This build I think allows for solo capability with using Diamond skin and teleport to survive mobs and quick escapes.
Will most likely use this build to start off to try and do some magic find and change if needed. I think the Glass Cannon passive is key in dealing mass amounts of damage especially in the more difficult areas. And besides, who wouldn't more damage. The Diamond skin and Teleport make up for the 10% decrease in armor and resistance from Glass Cannon.
I like this build because both Chain Lighting and Disintegrate are in between single enemy and AOE damage. I also like having the Meteor to do big AOE damage and the Explosive Blast to kite with.
Basically, i made this build based around the fact that i'll be grouped up most of the time with people who will be the dps. I wanted to be able to add as much utility to the group as possible for when we hit the harder modes.
Since I have not played the game I chose a bunch of random skills. If I had played the game I would have a better idea. Chances are your first build will not work very well and will have to be adapted to the game-play. The contest winners are random so what's the difference?
I setup the build to give a wide range of use while leveling in Pve. Mostly physical damage, but with lightning and holy as well. Defensively, it doesn't stack dodge but allows for evasion with movement skills.
Honestly, in game, I'll be changing this spec quite a bit- just like Blizz seems to want. I'm just stoked to play the game.
http://us.battle.net/d3/en/calculator/demon-hunter#aZVUTQ!XeT!cbcYcc
This is my Demon Hunter build for times when you're against one big mob.
so theres no aoe damage but a very strong burst damage in single targets.
also a companion wolf to tank and vault if youre in trouble
My build will be able to knock back enemies and keep knocking them back! Also increasing the change of critical hits and increased damage. This build will best suit pvp.
I think this will end up a demonhunter farm build of mine, but until I can test the higher skills, I'm not sure if this will be the case. Looking at the runed aoe videos made this look fairly solid with a few hatred generators. The runes could probably be better, but since I do not know the damage modifiers I went by what sounded best for a run around, slow them, and burn them down mentality.
This Is a Hybrid Build For a Demon Hunter what else more could you want then Aoe, Single Target and Survialabillity This is the Build for you :), Im gonna keep it Plain and Simple Need Single Target Go ahead and you will be fine .!! ? To many Skeletons Trying to bash you to death with a sheild It is also Perfect for it! Monsters Getting to Close to you?? Use Evasive Fire for the win ^_^.. Hope you Enjoyed reading this Breif Description and Have a good day and good luck to all :)..
Everyone that has played D2 knows the massive distruction and havoc a wirlwind barbarian can cause! Here is my skill build for what will be my first character and barbarian when I get ahold of D3.
Obviously, the primary skill is going to be wirlwind. I will be relying on wirlwind to generate my fury with "eye of the storm", this will be the main source of fury so that I can CONSTANTLY wirlwind monsters to the ground.
But wait what? You need to have fury to start your wirlwinds. That is the reason War Cry is picked up as an action bar skill. War Cry then jump into the fray with wirlwind. With a short cooldown of 30 seconds fury will not be a problem. Not only that the defense will be valuable during your wirlwinds.
Now for your secondary skill, Ground Stomp. When you finsih wirlwinding there are two steps. FIRST MOAR WIRLWIND. or Secondly- Ground Stomp and stack them up with "Wrenching Smash" THEN MOAR WIRLWIND.
Action Bar Skills:
War Cry was discussed above.
The main weakness of wirlwind barbarians in d2 were the times where you would stop wirlwind and get mobbed to oblivion - with not enough time to recooperate with your next wirlwind. It might have been a bug in d2, but there were times in d2 where my character would just stop moving and I couldn't get the next wirlwind off without spamming another area. By the time I had my next wirlwind going, I was too low or would barely escape.
THIS is where Ignore Pain will come in. Combined with Ignorance is Bliss, recovery will be cake and then.... MOAR WIRLWINDS!!!
Lastly, two abilites to increase burst damage output and burst survivability. Battle Rage stacked with Marauder's Rage will give the necessary burst as levels and difficulties increase. That means MOAR DAMAGE TO WIRLWINDS!!! And for those times when you encounter uniques and bosses, burst damage with Wrath of the Beserker. The added Striding Giant effect will give you the needed survivability to stack up and beat the champion monsters.
Passives:
Bloodthirst is picked up for the life steal from attacks. This combined with the life steal from Ignore Pain will hopefully let my barb be less reliant on weapons and items that stack lifesteal so I can stack MOAR DAMAGE FOR WIRLWINDS!!!
The MAIN strength of the wirlwind barbarian is the ability to tackle a stack of monsters head on. Even more stacking comes from the suction ability of War Stomp and therefore Brawler is a great pick up for a wirlwind barb. Wirlwind puts you in the face of the horde so having 3 or more monsters within 8 yards is no problem.
Lastly, Relentless will be critical in situations where you might have overwirlwinded into a crowd of unhappy monsters. This combined with Ignore Pain will allow you to tank through any critical periods and get back to MOAR WIRLWINDS!!!
A final point I would like to discuss is single target boss fights. Obvious a wirlwind build is built towards aoe and clearing mobs, while relying on the mass attacks to life steal any damage taken. I will admit that sometimes single target bosses in D2 - such as Diablo - could be a pain. I might eventually have to switch out an ability to cope with this situation, BUT that is not to say that you cannot wirlwind these sorry monsters to HELL. That is what I did in D2 and I WILL DO IT IN D3, you can be assured!
Anyways, since I don't have the beta and am only reading the skills from calculator and other sources, I cannot be 100% sure that the tactics I speak of will be viable. I am also unfamiliar with the fury system, coming strictly from D2, so that will have to be experimented once I get the game. BUT one thing is for sure mates. I WILL PERFECT THE WIRLWIND BARBARIAN!!!
The first thing you may notice is there are NO signature spells. Dont worry! "Ray of Frost" with its "Cold Blood" rune brings the casting cost to zero, essentially making it a signature spell.
Passives
The passive's are set up to buff your 6 spells. You do 15% increased damage from glass cannon, and an additional 20% if they're frozen or chilled. Naturally this build revolves around keeping your enemies cold, and maintaining that 20% buff. At your arsenal, you have many different ways of accomplishing this. In addition, you'll only need to cast Ice armour once during a pvp (assuming it's under 5 minutes) and you gain about 900 life a second with the "Galvanizing Ward" passive.
Skills
These skills revolve around keeping your enemy slowed/chilled and frozen, and keeping you alive. You should also note the ordering of these skills. Each is in a place that a player will find easy to use, blizzard and teleport as 4 and 3 is kind of a throw back to an old d2 blizz sorc build where many people kept those two skills hotkeyed to f3 and f4.
1. Frost Nova: an easy way to chill your enemies right off the bat, and with its rune, allows for an additional 15% on top of the buff you gain from your Black ice passive.
2. Ray of Frost: Your primary means of inflicting damage. After you cast frost nova, transition immediately into this for devastating damage.
3. Ice armor: another means of chilling your opponent, even when they hit you, they cant escape the black ice buff that you receive as a result. In addition, that 900 life a second is pivotal to survival, as the glass cannon passive also makes your wizard more fragile.
4. Archon: Can be interchanged with Diamond Skin depending on preference, this is really the spot where i keep the "last resort" spell. I accompanied it with the arcane destruction to give you that immediate damage infliction, and from there, hopefully you can seal the deal.
5. Teleport: To put it simply, you need a spell to create distance as you're a ranged attacker. I've paired this with wormhole because when you're panicked and under pressure, a chain of teleports gets you farther away, you'll never be confined to only going as far as the screen.
6. Blizzard: The skill i based this build around. This spell can be used so effectively both offensively and defensively. A good way to freeze your opponents, inflict massive amounts of damage, or protect yourself. Cast it and block paths, or cast it on yourself and force your opponent to engage you in unfavourable conditions.
Alright well that's the short summary of it. I played USWest for a number of years a blizz sorc so this is my tribute to that. Hope you like the build, please pm with me with suggestions or comments and good luck to everyone participating in this contest
The idea behind this Wizard is focused on dealing a good amount of damage, while at the same time slowing them down. In an ideal situation, this Wizard build would be used along side a Monk or Barbarian, someone who can be a little more tanky so the Wizard can focus a little more on damage. This doesn't mean they're helpless, because this one can still get away if the enemy isn't careful.
Magic Missile : Seeker Rune
The reasoning behind this is that, of all the primary spells, this is almost the only one that can be reliably used from a distance, I believe at least. Having the Seeker Rune makes having this as a spell that much more useful, anything would be less reliable in terms of accuracy. This will come in handy, which I'll explain later.
Ray of Frost : Snow Blast
This spell can be great. It's like Disintegrate, only it's Frost Damage and with the Snow Blast rune it becomes that much stronger of a spell that can be used. Not only that, but if your partner is able to tank them, then this should deal a significant amount of damage.
Frost Nova : Cold Snap
Seriously though, a Wizard will need a way to get out of a sticky situation because, in reality, no tank can keep 2 players off of another. Not to mention this spell can work very well with Blizzard.
Blizzard :Frozen Solid
As I was saying, Blizzard can work really well with Frost Nova. When you see an enemy coming at you, throw this down, then hit them with Frost Nova and they're stuck taking this Blizzard. And with the Frozen Solid rune added to the mix, there's a higher chance of them being frozen AGAIN, allowing you to escape and throw out some more damage while they're stationary.
Ice Armor :Chilling Aur a
Now, let's not kid ourselves and say that the Wizard will always be able to get his Frost Nova and Blizzard combo off quickly, they're going to take some hits. That's where Ice Armor comes in, not only is it going to slow them down a little, but they'll take some punishement for attacking you.
Mirror Image : Mirror Mimics
As I was saying when I talking about Magic Missiles, they will come in handy. I am unsure of this atm, but I think it can be safe to assume that the Mirror Images won't be casting spells like Ray of Frost, Blizzard or Frost Nova, so, why not have them cast Magic Missiles that will will hone in on enemys? It means another 20% damage on top of the 121% weapon damage Magic Missiles already do.
Black Ice
I think it speaks for itself. 4 of this Wizards abilities deal frost damage, I think it would be safe to assume that dealing 20% more frost damage would make perfect sense.
Prodigy
This passive I believe would be great to have because of the possible large number of Magic Missiles that will be caste by our Wizard friend here.
Astral Pressence
Astral Pressence is just another spell that will help with the Arcane regeneration, meaning that the player can benefit from Black Ice that much more.
This is my aoe crit/furygen Wrath barb, it seems like something fun to play with and tweak.
The 2 main damage skills I chose were:
1. Cleave (Reaping Swing Rune) - Basic fury generating attack, as I don't have access to the beta I feel that this with the Reaping Swing (Extra fury per swing) rune will be the highest fury generator over Bash.
2. Whirlwind (Eye of the Storm) - Basic fury spender with the rune to generate more fury while activated which is what this build revolves around
The rest of the skills revolve around increasing damage output, fury generation and extra mobility.
1. Furious charge(Stamina) - Going with the theme, adds a huge amount of fury regen every time this skill is up as well as adding some movement around the maps. I chose this over leap as more of a personal decision.
2. Sprint(Forced March) - For this build, I added this to be helpful in group play as well as the obvious movement speed.
3. Battle Rage(Into the Fray) - Giving crits a chance to generate some fury is always a bonus, as well as the 3% crit adds to this.
4. Wrath of the Berserker(Thrive on Chaos) - This is the core of the build. With this runed, I would love to see if this is able to be kept as close to 100% uptime as possible.
Passives -
1. Ruthless- With the extra crit it works well with Battle Rage, as well as the passive crit and crit bonus
2. Animosity- Extra fury generation is the main perk of this passive, but this passive also meshes well with the next passive.
3.Unforgiving- The passive fury generation just adds to the madness and helps keep the berserker fueled.
The main goal is to stack a ton of crit on your gear and generate as much fury as much fury as possible in attempt to keep Wrath of the Berserker uptime to the maximum amount. I feel like this build has a ton of potential, the only skill I would consider changing is Sprint, but the mobility of this skill is very useful as well. I'm sure there are a ton of tweaks that could be made but overall I'm really digging this build as an aggressive in your face mash the baddies into the ground build.
I mostly play PvE and I really enjoy caster classes. I intend for this build to be fairly balanced between offense and defense, with a slight emphasis on offense. While I do believe the faster things die the less I will need to worry about my own survivability, I also know I'll be getting hit more than I intend to be as I learn the encounters.
For offense, I've got my runed signature spell as a form of generating Arcane Power as needed and a couple higher DPS abilities to help clear mobs, each of a different elemental type because of my assumption that monster resistances will be a challenging factor for me in later difficulties. I also have a runed familiar and runed slow time as forms of passive damage buffs.
I haven't include much for control, other than Slow Time and the Temporal Flux passive, but I hope they will be sufficient at least until later difficulties. While on the defensive side I hope to have Slow Time, a runed energy armor for increased resistances, and the Galvanizing Wizard passive fulfill that effort. The passive health regen interests me, so I hope I enjoy having that skill.
The Astral Presence passive is used to help offset the reduction Energy armor brings but also to help increase resource regeneration overall. After all, what fun is a wizard who isn't able to cast heavy hitting spells as much as they want to?
This is pure summoner WD build. Dogs and spideys are main here, think this build can be competitve, especially when you want your minions fight for you. I think it's not suitable for inferno because minions are easily to kill.
This build I think allows for solo capability with using Diamond skin and teleport to survive mobs and quick escapes.
Will most likely use this build to start off to try and do some magic find and change if needed. I think the Glass Cannon passive is key in dealing mass amounts of damage especially in the more difficult areas. And besides, who wouldn't more damage. The Diamond skin and Teleport make up for the 10% decrease in armor and resistance from Glass Cannon.
I like this build because both Chain Lighting and Disintegrate are in between single enemy and AOE damage. I also like having the Meteor to do big AOE damage and the Explosive Blast to kite with.
http://us.battle.net/d3/en/calculator/monk#aZXjiR!VaZ!ZYZZbc
Basically, i made this build based around the fact that i'll be grouped up most of the time with people who will be the dps. I wanted to be able to add as much utility to the group as possible for when we hit the harder modes.
Since I have not played the game I chose a bunch of random skills. If I had played the game I would have a better idea. Chances are your first build will not work very well and will have to be adapted to the game-play. The contest winners are random so what's the difference?
This link is to the build itself : http://us.battle.net...SfQR!Zcd!ZbaaZZ
I setup the build to give a wide range of use while leveling in Pve. Mostly physical damage, but with lightning and holy as well. Defensively, it doesn't stack dodge but allows for evasion with movement skills.
Honestly, in game, I'll be changing this spec quite a bit- just like Blizz seems to want. I'm just stoked to play the game.
This is my Demon Hunter build for times when you're against one big mob.
so theres no aoe damage but a very strong burst damage in single targets.
also a companion wolf to tank and vault if youre in trouble
My build will be able to knock back enemies and keep knocking them back! Also increasing the change of critical hits and increased damage. This build will best suit pvp.
I think this will end up a demonhunter farm build of mine, but until I can test the higher skills, I'm not sure if this will be the case. Looking at the runed aoe videos made this look fairly solid with a few hatred generators. The runes could probably be better, but since I do not know the damage modifiers I went by what sounded best for a run around, slow them, and burn them down mentality.
Monk build, used to PvM with a group in Inferno. High AoE damage, as well as the seven sided strike cd with healing and Inner Sanctuary for utility.
Good for group play with lots of healing for later difficulties.
Tank Barb build for mainly Coop.
http://us.battle.net...XiPQ!Xhe!cbbaYb
This Is a Hybrid Build For a Demon Hunter what else more could you want then Aoe, Single Target and Survialabillity This is the Build for you :), Im gonna keep it Plain and Simple Need Single Target Go ahead and you will be fine .!! ? To many Skeletons Trying to bash you to death with a sheild It is also Perfect for it! Monsters Getting to Close to you?? Use Evasive Fire for the win ^_^.. Hope you Enjoyed reading this Breif Description and Have a good day and good luck to all :)..
Everyone that has played D2 knows the massive distruction and havoc a wirlwind barbarian can cause! Here is my skill build for what will be my first character and barbarian when I get ahold of D3.
http://us.battle.net/d3/en/calculator/barbarian#QXiSeP!dgS!YZbcYY
Main Skills:
Obviously, the primary skill is going to be wirlwind. I will be relying on wirlwind to generate my fury with "eye of the storm", this will be the main source of fury so that I can CONSTANTLY wirlwind monsters to the ground.
But wait what? You need to have fury to start your wirlwinds. That is the reason War Cry is picked up as an action bar skill. War Cry then jump into the fray with wirlwind. With a short cooldown of 30 seconds fury will not be a problem. Not only that the defense will be valuable during your wirlwinds.
Now for your secondary skill, Ground Stomp. When you finsih wirlwinding there are two steps. FIRST MOAR WIRLWIND. or Secondly- Ground Stomp and stack them up with "Wrenching Smash" THEN MOAR WIRLWIND.
Action Bar Skills:
War Cry was discussed above.
The main weakness of wirlwind barbarians in d2 were the times where you would stop wirlwind and get mobbed to oblivion - with not enough time to recooperate with your next wirlwind. It might have been a bug in d2, but there were times in d2 where my character would just stop moving and I couldn't get the next wirlwind off without spamming another area. By the time I had my next wirlwind going, I was too low or would barely escape.
THIS is where Ignore Pain will come in. Combined with Ignorance is Bliss, recovery will be cake and then.... MOAR WIRLWINDS!!!
Lastly, two abilites to increase burst damage output and burst survivability. Battle Rage stacked with Marauder's Rage will give the necessary burst as levels and difficulties increase. That means MOAR DAMAGE TO WIRLWINDS!!! And for those times when you encounter uniques and bosses, burst damage with Wrath of the Beserker. The added Striding Giant effect will give you the needed survivability to stack up and beat the champion monsters.
Passives:
Bloodthirst is picked up for the life steal from attacks. This combined with the life steal from Ignore Pain will hopefully let my barb be less reliant on weapons and items that stack lifesteal so I can stack MOAR DAMAGE FOR WIRLWINDS!!!
The MAIN strength of the wirlwind barbarian is the ability to tackle a stack of monsters head on. Even more stacking comes from the suction ability of War Stomp and therefore Brawler is a great pick up for a wirlwind barb. Wirlwind puts you in the face of the horde so having 3 or more monsters within 8 yards is no problem.
Lastly, Relentless will be critical in situations where you might have overwirlwinded into a crowd of unhappy monsters. This combined with Ignore Pain will allow you to tank through any critical periods and get back to MOAR WIRLWINDS!!!
A final point I would like to discuss is single target boss fights. Obvious a wirlwind build is built towards aoe and clearing mobs, while relying on the mass attacks to life steal any damage taken. I will admit that sometimes single target bosses in D2 - such as Diablo - could be a pain. I might eventually have to switch out an ability to cope with this situation, BUT that is not to say that you cannot wirlwind these sorry monsters to HELL. That is what I did in D2 and I WILL DO IT IN D3, you can be assured!
Anyways, since I don't have the beta and am only reading the skills from calculator and other sources, I cannot be 100% sure that the tactics I speak of will be viable. I am also unfamiliar with the fury system, coming strictly from D2, so that will have to be experimented once I get the game. BUT one thing is for sure mates. I WILL PERFECT THE WIRLWIND BARBARIAN!!!
MOARRRR WIRLWINNNDDSSSS!!!!
http://us.battle.net/d3/en/calculator/wizard#YcfmjP!YWf!cYbaZZ
It's designed as a 1v1 pvp Ice Wizard build.
The first thing you may notice is there are NO signature spells. Dont worry! "Ray of Frost" with its "Cold Blood" rune brings the casting cost to zero, essentially making it a signature spell.
Passives
The passive's are set up to buff your 6 spells. You do 15% increased damage from glass cannon, and an additional 20% if they're frozen or chilled. Naturally this build revolves around keeping your enemies cold, and maintaining that 20% buff. At your arsenal, you have many different ways of accomplishing this. In addition, you'll only need to cast Ice armour once during a pvp (assuming it's under 5 minutes) and you gain about 900 life a second with the "Galvanizing Ward" passive.
Skills
These skills revolve around keeping your enemy slowed/chilled and frozen, and keeping you alive. You should also note the ordering of these skills. Each is in a place that a player will find easy to use, blizzard and teleport as 4 and 3 is kind of a throw back to an old d2 blizz sorc build where many people kept those two skills hotkeyed to f3 and f4.
1. Frost Nova: an easy way to chill your enemies right off the bat, and with its rune, allows for an additional 15% on top of the buff you gain from your Black ice passive.
2. Ray of Frost: Your primary means of inflicting damage. After you cast frost nova, transition immediately into this for devastating damage.
3. Ice armor: another means of chilling your opponent, even when they hit you, they cant escape the black ice buff that you receive as a result. In addition, that 900 life a second is pivotal to survival, as the glass cannon passive also makes your wizard more fragile.
4. Archon: Can be interchanged with Diamond Skin depending on preference, this is really the spot where i keep the "last resort" spell. I accompanied it with the arcane destruction to give you that immediate damage infliction, and from there, hopefully you can seal the deal.
5. Teleport: To put it simply, you need a spell to create distance as you're a ranged attacker. I've paired this with wormhole because when you're panicked and under pressure, a chain of teleports gets you farther away, you'll never be confined to only going as far as the screen.
6. Blizzard: The skill i based this build around. This spell can be used so effectively both offensively and defensively. A good way to freeze your opponents, inflict massive amounts of damage, or protect yourself. Cast it and block paths, or cast it on yourself and force your opponent to engage you in unfavourable conditions.
Alright well that's the short summary of it. I played USWest for a number of years a blizz sorc so this is my tribute to that. Hope you like the build, please pm with me with suggestions or comments and good luck to everyone participating in this contest
Dont let this one give you a Cold Shoulder
http://us.battle.net/d3/en/calculator/wizard#acYPfk!WcX!caZZac
The idea behind this Wizard is focused on dealing a good amount of damage, while at the same time slowing them down. In an ideal situation, this Wizard build would be used along side a Monk or Barbarian, someone who can be a little more tanky so the Wizard can focus a little more on damage. This doesn't mean they're helpless, because this one can still get away if the enemy isn't careful.
Magic Missile : Seeker Rune
The reasoning behind this is that, of all the primary spells, this is almost the only one that can be reliably used from a distance, I believe at least. Having the Seeker Rune makes having this as a spell that much more useful, anything would be less reliable in terms of accuracy. This will come in handy, which I'll explain later.
Ray of Frost : Snow Blast
This spell can be great. It's like Disintegrate, only it's Frost Damage and with the Snow Blast rune it becomes that much stronger of a spell that can be used. Not only that, but if your partner is able to tank them, then this should deal a significant amount of damage.
Frost Nova : Cold Snap
Seriously though, a Wizard will need a way to get out of a sticky situation because, in reality, no tank can keep 2 players off of another. Not to mention this spell can work very well with Blizzard.
Blizzard : Frozen Solid
As I was saying, Blizzard can work really well with Frost Nova. When you see an enemy coming at you, throw this down, then hit them with Frost Nova and they're stuck taking this Blizzard. And with the Frozen Solid rune added to the mix, there's a higher chance of them being frozen AGAIN, allowing you to escape and throw out some more damage while they're stationary.
Ice Armor : Chilling Aur a
Now, let's not kid ourselves and say that the Wizard will always be able to get his Frost Nova and Blizzard combo off quickly, they're going to take some hits. That's where Ice Armor comes in, not only is it going to slow them down a little, but they'll take some punishement for attacking you.
Mirror Image : Mirror Mimics
As I was saying when I talking about Magic Missiles, they will come in handy. I am unsure of this atm, but I think it can be safe to assume that the Mirror Images won't be casting spells like Ray of Frost, Blizzard or Frost Nova, so, why not have them cast Magic Missiles that will will hone in on enemys? It means another 20% damage on top of the 121% weapon damage Magic Missiles already do.
Black Ice
I think it speaks for itself. 4 of this Wizards abilities deal frost damage, I think it would be safe to assume that dealing 20% more frost damage would make perfect sense.
Prodigy
This passive I believe would be great to have because of the possible large number of Magic Missiles that will be caste by our Wizard friend here.
Astral Pressence
Astral Pressence is just another spell that will help with the Arcane regeneration, meaning that the player can benefit from Black Ice that much more.
A build with skills I think would be fun to use.
This is my aoe crit/furygen Wrath barb, it seems like something fun to play with and tweak.
The 2 main damage skills I chose were:
1. Cleave (Reaping Swing Rune) - Basic fury generating attack, as I don't have access to the beta I feel that this with the Reaping Swing (Extra fury per swing) rune will be the highest fury generator over Bash.
2. Whirlwind (Eye of the Storm) - Basic fury spender with the rune to generate more fury while activated which is what this build revolves around
The rest of the skills revolve around increasing damage output, fury generation and extra mobility.
1. Furious charge(Stamina) - Going with the theme, adds a huge amount of fury regen every time this skill is up as well as adding some movement around the maps. I chose this over leap as more of a personal decision.
2. Sprint(Forced March) - For this build, I added this to be helpful in group play as well as the obvious movement speed.
3. Battle Rage(Into the Fray) - Giving crits a chance to generate some fury is always a bonus, as well as the 3% crit adds to this.
4. Wrath of the Berserker(Thrive on Chaos) - This is the core of the build. With this runed, I would love to see if this is able to be kept as close to 100% uptime as possible.
Passives -
1. Ruthless- With the extra crit it works well with Battle Rage, as well as the passive crit and crit bonus
2. Animosity- Extra fury generation is the main perk of this passive, but this passive also meshes well with the next passive.
3.Unforgiving- The passive fury generation just adds to the madness and helps keep the berserker fueled.
The main goal is to stack a ton of crit on your gear and generate as much fury as much fury as possible in attempt to keep Wrath of the Berserker uptime to the maximum amount. I feel like this build has a ton of potential, the only skill I would consider changing is Sprint, but the mobility of this skill is very useful as well. I'm sure there are a ton of tweaks that could be made but overall I'm really digging this build as an aggressive in your face mash the baddies into the ground build.
My build focuses on Crit and rage generation. It uses revenge and overpower to buff crit. While Battle rage and Wrath to buff everything else.
http://us.battle.net...gQlO!ZXf!Ybcaac
I mostly play PvE and I really enjoy caster classes. I intend for this build to be fairly balanced between offense and defense, with a slight emphasis on offense. While I do believe the faster things die the less I will need to worry about my own survivability, I also know I'll be getting hit more than I intend to be as I learn the encounters.
For offense, I've got my runed signature spell as a form of generating Arcane Power as needed and a couple higher DPS abilities to help clear mobs, each of a different elemental type because of my assumption that monster resistances will be a challenging factor for me in later difficulties. I also have a runed familiar and runed slow time as forms of passive damage buffs.
I haven't include much for control, other than Slow Time and the Temporal Flux passive, but I hope they will be sufficient at least until later difficulties. While on the defensive side I hope to have Slow Time, a runed energy armor for increased resistances, and the Galvanizing Wizard passive fulfill that effort. The passive health regen interests me, so I hope I enjoy having that skill.
The Astral Presence passive is used to help offset the reduction Energy armor brings but also to help increase resource regeneration overall. After all, what fun is a wizard who isn't able to cast heavy hitting spells as much as they want to?
Thank you for reading!
This is pure summoner WD build. Dogs and spideys are main here, think this build can be competitve, especially when you want your minions fight for you. I think it's not suitable for inferno because minions are easily to kill.
http://us.battle.net/d3/en/calculator/monk#bZYjQg!dUY!abcZcc
Good luck everyone