ZYg!YbaZca
This PvE build focuses entirely on clumping your foes with active and passive slow abilities while dealing out damage at the same time. With the power of reducing enemy movement speed, you may endlessly teleport backwards, setting mines, and using slow time and then hydra[ all damage dealt as arcane slow enemies, so arcane hydra, as well as arcane mines] to keep the armies of Hell at bay while you leisurely regen your arcanepower through electrify and redo the whole cycle again. With this build, it is impossible to be touched due to such massive slow.
And how they should cower in fear when you become a being of pure arcane power, for their very legs without the cowardice of their mind shall be rooted to the ground [once again through arcane damage passive ability] With the power to endlessly absorb endless waves of foes, if all you require is the space to do so. While this may be hard to do, for you focus around slow and not getting hit depnding on teleport and your slow, the rewards are great. AND of course all of these explosions and orbs from hydra/mines and everything else looks good on the screen, and the screen will not tell lies in this scenario!
http://us.battle.net...iOkX!cTf!aYaYaY
It is designed for inferno mode. It uses heavy hitters, high AP regen and strong defensive abilities.
Offense:
Heavy hitting meteor (ice) and arcane hydra
It uses electrocute with chain lightning rune along with prodigy for high AP generation.
Arcane dynamo passive is used to give +75% dmg to meteor and hydra, as a bonus for using the electrocute to regen AP.
Defense:
Energy armor with capped max dmg taken, along with the passive galvanizing ward to constantly regen 890 hp/sec
Offense/Defense:
2 slots are left open for defense/offense, so the build is versitile. Here, mirror image is used along with diamond skin. Other choices are slow time, teleport, familiar, and magic weapon.
http://us.battle.net...iRTh!bYc!ZabZZZ
Purpose of Build: For PVE-Fun
Aim of Build: To continuously use Tempest Rush.
Other Nicknames: Spin The Wind, Flight of the Tissue Paper
How to Play with Build
1] Hold down left click and run wherever you want to...endlessly...infinitely...
2] Right click to dash to a group of enemies and press "1" to activate Sweeping Wind Skill.
3] Right click to dash to a large group of scattered enemies and press "2" to activate Cyclone Strike Skill.
4] Too many enemies? Press "3" to activate Wave of Light.
5] Remember to activate Mantra of Healing every 7 minutes
Notes
Suffixes to get:
Attack Speed
Movement Speed
Life Regeneration
Spirit Regeneration
Suffixes MUST GET [if they exist]:
"+X Spirit per hit" OR "regenerate X Spirit per second"
"+X Life per hit"
Pros:
Attacks Very Fast
Moves Very Fast
High Life & Spirit Regeneration Capabilities
Strong focus on AOE skills
Cons:
Low Damage
Low Armor
Low Dodge Chance
Low Critical Chance
Low Elemental Resist
Low Max Life
Low Max Spirit
Vulnerable to High-Damage Attacks which may result in a 1 Hit-KO
No High DPS skills
Ready Stance [Not Attacking, Mantra of Healing activated]:
+593 Life/sec
+5 Spirit/sec
While Attacking [using Sweeping Wind]:
+593 Life/sec, +X Life/hit
+5 Spirit/sec, +X Spirit/hit, +6 Spirit/attack, +5 Spirit/sec [Sweeping Wind Inner Storm]
While Attacking [using skills that spends Spirit]:
+593 Life/sec, +X Life/hit, +118.6 Life/Spirit
+5 Spirit/sec, +X Spirit/hit
http://us.battle.net...cXUh!eVY!YZYZaZ
Deadly Reach: Fairly basic main attack, with the extra spirit regen from the rune helping to fuel the rest of the monk's abilities. This one is difficult to be sure of without having actually played though.
Dashing Strike: Every melee needs a gap closer in pvp and the monk is no exception. Stuns are generally amazing and even with only a 50% chance it'll still be worth its weight.
Lashing Tail Kick: The knockback would be largely counterproductive, although that might change depending on the geometry of the arenas, but once again, stuns, especially aoe stuns, are amazing for pvp.
Breath of Heaven: Pretty self explanatory, helps with staying offensive/recovering when on the defensive.
Serenity: Absolutely incredible, either to prevent burst or save yourself, and also has the option to be used as an offensive cd to block cc/peels.
Mantra of Healing: Helps mainly as a spirit generator, but the healing is nice for outlasting if it comes down to that.
Passives:
Pacifism: Self explanatory, basically mandatory for pvp.
Near Death Experience: Once again self explanatory, cheat death on steroids and an amazing lifesaver in conjunction with serenity and breath of heaven.
Transcendence: With the spirit spending of this build this seems like a nice choice to round out the hybrid feel of the build and help with longevity.
http://us.battle.net/d3/en/calculator/demon-hunter#aeSXUQ!ZeT!ZaYaZY
This is the build i will be using in D3 as soon as im able to unlock everything ^_^. Im rolling with fast attacks and a ferret companion to pick up the gold as i mow through the mobs, When i get into bad spots, Evasive fire will give me a few feet of breathing to make my next move. I am debating switching Elemental to my left mouse button and throwing grenades into the rotation incase i get into a bad spot with mobs, but i wont know till i actually get in there and play around with it ^_^.
The key to this build is to spread Marked for Death via the Contagion rune while channeling Rapid Fire for as long as possible. Preparation with the Punishment rune should effectively double the length of time Rapid Fire is up.
The other three skills augment hatred generation.
This is my support wizard build. My friends will be playing Monks and Barbs so we're aiming to find the most synergy with each other between debuffing enemies and buffing ourselves. With Barbs being able to buff armor, monks buffing dodge and damage done (along with runed effects) and then myself debuffing enemies with almost every attack/ability I use. We have high hopes for our group adventure.
I chose cleave with a damage rune because i expect to be surrounded by enemies from nightmare and on. Ancient spear does some decent damage and with the dread spear rune I get back up to 60%
damage dealt as health. In order to spend some fury points I took hammer of ancients with the smash rune. One more fury generator with some nice damage is furious charge, and with the juggernaut rune I can also get back some health. Earthquake deals 1600% weapon damage, how could you not take it. With the mountains call rune its cool down is reduced and fury cost is removed. For those out of reach enemies, and to continue those chain bonuses I took weapon throw, and with ricochet I can hit up to three enemies.
For passives, tough as nails increases my armor and thorns damage. No escape increases weapon throw and ancient spear damage by 10%, while also grating some fury on crits, and resetting cds. Lastly animosity to increase fury gen a fury pool.
This is mainly for pve but with slight tuning (swap out two skills) may be a good pvp build.