Here is my Demon Hunter build: http://us.battle.net/d3/en/calculator/demon-hunter#acVkRQ!deb!bbZbcY
I made this with PvE in mind. I tried to mix both defensive and offensive skills. I tried to make one where I avoid being near enemies, knocking them back whenever possible. I also added a ferret, because ferrets are just so gosh darn cute.
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When I grow up, I want to be a frill-necked lizard.
It's not a high power build. It's an Wizard AoE farming build only requiring lvl 24, I plan to use it to farm normal mode for drops to help me progress once I beat normal. Nothing too flashy, just solid AoE, slows, escape buttons.
Hello, I call my Demon Hunter build "The Quick and the Dead".This build focuses on using hatred based attacks to perform AOE damage that also slow groups of enemies yet speed your own movement to keep you safe. passive skills allow for increased damage against your slowed opponents and most abilities will slow them.
1. Use rapid fire and hungering arrow to mow down adds at range. the runes used allow for control of off screen adds.
2. Should mobs be plentiful and you find yourself getting swarmed and surrounded using Marked for Death in an area followed by fan of knives and Strafe. the result slows your enemies while increasing you mobility to get you the heck out of harms way.
3. Since most of your attacks will leave you low on hatred after a while having preporation on cooldown with a punishment rune should be more than enough to toss you right back into action, crossbows blazin'.
Regardless of whether I win or not I want to share this build as I feel it will perform extremely well not only for leveling but for hardcore endgame. The premise is simple; Long range damage/control. The basic concept is to control the field through slows and stuns without having to truly sacrifice damage. Each ability save for one has an inherent slow or stun and the passives play off of this.
Here is an overview:
Primary:
Entangling Shot: This in conjunction with your secondary can set up some massive AoE slows. I have selected the Chain Gang rune to increase the number of potential slows from this ability to 4. This is also you're lone Hatred Generator but I will show you how I compensate for that. Spamming this is highly recommended. If you aren't having problems with applying slows then change the rune to either Chain Lightning (additional Lightning damage over 2 secs) or Heavy Burden (increase slow duration).
Secondary:
Elemental Arrow: The low Hatred cost of this ability makes it the ideal spammable secondary. I chose the Frost Arrow rune as it not only applies another slow but, after hitting it's initial target it splits into multiple arrows hitting even more targets. Combined with Entangling Shot this gives you great control through AoE slows and some decent group utility. Once again if you aren't have problems with slows then I recommend Screaming Skull (chance to fear affected enemies) or Nether Tentacles (percent damage lifesteal)
Defensive:
Fan of Knives: I went with Fan of Knives not only because it is another slow, but because of the rune choice. I went with the Fan of Daggers rune because of it's HIGH chance to stun. 80% chance to stun for 2 seconds is extremely strong and will give you the chance to regroup yourself and begin reapplying those slows. Even if it doesn't stun, it still applies a slow which works in favor of this build. If you are still having trouble then replace this skill with Evasive Fire for it's mobility and synergy with Steady Aim.
Archery:
Rain of Vengeance: I went with Rain of Vengeance in the Archery slot because I feel it fits the click and move pace of the game. The Flying Strike run choice gives this spell some utility. It allows you control of the damage area and adds a stun to the spell. Being able to AoE stun from a distance is extremely powerful and is clutch for Solo or Group play. The high Hatred cost and long cool-down restrict this spell slightly so try and use this in situations where you will get the most out of it. If you center more around Group play and don't need the AoE then I recommend taking Marked for Death with the Valley of Death rune.
Devices:
Cluster Arrow: This spell is another one of your AoE choices and one that provides focused control. The Dazzling Arrow rune adds a 65% stun chance to the grenades that explode after the initial impact. Another AoE stun in your arsenal, this has no cool-down but, is the highest costing ability, so be careful with spamming this one. This is also one of your highest damaging abilities so I recommend using it after applying slows to really up the damage ante and take advantage of your passives.
Shadow:
Preparation: Here is the answer to some of your resource questions. The Punishment rune on this ability removes the cool-down and instead of instantly restoring Discipline for free, it restores all your Hatred for the cost of 20 discipline. This is your Ace in the Hole if you will, and is the perfect compliment to this build. With only 1 Hatred generator and some high Hatred cost on some of your skills, this spell essentially quadruples your Hatred pool. If you have 100 Hatred and 100 discipline at start (let's just say, I don't know the exact numbers), then you get 5 uses, barring basic discipline regeneration, refilling your lost Hatred. This essentially increases your Hatred pool from 100 to 500. You can use this sparingly to just refill Hatred as needed or spam this skill so you can keep spamming Cluster Arrow and Elemental Arrow, essentially allowing you to mow down the impeding horde of evil. This skill set up also allows you to take purely offensive passives.
Passives:
Cull The Weak: This is the staple of the build, it's heart, it's everything. 15% damage increase for simply slowing and controlling the battlefield is hard to argue, and even harder to flat out deny. It's essentially free damage and is what makes this build continue to work through later difficulties. Spend the early difficulties practicing set-ups and combos (i.e. Apply a slow then use a high damage ability right afterwards). Because of this passive, you can spam Elemental Arrow (Frost Arrow) to not only AoE slow but do good damage as well.
Steady Aim: This is another free damage passive. It is more difficult to maintain then Cull The Weak which is why I opted more for runes that provided stuns. If you are properly controlling the battlefield then your enemies are going to be no less then 10 yards away, netting you a 20% damage increase. This is probably the only passive I would suggest changing if you are having trouble keeping enemies at bay in Solo. For Group play, keep this passive and just keep your distance, that's just a no-brainer.
Archery: This is another free damage passive, with no real drawback or cost. Simply equip a weapon you were already gonna use and enjoy a free damage boost. I do recommend using a Bow as the flat 15% damage increase will ultimately win the day. This passive is the easiest to benefit from and there should be no substitution.
Conclusion:
Overall I can't wait to try this build out as I think it will be a lot of fun and can essentially cater to all walks of the game (PvP, PvE, Hardcore, Softcore, Solo, Group). The passives are obtained at fairly early levels (15, 13, and 22 respectively) and the core slows are also obtained fairly early making this ideal for early levels, giving you a smother leveling experience while also transitioning fairly well into the harder difficulties.
This 'ere'd be the build I came up with. I'll admit to having not much a clue as to what I'm doing, nor any of the math behind anything like some people, but I'll be damned if I don't explain my reasoning!
To start off with, I took a look at each ability and tried to make each one fit with the other.
My primary hatred-generator will be Grenades, which is subsequently buffed by both the Tinkerer rune and the Grenadier passive, bringing the Hatred Generation to 8 (if it stacks, anyway!). I have Bola Shot as a sort of filler generator so that there's a chance at getting some more Discipline if I need it, or something.
Cluster Arrow with the Loaded For Bear is what I'll use for bosses, and perhaps even loosely clumped up trash. Elemental Arrow will be for when I draw mobs into a line and am able to hit them all in a line, and for when I need a bit of a health boost, since it's runed with Nether Tentacles, which returns 3% of the damage as life to me.
I've got Preparation runed with Battle Scars for those times when I really need some health, as Battle Scars gives me back 60% of my life when I use Prep. Pretty nice for a 45 second CD, I suppose. Marked For Death, runed with Contagion, will be what I start fights out with, even on trash packs. When I kill the Marked target, that'll spread to the rest and make them take more damage. Neat, I guess.
I've got the Vengeance passive to increase my max Hatred, which also makes me gain 20 hatred and 2 discipline when I get healed by a health globe. Pretty good for when some are around, I'd imagine. I've also got Archery in there so that no matter what weapon I'm using I'll be buffed with it.
Like I said, I have no clue what I'm doing, but these looked good to me. I'll see how good it is when the game comes out, hah. This is for PvE, by the way. Although that much was probably obvious!
This is will likely be my first character that I build. It's designed for a balance between survivability and damage output. I chose two offensive spells, two utility offense skills (which also have defensive benefits), and two defensive skills to achieve this. Can't wait to try it!
My build focuses mainly on immobilizing and confusing the monsters while I pelt them with fire locusts. I will be keeping the demons at a distance with a grasp of the dead that slows them by 80% with an additional 60% coming from my zombie wall. I will also be confusing and stunning them to keep them at bay while we kill (that mass hysteria rune effect is very exciting). Additionally, I will have zombie dogs to add additional buffer and to help shoulder the damage should I get hit by something. Onto offense. I have the fetish army to add additional meat shield but I also used the rune effect that essentially makes it a secondary direct damage spell as they do a considerable amount of damage to anything in the area where I cast them (at or near the wall of zombies, confusion, and slow movement, ideally). My primary attack is the fire locusts which is a potent direct damage spell but also will spread when monsters die. This spell is also buffed by one of my passives (vermin) to do extra damage. I'm hoping it will be an effective killer. My second passive gives me a fourth zombie dog while increasing their health. Similarly, my final passive is to buff my mana refresh while I'm in cooldown. I'm considering the possibility that I miss with my grasp/wall/confusion trap or get overwhelmed. If I miss, I will be quite vulnerable, but I like that about this build.
As a hardcore player, my primary objective here was of course to keep the monsters from getting to me. I think this Witch Doctor will be an effective solo player but will also be a great ally for party play with heavy hitters up front or ranged.
This build is made around using battle rage and wrath of the berserker and keeping them up for as long as possible.
Made with the idea of dual-wielding as oppose to 2H for the atk speed increase and stacking crit.
With a few survival abilities thrown in for those times when sh*t hits the fan and one needs some protection. Its all about dual-wielding damage output as fast as possible, and keeping those two abilities off cooldown and massive uptimes.
Doctor Dog. Lots of dogs blowing up and leaving presents behind. And if exploding canines don't get the job done there's always the hordes of toads, tikis, and a humongoid to make sure work gets done.
*NOTE: This build assumes there will be heavy Arcane power itemization and affixes at the inferno level."
Electrocute/Chain Lightning Fast and long ranged attack allowing for not only decent damage output to 6 targets but also great mobility. None of the other signature spells have a faster cast animation.
Disintegrate/Volatility
In a game that seems to have a moderate amount of AoE, having every 1 in 3 monsters explode for 425% weapon damage is just obscene. This will be THE farming spell/rune combo.
Frost Nova/Cold Snap
This gives frost nova a 9 second cooldown. This in and of itself gives an insane amount of control to the wizard.
Meteor/Comet
This + Frost Nova + Sparkflint familiar + glass cannon + black ice.....need i say more?
Familiar/Sparkflint
15% multiplicative damage increase. I will be hitting hard. Also low, but still guaranteed damage.
Slow Time/Stretch Time Not only will i have a damage increase, it is yet again another control mechanism.
Glass Cannon
I don't need to explain this. With slow time and frost nova i wont be getting hit. On top of sparkflint i have a 30% multiplicative damage increase.
Black Ice
The possible combinations with comet make this too good.
Astral Presence
In my honest opinion a mandatory skill if you are planning on putting out even moderate types of damage.
Only Real Concerns/Other Thoughts
This build does lack fire damage. But based on the fact that blizzard stated that mobs will not have the crazy "D2 hell" resistances, i do not think i need 4 different damage types.
If the AP itemization does get REALLY intense, i will consider replacing electrocute with Frost Hydra. This will not only allow my comet to benefit from Black Ice WITHOUT frost nova, but will also increase control. Again, only if the AP itemization becomes extreme at 60. Comet is 60 AP, Hydra is 40, and Disintegrate is 20 per. That's a lot of AP. If i get to the point where i REALLY want to do this general build but the AP is lacking, i might replace familiar sparkflint with Energy Tap Energy Armor, or just change to the regenerating familiar (although i think that the regenerating portion needs a buff, 2 per second seems low.)
why I have my skills set up the way I do:
Active:
1. Deadly Reach: good for possible kiting and also makes so I can take out single targets faster with the single target damage and gives the monk increased damage
2.Lashing Tail kick: good for frontal AoE and does good damage, rune good for stun locking a champion/elite mob if they are dangerous.
3. Dashing Strike: Pretty much a no brainer to me, fast movement between targets, able to catch up to a high value target if needed to be nuked down. rune also increases dodge.
4. Wave of light: Big nuking skill that can take out many foes in my path, also is good for healing with my passive.
5. Crippling wave: AoE damage + spirit generator + enemy slow/damage reduction = win
6. Mantra of conviction: increase in damage just all around good for killing monsters before they are able to kill the monk.
Passives:
Transcendence: all my monk abilities heal me winner
Exalted Soul: 100+ spirit means more spirit can be spent, so I kill stuff quicker and I get healed more.
Near Death Experience: Argent Defender for monks... winning
I think i am going to role with a defensive wizard (female). I feel as if the defensive build will help out with the later difficulties of hell and possibly inferno with the right gear. My main attack being the arcane orb but defensive abilities being key, basically hit and run.
I chose this build based on the descriptions of the skills. I focused on abilities that sounded like they would be fun to play, and give a balance of single and multi-enemy damage.
I believe this build will have enough to get you through normal and maybe through nightmare. It's great for dps spams and pew pews, as long as your not getting your face too beat in during the boss encounter. The damage seems great for all these abilities and their specific runes as well as being somewhat mana efficient, though I can see that being quite a problem in the future or harder difficulties.
I'm really looking forward to trying this out or any other builds out there. Hopefully it's not too much like wow where each class has "THE PVE BUILD" and if you don't follow that then you might as well uninstall because you won't be effective towards the group or guild (I know, only 4 people on a server).
This game looks great, hopefully we can all try the beta out at some point but we'll most likely have to wait for June or further for release
This build is made to provide lots of options for healing, generate alot of spirit, and to increase your damage from mulitple sources. Hopefully will work well both solo and in a group setting.
A build that shows the ease and deadly skills of a DH, Most skills are devoted to homing rockets, which makes the DH invincible and overpowering. I would love this build for quick runs in the future!!! Lets say its a build to rush others
Why did I make this build, you ask? First and foremost, Sentry is a MUST have, because my Demon Hunter solves practical problems. By blowing things up. The rockets are just icing, which all get bonuses from the "Ballistics" passive. This build is mostly meant to do a ton of damage, building Hatred rapidly and expelling it in waves of explosive, fiery death. That said, it probably wouldn't survive Hell mode, or even Nightmare mode, but y'know, I love the sucker, even if monster Resistances/Immunities would make the build completely and totally null in use.
Have fast run speed, and demobilize mobs to further exploit the speed difference.
I have high spirit regen so I can do damage and HoT to replenish my health.
The idea is so keep mob packs split up... divide and conquer if you will. pull the fast mobs forward demobilize them then use tempest rush or seven sided strike to take out casters and then kill melee as they catch up to me.
I made this with PvE in mind. I tried to mix both defensive and offensive skills. I tried to make one where I avoid being near enemies, knocking them back whenever possible. I also added a ferret, because ferrets are just so gosh darn cute.
It's not a high power build. It's an Wizard AoE farming build only requiring lvl 24, I plan to use it to farm normal mode for drops to help me progress once I beat normal. Nothing too flashy, just solid AoE, slows, escape buttons.
1. Use rapid fire and hungering arrow to mow down adds at range. the runes used allow for control of off screen adds.
2. Should mobs be plentiful and you find yourself getting swarmed and surrounded using Marked for Death in an area followed by fan of knives and Strafe. the result slows your enemies while increasing you mobility to get you the heck out of harms way.
3. Since most of your attacks will leave you low on hatred after a while having preporation on cooldown with a punishment rune should be more than enough to toss you right back into action, crossbows blazin'.
I hope you enjoy my build, "The Quick and the Dead" http://us.battle.net...dgUh!Yce!bZZaZZ
Sir Dougles Demon Hunter Build
Regardless of whether I win or not I want to share this build as I feel it will perform extremely well not only for leveling but for hardcore endgame. The premise is simple; Long range damage/control. The basic concept is to control the field through slows and stuns without having to truly sacrifice damage. Each ability save for one has an inherent slow or stun and the passives play off of this.
Here is an overview:
Primary:
Entangling Shot: This in conjunction with your secondary can set up some massive AoE slows. I have selected the Chain Gang rune to increase the number of potential slows from this ability to 4. This is also you're lone Hatred Generator but I will show you how I compensate for that. Spamming this is highly recommended. If you aren't having problems with applying slows then change the rune to either Chain Lightning (additional Lightning damage over 2 secs) or Heavy Burden (increase slow duration).
Secondary:
Elemental Arrow: The low Hatred cost of this ability makes it the ideal spammable secondary. I chose the Frost Arrow rune as it not only applies another slow but, after hitting it's initial target it splits into multiple arrows hitting even more targets. Combined with Entangling Shot this gives you great control through AoE slows and some decent group utility. Once again if you aren't have problems with slows then I recommend Screaming Skull (chance to fear affected enemies) or Nether Tentacles (percent damage lifesteal)
Defensive:
Fan of Knives: I went with Fan of Knives not only because it is another slow, but because of the rune choice. I went with the Fan of Daggers rune because of it's HIGH chance to stun. 80% chance to stun for 2 seconds is extremely strong and will give you the chance to regroup yourself and begin reapplying those slows. Even if it doesn't stun, it still applies a slow which works in favor of this build. If you are still having trouble then replace this skill with Evasive Fire for it's mobility and synergy with Steady Aim.
Archery:
Rain of Vengeance: I went with Rain of Vengeance in the Archery slot because I feel it fits the click and move pace of the game. The Flying Strike run choice gives this spell some utility. It allows you control of the damage area and adds a stun to the spell. Being able to AoE stun from a distance is extremely powerful and is clutch for Solo or Group play. The high Hatred cost and long cool-down restrict this spell slightly so try and use this in situations where you will get the most out of it. If you center more around Group play and don't need the AoE then I recommend taking Marked for Death with the Valley of Death rune.
Devices:
Cluster Arrow: This spell is another one of your AoE choices and one that provides focused control. The Dazzling Arrow rune adds a 65% stun chance to the grenades that explode after the initial impact. Another AoE stun in your arsenal, this has no cool-down but, is the highest costing ability, so be careful with spamming this one. This is also one of your highest damaging abilities so I recommend using it after applying slows to really up the damage ante and take advantage of your passives.
Shadow:
Preparation: Here is the answer to some of your resource questions. The Punishment rune on this ability removes the cool-down and instead of instantly restoring Discipline for free, it restores all your Hatred for the cost of 20 discipline. This is your Ace in the Hole if you will, and is the perfect compliment to this build. With only 1 Hatred generator and some high Hatred cost on some of your skills, this spell essentially quadruples your Hatred pool. If you have 100 Hatred and 100 discipline at start (let's just say, I don't know the exact numbers), then you get 5 uses, barring basic discipline regeneration, refilling your lost Hatred. This essentially increases your Hatred pool from 100 to 500. You can use this sparingly to just refill Hatred as needed or spam this skill so you can keep spamming Cluster Arrow and Elemental Arrow, essentially allowing you to mow down the impeding horde of evil. This skill set up also allows you to take purely offensive passives.
Passives:
Cull The Weak: This is the staple of the build, it's heart, it's everything. 15% damage increase for simply slowing and controlling the battlefield is hard to argue, and even harder to flat out deny. It's essentially free damage and is what makes this build continue to work through later difficulties. Spend the early difficulties practicing set-ups and combos (i.e. Apply a slow then use a high damage ability right afterwards). Because of this passive, you can spam Elemental Arrow (Frost Arrow) to not only AoE slow but do good damage as well.
Steady Aim: This is another free damage passive. It is more difficult to maintain then Cull The Weak which is why I opted more for runes that provided stuns. If you are properly controlling the battlefield then your enemies are going to be no less then 10 yards away, netting you a 20% damage increase. This is probably the only passive I would suggest changing if you are having trouble keeping enemies at bay in Solo. For Group play, keep this passive and just keep your distance, that's just a no-brainer.
Archery: This is another free damage passive, with no real drawback or cost. Simply equip a weapon you were already gonna use and enjoy a free damage boost. I do recommend using a Bow as the flat 15% damage increase will ultimately win the day. This passive is the easiest to benefit from and there should be no substitution.
Conclusion:
Overall I can't wait to try this build out as I think it will be a lot of fun and can essentially cater to all walks of the game (PvP, PvE, Hardcore, Softcore, Solo, Group). The passives are obtained at fairly early levels (15, 13, and 22 respectively) and the core slows are also obtained fairly early making this ideal for early levels, giving you a smother leveling experience while also transitioning fairly well into the harder difficulties.
This 'ere'd be the build I came up with. I'll admit to having not much a clue as to what I'm doing, nor any of the math behind anything like some people, but I'll be damned if I don't explain my reasoning!
To start off with, I took a look at each ability and tried to make each one fit with the other.
My primary hatred-generator will be Grenades, which is subsequently buffed by both the Tinkerer rune and the Grenadier passive, bringing the Hatred Generation to 8 (if it stacks, anyway!). I have Bola Shot as a sort of filler generator so that there's a chance at getting some more Discipline if I need it, or something.
Cluster Arrow with the Loaded For Bear is what I'll use for bosses, and perhaps even loosely clumped up trash. Elemental Arrow will be for when I draw mobs into a line and am able to hit them all in a line, and for when I need a bit of a health boost, since it's runed with Nether Tentacles, which returns 3% of the damage as life to me.
I've got Preparation runed with Battle Scars for those times when I really need some health, as Battle Scars gives me back 60% of my life when I use Prep. Pretty nice for a 45 second CD, I suppose. Marked For Death, runed with Contagion, will be what I start fights out with, even on trash packs. When I kill the Marked target, that'll spread to the rest and make them take more damage. Neat, I guess.
I've got the Vengeance passive to increase my max Hatred, which also makes me gain 20 hatred and 2 discipline when I get healed by a health globe. Pretty good for when some are around, I'd imagine. I've also got Archery in there so that no matter what weapon I'm using I'll be buffed with it.
Like I said, I have no clue what I'm doing, but these looked good to me. I'll see how good it is when the game comes out, hah. This is for PvE, by the way. Although that much was probably obvious!
This is will likely be my first character that I build. It's designed for a balance between survivability and damage output. I chose two offensive spells, two utility offense skills (which also have defensive benefits), and two defensive skills to achieve this. Can't wait to try it!
http://us.battle.net...YkQP!gZW!cZaZba
My build focuses mainly on immobilizing and confusing the monsters while I pelt them with fire locusts. I will be keeping the demons at a distance with a grasp of the dead that slows them by 80% with an additional 60% coming from my zombie wall. I will also be confusing and stunning them to keep them at bay while we kill (that mass hysteria rune effect is very exciting). Additionally, I will have zombie dogs to add additional buffer and to help shoulder the damage should I get hit by something. Onto offense. I have the fetish army to add additional meat shield but I also used the rune effect that essentially makes it a secondary direct damage spell as they do a considerable amount of damage to anything in the area where I cast them (at or near the wall of zombies, confusion, and slow movement, ideally). My primary attack is the fire locusts which is a potent direct damage spell but also will spread when monsters die. This spell is also buffed by one of my passives (vermin) to do extra damage. I'm hoping it will be an effective killer. My second passive gives me a fourth zombie dog while increasing their health. Similarly, my final passive is to buff my mana refresh while I'm in cooldown. I'm considering the possibility that I miss with my grasp/wall/confusion trap or get overwhelmed. If I miss, I will be quite vulnerable, but I like that about this build.
As a hardcore player, my primary objective here was of course to keep the monsters from getting to me. I think this Witch Doctor will be an effective solo player but will also be a great ally for party play with heavy hitters up front or ranged.
Thanks.
This build is made around using battle rage and wrath of the berserker and keeping them up for as long as possible.
Made with the idea of dual-wielding as oppose to 2H for the atk speed increase and stacking crit.
With a few survival abilities thrown in for those times when sh*t hits the fan and one needs some protection. Its all about dual-wielding damage output as fast as possible, and keeping those two abilities off cooldown and massive uptimes.
Doctor Dog. Lots of dogs blowing up and leaving presents behind. And if exploding canines don't get the job done there's always the hordes of toads, tikis, and a humongoid to make sure work gets done.
*NOTE: This build assumes there will be heavy Arcane power itemization and affixes at the inferno level."
Electrocute/Chain Lightning
Fast and long ranged attack allowing for not only decent damage output to 6 targets but also great mobility. None of the other signature spells have a faster cast animation.
Disintegrate/Volatility
In a game that seems to have a moderate amount of AoE, having every 1 in 3 monsters explode for 425% weapon damage is just obscene. This will be THE farming spell/rune combo.
Frost Nova/Cold Snap
This gives frost nova a 9 second cooldown. This in and of itself gives an insane amount of control to the wizard.
Meteor/Comet
This + Frost Nova + Sparkflint familiar + glass cannon + black ice.....need i say more?
Familiar/Sparkflint
15% multiplicative damage increase. I will be hitting hard. Also low, but still guaranteed damage.
Slow Time/Stretch Time
Not only will i have a damage increase, it is yet again another control mechanism.
Glass Cannon
I don't need to explain this. With slow time and frost nova i wont be getting hit. On top of sparkflint i have a 30% multiplicative damage increase.
Black Ice
The possible combinations with comet make this too good.
Astral Presence
In my honest opinion a mandatory skill if you are planning on putting out even moderate types of damage.
Only Real Concerns/Other Thoughts
This build does lack fire damage. But based on the fact that blizzard stated that mobs will not have the crazy "D2 hell" resistances, i do not think i need 4 different damage types.
If the AP itemization does get REALLY intense, i will consider replacing electrocute with Frost Hydra. This will not only allow my comet to benefit from Black Ice WITHOUT frost nova, but will also increase control. Again, only if the AP itemization becomes extreme at 60. Comet is 60 AP, Hydra is 40, and Disintegrate is 20 per. That's a lot of AP. If i get to the point where i REALLY want to do this general build but the AP is lacking, i might replace familiar sparkflint with Energy Tap Energy Armor, or just change to the regenerating familiar (although i think that the regenerating portion needs a buff, 2 per second seems low.)
http://us.battle.net/d3/en/calculator/monk#bcZTVj!YdV!cYccca
why I have my skills set up the way I do:
Active:
1. Deadly Reach: good for possible kiting and also makes so I can take out single targets faster with the single target damage and gives the monk increased damage
2.Lashing Tail kick: good for frontal AoE and does good damage, rune good for stun locking a champion/elite mob if they are dangerous.
3. Dashing Strike: Pretty much a no brainer to me, fast movement between targets, able to catch up to a high value target if needed to be nuked down. rune also increases dodge.
4. Wave of light: Big nuking skill that can take out many foes in my path, also is good for healing with my passive.
5. Crippling wave: AoE damage + spirit generator + enemy slow/damage reduction = win
6. Mantra of conviction: increase in damage just all around good for killing monsters before they are able to kill the monk.
Passives:
Transcendence: all my monk abilities heal me winner
Exalted Soul: 100+ spirit means more spirit can be spent, so I kill stuff quicker and I get healed more.
Near Death Experience: Argent Defender for monks... winning
link: http://us.battle.net/d3/en/calculator/wizard#eZjWOk!Zfh!aaYabY
Im not a wordy person so here it is!
This is probably the build I'll use for my wizard, it has good solo'ing capabilities.
I chose this build based on the descriptions of the skills. I focused on abilities that sounded like they would be fun to play, and give a balance of single and multi-enemy damage.
I believe this build will have enough to get you through normal and maybe through nightmare. It's great for dps spams and pew pews, as long as your not getting your face too beat in during the boss encounter. The damage seems great for all these abilities and their specific runes as well as being somewhat mana efficient, though I can see that being quite a problem in the future or harder difficulties.
I'm really looking forward to trying this out or any other builds out there. Hopefully it's not too much like wow where each class has "THE PVE BUILD" and if you don't follow that then you might as well uninstall because you won't be effective towards the group or guild (I know, only 4 people on a server).
This game looks great, hopefully we can all try the beta out at some point but we'll most likely have to wait for June or further for release
http://us.battle.net...Rkgj!Ycd!YbcbaY
This build is made to provide lots of options for healing, generate alot of spirit, and to increase your damage from mulitple sources. Hopefully will work well both solo and in a group setting.
A build that shows the ease and deadly skills of a DH, Most skills are devoted to homing rockets, which makes the DH invincible and overpowering. I would love this build for quick runs in the future!!! Lets say its a build to rush others
http://us.battle.net/d3/en/calculator/demon-hunter#bcViRQ!bUh!abbacZ
Why did I make this build, you ask? First and foremost, Sentry is a MUST have, because my Demon Hunter solves practical problems. By blowing things up. The rockets are just icing, which all get bonuses from the "Ballistics" passive. This build is mostly meant to do a ton of damage, building Hatred rapidly and expelling it in waves of explosive, fiery death. That said, it probably wouldn't survive Hell mode, or even Nightmare mode, but y'know, I love the sucker, even if monster Resistances/Immunities would make the build completely and totally null in use.
http://us.battle.net/d3/en/calculator/monk#WVcegh!abc!ZYbZab
Basic concept:
Have fast run speed, and demobilize mobs to further exploit the speed difference.
I have high spirit regen so I can do damage and HoT to replenish my health.
The idea is so keep mob packs split up... divide and conquer if you will. pull the fast mobs forward demobilize them then use tempest rush or seven sided strike to take out casters and then kill melee as they catch up to me.
Skills with knockback and stuns for a mainly PvM focused play. Should be good to take on many mobs solo.