This spec has a very specific goal in mind. It is not any sort of 'all around' build, or a build with which to solo the whole game, or to PvP. This spec is to become an immortal AoE power house.
Let's take it from the top.
ACTIVE ABILITIES:
Cleave (Rupture):
The obvious base attack choice for an AoE build. Runes are somewhat limited, I don't think the extra fury from Reaping Swing will be that vital, the knock back from Scattering Blast would work counter-productively with the rest of the skill set, the slow from Gathering Storm is an OK CC, but there's better available, so that knocks it down to Rupture and Broad Sweep, and seriously, when you have to choose between almost anything or "Exploding Bodies", you choose "Exploding Bodies."
Rend (Blood Lust):
I'd kind of prefer Whirlwind here, but Rend has a very nice life-leach rune. WW has a rune to restore HP, but it depends on crits, and I don't know how high the chance for that will be, and even so, it'll be a *chance*. When we're talking about health restoring, I think it tends to be better to go with a guaranteed return.
Overpower (Revel):
Another AoE swing hitting everything. Does more damage than Rend, and has 1% more life-leach with the rune. It doesn't even cost fury!
Furious Charge (Juggernaut):
Oh baby. Mobility, awesome graphic, *and* life-regen? Gimme, gimme, gimme. Aside from looking far less impressive, Leap Attack would make a good substitute here. I'd likely use the Toppling Impact rune so that if a clear path of escape was not readily available, I could *make* one.
Hammer of the Ancients (Smash):
There are always those pesky champions, or uniques, or just generally tougher creeps, and that's why Hammer is included here and runed specifically to devastate a small number (or single) targets. Rolling Thunder could be an alternative rune choice, but I would probably not use it unless the shock wave hit the primary target, too (but if it did, why even have the Smash Rune?).
Ground Stomp (Avalanche):
Press this button when getting clobbered and your life-leach can't quite keep up. Avalanche rune gets some breathing room, to Furious Charge into part of the scattered group and keep on grinding their demon meat.
PASSIVE SKILLS:
Tough As Nails:
You're going to get hit. You're probably going to get hit a *lot*. You are, after all, melee. So 50% more armour can't be a bad thing, stack up some thorns effect armour and let the mobs themselves help you kill them!
Relentless:
I'm not sure about this one. I like the idea of an automatic "Ocrap" button, but with all the life-steal, I'm not sure how necessary this would be. Bloodthirst might be a good alternative, in effort to just never fall down to 20% HP. If neither are needed, I'd probably go with Ruthless, because I like big numbers. And Exploding Corpses.
Brawler:
An AoE build without this would just be silly. The whole point is to have lots of baddies nearby, so a free 30% damage boost? How can you say no?
So, while I obviously can't test this and give testament to the worthiness (even if I was in Beta), on paper it seems fantastically durable, possibly even eliminating reliance on health orbs altogether (I hope), and moreover, that it would cut like a razor through jello a swath of carnage through a horde of orcs, or a legion of undead, or, terror of terrors, a legion of hordes of undead orcs!
Skill 1: Ray of Frost, it costs 0 Arcane Power win the "Cold Blood" rune effect, thus removing the need for a signature spell. This ability is great because it slows enemies down quite a lot.
Skill 2: Blizzard is really great because you can cast it and kite enemies to keep them inside the area, since inferno is supposed to be a hard difficulty i added the duration rune effect because enemies should be taking a while to kill.
Skill 3: Frost Nova is great because you know enemies are bound to get near you eventually, when they do you can freeze most of them to prevent them from damaging you. This also makes these enemies take more damage so you can take care of them quickly.
Skill 4: Meteor is really great because it does a lot of instant damage and slows them (because of comet). This is a really good ability to mix with Blizzard because they both do a lot of damage in a large area.
Skill 5: Frost Hydra is really good for slowing the enemies down to keep them inside of your Blizzard's area. It's also nice because it's an extra damage output while you cast other abilities.
Skill 6: Ice Armor is a great fail-safe for when Frost Nova doesn't save you, this will generate a slow aura because of the "Chilling Aura" rune effect.
Rune 1: Black Ice, +20% damage to everything pretty much.
Rune 2: Galvanizing Ward, Since you should have Ice armor up at all times, this should be healing you at all times.
Rune 3: Glass Cannon, with the survivability caused by all of your snaring and freezing of enemies, you should be able to avoid quite a lot of damage from your enemies, so being a glass cannon is completely acceptable.
Thats my build for my Demon Hunter. I would like for it to do as much AOE dmg as possible. As well as be able to get away from danger fast. The build has a high demand for hatred so I added Vengeance as a passive skill to give me some more.
I havent tried the BETA yet so dont know how this would work:p
Basically this build is an AoE Offensive Tank! Thats the only way I can explain it but the reason I'll most likely go this route when playing D3 is because I like being able to dish out damage while being able to soak a bunch in the process
For fun and Mahem, Thrown to keep at a distance and mines make a good combination with increased damage in slow time to finish off with a comet. Passives to support this nuke format.
Left Click - Ray of Frost (Cold Blood) will be my 'main nuke'. Though I somehow doubt that cold blood would really remove the AP cost altogether I still need to decrease the cost any amount possible since I need at least one attack skill to be AP efficient.
Right Click - Blizzard (Unrelenting Storm)[yes I know, I made a mistake in the SS and picked stark winter for blizzard] is what I plan to use to deal with large packs of demons or even during boss battles if I have sufficient AP to go by
1 - Teleport (Wormhole) My oh shi- skill and also my transportation helper when I have to do a long marathon run. And for both purposes, wormhole fits the role perfectly. If I make a bad judgement in where to teleport in a oh shi- situation, I'll be able to remedy the situation instantly with a wormhole rune. And for transportation it should be obvious.
2 - Hydra (Frost Hydra) - A little helper to support me with a some extra firepower along with chill effects in the area where I decide it's needed.
3 - Energy Armor (Energy Tap) - Even with all my frost skills, there is absolutely no guarantee that I won't be hit my melee. And there are also range attacks to consider. Also, since I don't have any Sig. spells, some extra AP could also come in handy. And this is where Energy Armor runed with Energy Tap will help.
4- Frost Nova (Bone Chill) - When chilling enemies are not enough and I need to stop them in track. Or when I could use an extra 15% damage boost for 3 seconds
passives
Black Ice -With all those frost skills it wouldn't do, would it, to not have an 20% increase to cold damage on chilled and frozen targets.
Astral Presence - Along with Energy tap, I will able to have my base AP limit at 140, and that extra regen will also come in handy.
Glass Cannon - With all those frost skills I will do my best not to get hit, and when I do get hit my Energy armor will be able to partially make up for the lost armor due to glass cannon. The decreased resistance would be something I'll just have to deal with. But it's all worth it to stack the 15% damage increase with Black Ice. [and also Bone Chill when I use Frost Nova]
The trick with this char is to make the more attack possible with the iced meteor, because the meteor have no C.D., so you'll need the more arcane power possible, so the others skills are there to produce large amount of arcane power.
Each attack done with iced meteor will gain bonus from (ice armor with chilling aura combined with Black ice), from arcane Dynamo and from familiar with sparkfling.
The strategy is to attack 5 time with spectral blade to fill up arcane dynamo and arcane power's pool (because spectral blade will hit multiple onster at a time) and then unleash the powerfull iced meteor that will deal 300%weapoon damage + (300%W.D. x 75%) from arcane dynamo + (300%W.D. x 20%) from black ice (all creature are chilled by chilling aura from ice armor) + (300%W.D. x 15%) from sparkflint from the fammliar.
2xteleport each 16second ability for esquive monster because most of the other skill are exclusively offensive.
I put Archon, because this look like interresting, especially the +1second duration for each kill, so when the char will be good enough (at high level and with good stuff on it) he will be able to slay enough monster to stay in archon mode. The teleport rune on archon skill is to be able to teleport near the next group of monster fast to be able to keep a high score of kill per second to stay in archon mode.
Hello. so the purpose of my build is to basically try and spend no fury at all and keep up passive and action damage buffs while being able to stay toe-to-toe with groups and bosses hopefully.
This is the build I plan on using for higher difficulties. It is focused on high survivability.
Spirit Barrage with Well of Souls rune: for elites and bosses.
Haunt with Draining Spirit rune: from the videos I've watched, haunt seems like it will be extremely useful late game. Toss a few haunts down and kite.
Zombie Dogs with Life Link: damage sponges and high damage with sacrifice.
Sacrifice with For The Master: Could be useful for decimating large groups as well as high damage for bosses. 600% weapon damage for each set sacrificed. Also it will essentially be a panic button with the big health bonus.
Horrify with Ruthless Terror: I'm guessing endgame will be all about crowd control and the great mana regen this could provide from large groups will be extremely useful.
Spirit Walk with Healing Journey: another panic button and great in case you get surrounded (which shouldn't happen with the dogs).
Rush of Essence passive: since this build focuses heavily on spirit spells this will be very helpful with mana conservation.
Jungle Fortitude: seems like a necessity to me when it comes to endgame.
Spirit Vessel: if all else fails, this will allow you to retreat and rethink a strategy for dealing with the group that just killed you.
Hello there. I never played in beta of D3, but i made this build for my future demon huntress.
This is my build for solo leveling and farming. Hope you enjoy it.
Hungering arrow(with shatter shot)
Nothing just a hatred generator with a rune for AoE.
Entagling shot(with Chain gang)
Cuz we r going to be solo, this skill is perfect for kiting packs of mobs.
Rapid fire(with withering fire)
Kite and kill with this ability, many damage, long duration. What else do u need on a slowed enemy?
Senty(with a spitfire turret)
Just sentry, dealing damage. Nothing else. Plus rune for 40%dmg of ur wepon every 1.5 sec. Not bad i think.
Cluster arrow(with maelstorm)
Our nuke ability with small hp return.
Comanion(with ferret rune)
This is skill for me, and it will not suit for everyone. I hate collecting gold in this game, so i chose this skill. And yes, i fcking love ferrets.
Passives
Vengeance-increases maximum hatred by 25. Not bad.
Cull of the weak- because of ur slow ability.
Archery-coz i will be dh with bows.
I'm going with a summon-centric Witch Doctor, relying on zombie dogs and gargantuan to be meatshields, and dish out their own damage (as well as the dogs healing me through the leaching beasts rune), while using firebombs to deal damage myself. I will use wall of zombies when I need a bit more of a shield between me and my enemies, and use the fetish army and big bad voodoo when I need a little extra damage. Between Circle of Life passive and the Boogie Man rune, I'll be able to have an ever growing army of Zombie dogs (this is assuming that dogs summoned that way will be on top of the 4 I am limited to with the Zombie Handler passivel, though I will assume that any gained this way would be temporary) and the Grave Injustice passive will help keep my health and mana up, while also allowing me to spam my abilities more often.
Rollback Post to RevisionRollBack
Nerd: When you say it, you best say it with awe,
'Cause I'm the type of nerd that will bust your jaw.
will it be effective in inerno? who knows. i've seen snare builds, rocket builds, but never at once. seems like a good time for me.
-entangling shot (chain gang) and caltrops (hooked spines) for snare
-rapid fire (fire support), sentry (spit fire turret), multishot (arsenal) for rockets
- grenades (tinkerer) for some extra hatred regeneration
- cull the weak, ballistics for obvious reasons
- vengeance for the health globe bonus.
Quick Info: This build was the talk of the wizard forums and became a "hot" topic! We discussed how the game would affect the build and how it would do in later difficulties. Through the help of many of the members of this forum, I came up with this build to tackle diablo 3! Originally this was a build to put out as much cold damage as possible!, but we quickly learned that "we will die" so tweeks had to be made. Cold armor was added to add a sence of defense along with runes to co-inside with a survival/cold damage output.
I will quickly go over how these skills will play out in a PVE matter, although by tweeking the skills and runes a little bit, you can quickly make this a formidable PVP build. I have made cold spells characters before in diablo 2 and world of warcraft, so it was only natural to make one as my starter character here in diablo 3! So without further a do, here is a play by play look at my skills:
1. Ray of Frost (RoF): This spell with the cold blodded rune (which reduces the cost to 0) will be my main primary skill.
2. Teleport: This spell will with the wormhole rune (which delays the cooldown of your next teleport) will be my secondary skill. Using teleport along with the other cold spells, I will "kite" my foes by freezing them, teleporting, and casting blizzard along with meteor (comet) to AOE damage. RoF will be used for single foes.
3. Blizzard (blizz): This spell with the unrelenting storm rune (which extends the duration of blizzard plus increases damage) will be part of my "bread and butter". Using this to take out big groups along with meteor. The build will be updated to either add or keep out frost nova, depending of the way the spells work in each difficulty.
4. Meteor (comet): This spell with the comet rune (which turns the meteor into a big ball of ice!) will be my other part of my "bread and butter". Using this along with blizzard to take out big groupd or cast along with other spells against bosses. Will be one of the spells that might stay or go, depending on how spells work in diablo 3 when it comes out, being replaced by frost nova if needed.
5. Ice Armor: This spell with the jagged ice rune (which damages and chills the enemy target if they hit me) will be part of my defensive skills to keep the creatures that actually happen to hit me abay.
6. Familiar: This spell with the sparkflint rune (which adds a % damage to all of my spells while active) will be part of my passive offensive skills to keep the damage up!. Depending on how it works once the game comes out, this spell will either stay or go.
My 3 Passive Skills: Obviously, Black Ice. Thats a no brainer. It increases the damage done to chilled and frozen targets! The second passive skill is, glass canon. This skil will be either kept or not depending on how much I get hit in the later difficulties. Blurr will take its place (as it is now) until decided in game. The third skill is Galvanizing ward. This will increase my time with Ice armor so I wount have to spam so much plus also generate health over time! (which is the main reason!)
So there you have it! a pure cold damage wizard! So if you see a trail of ice and dead creatures covered with snow, you will know, that the Cold Sorceress is nearby!
This build focuses on inflicting amplified damage, and at the same time healing himself & allies.
Passive Skills:
Combination Strike
One With Everything
Pacifism
Active Skills:
Way of the Hundred Fists - Fists of Fury
Crippling Wave - Breaking Wave
Exploding Palm - The Flesh is Weak
Mantra of Conviction - Reclamation
Breath of Heaven - Blazing Wrath
Seven-Sided Strike - Sudden Assault
Strategy:
Build up the damage to enemies using the 3 Combo Skills. First strike, dash using Way of the Hundred Fists. Second strike, use Crippling Wave to increase damage. Third strike, finish with the Exploding Palm to inflict more damage, make him bleed and eventually explode. Heal up with Breath of Heaven & recite the Mantra of Conviction.
Mix up the 3 combo skills depending on the situation. Use the second strike of the Way of the Hundred Fists if you want more damage & trigger the Mantra. Weaken & snare the enemy by using Crippling Wave in the third strike.
Build for HP, gather some mobs up, tag a few with Explosive Blast to apply debuff, when ready drop a Slow Time, Meteor, Frost Nova, Explosive Blast. Meteor should land with all 3 damage mods and then clean up with an EB and your fav sig spell for casters/stragglers.
http://us.battle.net...UhZX!VUg!aZacZc
This spec has a very specific goal in mind. It is not any sort of 'all around' build, or a build with which to solo the whole game, or to PvP. This spec is to become an immortal AoE power house.
Let's take it from the top.
ACTIVE ABILITIES:
Cleave (Rupture):
The obvious base attack choice for an AoE build. Runes are somewhat limited, I don't think the extra fury from Reaping Swing will be that vital, the knock back from Scattering Blast would work counter-productively with the rest of the skill set, the slow from Gathering Storm is an OK CC, but there's better available, so that knocks it down to Rupture and Broad Sweep, and seriously, when you have to choose between almost anything or "Exploding Bodies", you choose "Exploding Bodies."
Rend (Blood Lust):
I'd kind of prefer Whirlwind here, but Rend has a very nice life-leach rune. WW has a rune to restore HP, but it depends on crits, and I don't know how high the chance for that will be, and even so, it'll be a *chance*. When we're talking about health restoring, I think it tends to be better to go with a guaranteed return.
Overpower (Revel):
Another AoE swing hitting everything. Does more damage than Rend, and has 1% more life-leach with the rune. It doesn't even cost fury!
Furious Charge (Juggernaut):
Oh baby. Mobility, awesome graphic, *and* life-regen? Gimme, gimme, gimme. Aside from looking far less impressive, Leap Attack would make a good substitute here. I'd likely use the Toppling Impact rune so that if a clear path of escape was not readily available, I could *make* one.
Hammer of the Ancients (Smash):
There are always those pesky champions, or uniques, or just generally tougher creeps, and that's why Hammer is included here and runed specifically to devastate a small number (or single) targets. Rolling Thunder could be an alternative rune choice, but I would probably not use it unless the shock wave hit the primary target, too (but if it did, why even have the Smash Rune?).
Ground Stomp (Avalanche):
Press this button when getting clobbered and your life-leach can't quite keep up. Avalanche rune gets some breathing room, to Furious Charge into part of the scattered group and keep on grinding their demon meat.
PASSIVE SKILLS:
Tough As Nails:
You're going to get hit. You're probably going to get hit a *lot*. You are, after all, melee. So 50% more armour can't be a bad thing, stack up some thorns effect armour and let the mobs themselves help you kill them!
Relentless:
I'm not sure about this one. I like the idea of an automatic "Ocrap" button, but with all the life-steal, I'm not sure how necessary this would be. Bloodthirst might be a good alternative, in effort to just never fall down to 20% HP. If neither are needed, I'd probably go with Ruthless, because I like big numbers. And Exploding Corpses.
Brawler:
An AoE build without this would just be silly. The whole point is to have lots of baddies nearby, so a free 30% damage boost? How can you say no?
So, while I obviously can't test this and give testament to the worthiness (even if I was in Beta), on paper it seems fantastically durable, possibly even eliminating reliance on health orbs altogether (I hope), and moreover, that it would cut like a razor through jello a swath of carnage through a horde of orcs, or a legion of undead, or, terror of terrors, a legion of hordes of undead orcs!
Skill 1: Ray of Frost, it costs 0 Arcane Power win the "Cold Blood" rune effect, thus removing the need for a signature spell. This ability is great because it slows enemies down quite a lot.
Skill 2: Blizzard is really great because you can cast it and kite enemies to keep them inside the area, since inferno is supposed to be a hard difficulty i added the duration rune effect because enemies should be taking a while to kill.
Skill 3: Frost Nova is great because you know enemies are bound to get near you eventually, when they do you can freeze most of them to prevent them from damaging you. This also makes these enemies take more damage so you can take care of them quickly.
Skill 4: Meteor is really great because it does a lot of instant damage and slows them (because of comet). This is a really good ability to mix with Blizzard because they both do a lot of damage in a large area.
Skill 5: Frost Hydra is really good for slowing the enemies down to keep them inside of your Blizzard's area. It's also nice because it's an extra damage output while you cast other abilities.
Skill 6: Ice Armor is a great fail-safe for when Frost Nova doesn't save you, this will generate a slow aura because of the "Chilling Aura" rune effect.
Rune 1: Black Ice, +20% damage to everything pretty much.
Rune 2: Galvanizing Ward, Since you should have Ice armor up at all times, this should be healing you at all times.
Rune 3: Glass Cannon, with the survivability caused by all of your snaring and freezing of enemies, you should be able to avoid quite a lot of damage from your enemies, so being a glass cannon is completely acceptable.
This is my leveling build for a witch doctor. Increased mana, health and mana regen, AoEs, and buffs.
Thats my build for my Demon Hunter. I would like for it to do as much AOE dmg as possible. As well as be able to get away from danger fast. The build has a high demand for hatred so I added Vengeance as a passive skill to give me some more.
I havent tried the BETA yet so dont know how this would work:p
A build for high level PvE survival based on chill/freeze protection and high arcane power generation.
http://us.battle.net/d3/en/calculator/barbarian#bQihRg!bVS!YaZZcb
Basically this build is an AoE Offensive Tank! Thats the only way I can explain it but the reason I'll most likely go this route when playing D3 is because I like being able to dish out damage while being able to soak a bunch in the process
http://us.battle.net/d3/en/calculator/wizard#dVgQOm!Ygf!cbZYZb
For fun and Mahem, Thrown to keep at a distance and mines make a good combination with increased damage in slow time to finish off with a comet. Passives to support this nuke format.
Good luck to all that posted
.
http://us.battle.net...jiOY!WXY!YcZYbc
Left Click - Ray of Frost (Cold Blood) will be my 'main nuke'. Though I somehow doubt that cold blood would really remove the AP cost altogether I still need to decrease the cost any amount possible since I need at least one attack skill to be AP efficient.
Right Click - Blizzard (Unrelenting Storm)[yes I know, I made a mistake in the SS and picked stark winter for blizzard] is what I plan to use to deal with large packs of demons or even during boss battles if I have sufficient AP to go by
1 - Teleport (Wormhole) My oh shi- skill and also my transportation helper when I have to do a long marathon run. And for both purposes, wormhole fits the role perfectly. If I make a bad judgement in where to teleport in a oh shi- situation, I'll be able to remedy the situation instantly with a wormhole rune. And for transportation it should be obvious.
2 - Hydra (Frost Hydra) - A little helper to support me with a some extra firepower along with chill effects in the area where I decide it's needed.
3 - Energy Armor (Energy Tap) - Even with all my frost skills, there is absolutely no guarantee that I won't be hit my melee. And there are also range attacks to consider. Also, since I don't have any Sig. spells, some extra AP could also come in handy. And this is where Energy Armor runed with Energy Tap will help.
4- Frost Nova (Bone Chill) - When chilling enemies are not enough and I need to stop them in track. Or when I could use an extra 15% damage boost for 3 seconds
passives
Black Ice -With all those frost skills it wouldn't do, would it, to not have an 20% increase to cold damage on chilled and frozen targets.
Astral Presence - Along with Energy tap, I will able to have my base AP limit at 140, and that extra regen will also come in handy.
Glass Cannon - With all those frost skills I will do my best not to get hit, and when I do get hit my Energy armor will be able to partially make up for the lost armor due to glass cannon. The decreased resistance would be something I'll just have to deal with. But it's all worth it to stack the 15% damage increase with Black Ice. [and also Bone Chill when I use Frost Nova]
The trick with this char is to make the more attack possible with the iced meteor, because the meteor have no C.D., so you'll need the more arcane power possible, so the others skills are there to produce large amount of arcane power.
Each attack done with iced meteor will gain bonus from (ice armor with chilling aura combined with Black ice), from arcane Dynamo and from familiar with sparkfling.
The strategy is to attack 5 time with spectral blade to fill up arcane dynamo and arcane power's pool (because spectral blade will hit multiple onster at a time) and then unleash the powerfull iced meteor that will deal 300%weapoon damage + (300%W.D. x 75%) from arcane dynamo + (300%W.D. x 20%) from black ice (all creature are chilled by chilling aura from ice armor) + (300%W.D. x 15%) from sparkflint from the fammliar.
2xteleport each 16second ability for esquive monster because most of the other skill are exclusively offensive.
I put Archon, because this look like interresting, especially the +1second duration for each kill, so when the char will be good enough (at high level and with good stuff on it) he will be able to slay enough monster to stay in archon mode. The teleport rune on archon skill is to be able to teleport near the next group of monster fast to be able to keep a high score of kill per second to stay in archon mode.
http://us.battle.net/d3/en/calculator/wizard#djlQfm!cTW!bZaYaZ
Hello. so the purpose of my build is to basically try and spend no fury at all and keep up passive and action damage buffs while being able to stay toe-to-toe with groups and bosses hopefully.
This is the build I plan on using for higher difficulties. It is focused on high survivability.
Spirit Barrage with Well of Souls rune: for elites and bosses.
Haunt with Draining Spirit rune: from the videos I've watched, haunt seems like it will be extremely useful late game. Toss a few haunts down and kite.
Zombie Dogs with Life Link: damage sponges and high damage with sacrifice.
Sacrifice with For The Master: Could be useful for decimating large groups as well as high damage for bosses. 600% weapon damage for each set sacrificed. Also it will essentially be a panic button with the big health bonus.
Horrify with Ruthless Terror: I'm guessing endgame will be all about crowd control and the great mana regen this could provide from large groups will be extremely useful.
Spirit Walk with Healing Journey: another panic button and great in case you get surrounded (which shouldn't happen with the dogs).
Rush of Essence passive: since this build focuses heavily on spirit spells this will be very helpful with mana conservation.
Jungle Fortitude: seems like a necessity to me when it comes to endgame.
Spirit Vessel: if all else fails, this will allow you to retreat and rethink a strategy for dealing with the group that just killed you.
This is my build for solo leveling and farming. Hope you enjoy it.
http://us.battle.net/d3/en/calculator/demon-hunter#aWciPQ!bce!baaabY
Hungering arrow(with shatter shot)
Nothing just a hatred generator with a rune for AoE.
Entagling shot(with Chain gang)
Cuz we r going to be solo, this skill is perfect for kiting packs of mobs.
Rapid fire(with withering fire)
Kite and kill with this ability, many damage, long duration. What else do u need on a slowed enemy?
Senty(with a spitfire turret)
Just sentry, dealing damage. Nothing else. Plus rune for 40%dmg of ur wepon every 1.5 sec. Not bad i think.
Cluster arrow(with maelstorm)
Our nuke ability with small hp return.
Comanion(with ferret rune)
This is skill for me, and it will not suit for everyone. I hate collecting gold in this game, so i chose this skill. And yes, i fcking love ferrets.
Passives
Vengeance-increases maximum hatred by 25. Not bad.
Cull of the weak- because of ur slow ability.
Archery-coz i will be dh with bows.
And every range DD needs his tank. So this is my build for templar companion tank.
http://us.battle.net/d3/en/calculator/follower#1100
I'm going with a summon-centric Witch Doctor, relying on zombie dogs and gargantuan to be meatshields, and dish out their own damage (as well as the dogs healing me through the leaching beasts rune), while using firebombs to deal damage myself. I will use wall of zombies when I need a bit more of a shield between me and my enemies, and use the fetish army and big bad voodoo when I need a little extra damage. Between Circle of Life passive and the Boogie Man rune, I'll be able to have an ever growing army of Zombie dogs (this is assuming that dogs summoned that way will be on top of the 4 I am limited to with the Zombie Handler passivel, though I will assume that any gained this way would be temporary) and the Grave Injustice passive will help keep my health and mana up, while also allowing me to spam my abilities more often.
'Cause I'm the type of nerd that will bust your jaw.
it is a witch doctor bulid for PVE,SAFE is the first i considered,also he can kill crowded monster quickly with AOE skill.
http://us.battle.net...YfRi!chb!abaaca
will it be effective in inerno? who knows. i've seen snare builds, rocket builds, but never at once. seems like a good time for me.
-entangling shot (chain gang) and caltrops (hooked spines) for snare
-rapid fire (fire support), sentry (spit fire turret), multishot (arsenal) for rockets
- grenades (tinkerer) for some extra hatred regeneration
- cull the weak, ballistics for obvious reasons
- vengeance for the health globe bonus.
good luck to the eventual winners!
This Is my Cold Sorceress (Wizard) Build:
http://us.battle.net...PQfl!WUf!YZcYba
Quick Info: This build was the talk of the wizard forums and became a "hot" topic! We discussed how the game would affect the build and how it would do in later difficulties. Through the help of many of the members of this forum, I came up with this build to tackle diablo 3! Originally this was a build to put out as much cold damage as possible!, but we quickly learned that "we will die" so tweeks had to be made. Cold armor was added to add a sence of defense along with runes to co-inside with a survival/cold damage output.
I will quickly go over how these skills will play out in a PVE matter, although by tweeking the skills and runes a little bit, you can quickly make this a formidable PVP build. I have made cold spells characters before in diablo 2 and world of warcraft, so it was only natural to make one as my starter character here in diablo 3! So without further a do, here is a play by play look at my skills:
1. Ray of Frost (RoF): This spell with the cold blodded rune (which reduces the cost to 0) will be my main primary skill.
2. Teleport: This spell will with the wormhole rune (which delays the cooldown of your next teleport) will be my secondary skill. Using teleport along with the other cold spells, I will "kite" my foes by freezing them, teleporting, and casting blizzard along with meteor (comet) to AOE damage. RoF will be used for single foes.
3. Blizzard (blizz): This spell with the unrelenting storm rune (which extends the duration of blizzard plus increases damage) will be part of my "bread and butter". Using this to take out big groups along with meteor. The build will be updated to either add or keep out frost nova, depending of the way the spells work in each difficulty.
4. Meteor (comet): This spell with the comet rune (which turns the meteor into a big ball of ice!) will be my other part of my "bread and butter". Using this along with blizzard to take out big groupd or cast along with other spells against bosses. Will be one of the spells that might stay or go, depending on how spells work in diablo 3 when it comes out, being replaced by frost nova if needed.
5. Ice Armor: This spell with the jagged ice rune (which damages and chills the enemy target if they hit me) will be part of my defensive skills to keep the creatures that actually happen to hit me abay.
6. Familiar: This spell with the sparkflint rune (which adds a % damage to all of my spells while active) will be part of my passive offensive skills to keep the damage up!. Depending on how it works once the game comes out, this spell will either stay or go.
My 3 Passive Skills: Obviously, Black Ice. Thats a no brainer. It increases the damage done to chilled and frozen targets! The second passive skill is, glass canon. This skil will be either kept or not depending on how much I get hit in the later difficulties. Blurr will take its place (as it is now) until decided in game. The third skill is Galvanizing ward. This will increase my time with Ice armor so I wount have to spam so much plus also generate health over time! (which is the main reason!)
So there you have it! a pure cold damage wizard! So if you see a trail of ice and dead creatures covered with snow, you will know, that the Cold Sorceress is nearby!
This is it!! I have done this build since the diablo III calculator has been realesed
I just would like that a rune could incrise the duration each time we killed something ^^
http://us.battle.net/d3/en/calculator/monk#QVWjXg!gUe!bcaYba
This build focuses on inflicting amplified damage, and at the same time healing himself & allies.
Passive Skills:
Combination Strike
One With Everything
Pacifism
Active Skills:
Way of the Hundred Fists - Fists of Fury
Crippling Wave - Breaking Wave
Exploding Palm - The Flesh is Weak
Mantra of Conviction - Reclamation
Breath of Heaven - Blazing Wrath
Seven-Sided Strike - Sudden Assault
Strategy:
http://us.battle.net/d3/en/calculator/wizard#eYOgQh!UXe!YYcZaa
Build for HP, gather some mobs up, tag a few with Explosive Blast to apply debuff, when ready drop a Slow Time, Meteor, Frost Nova, Explosive Blast. Meteor should land with all 3 damage mods and then clean up with an EB and your fav sig spell for casters/stragglers.
i want to play demon hunter with some aoe action. I think entangling shot, rain of vengaence and grenades will work well together.