My WD pet summoning build,
a meaty tank including survivality passive skills and runes,
with an army of minions runed for increase effictivness,
and an area slow to keep all mobs well away from me,
with a single target spell for boss dmg.
Hi everyone,
My "Which Doctor ZombieWalker" http://us.battle.net...YQiT!WTe!YcZYcc
The main reason of build is to kill everybody with hands of your zombies. Guardian Bruisher with Zombie Dogs
and Zombie Handler Passive, Fierce Loyality and all of these incide Acid Cloud will be amazing.
This build is in your face Barbarian combat. High POWER Barbarian skills and passives to back them. Making for 1 confident Barbarian. In laymen terms...stun stack GG.
Passives: Ruthless, Brawler, and Boon of Bul-Kathos
This build is mainly for leveling. I really enjoy playing with a lot of pets and minions so Witch Doctor was an easy choice for me. The build focus on hell hounds and zombies. I look forward to playing and slaying my foes with it.
This build is focused on maximum damage potential for both single target and multiple mobs.
Frenzy--Runed with Maniac
Cleave--Runed with Rupture for possible chain explosions
Hammer of the Ancients--Runed with Smash. For use on single target
Seismic Slam--Runed with Shattered Ground
Battle Rage--Runed with Swords to Plowshares for increased health
Wrath of the Berserker--Runed with Insanity
Passives are Bloodthirst, Ruthless and Boon of Bul-Kathos
its mainly based on being agile and doing somewhat good dmg with some AOE mixed in.The build follows how i like to play most games like Diablo and cant wait to use it and see if it will work. :Thumbs Up:
This build is meant for quickly killing aoe mobs through efficient generation and use of fury and quick hp recovery through the "inspiring presence" passive ability.
I think this build type is going to be extremely Viable in both PvP and PvE, this character design is not intended for hardcore usage, some tweeks would need to be made in order to make it viable. Softcore would be a blast (no pun intended)... where it will really shines I believe will PvP, again with the limited information available, and no info how diverse the item system will be, this build could be altered to suit end-game teired item sets.
PVP Explination ::::
Disintegrate // Intensify
The above skill selection is one of the bread and butter skills to unload while your opponent is stunned. Obviously due to its range and runed with Intensify will make it extremely deadly while you opponent is doing the drunk dance while stunned (see Paralysis in passives).
Teleport // Wormhole
This is you main set of transportation for getting out of sticky situations. Along with Wormhole dont stop spamming until you're clear from danger and have regrouped with others on your team. Also on the flip side of the coin and your ready to get in for the kill, well, you know what to do
Meteor // Molten Impact
The above ability is way to OP'd to be ignored and goes great with the theme of the build, being clocked at a whoping 325% weapon damage to multiple targets AND adds 130% weapon damage as DOTS for 3 seconds while ruined makes it a force to be reckond with.
Shock Pulse // Fire Bolts
Ahhh signature spells, the fact this puppy is free to cast is a blessing. Again one of your bread and butter skills that you will not stop spamming once the match begins. Also while recharging Arcane (not sure if this will be a factor with end game items) it gives it another great advantage to keep the battle ground burning.
Hydra // Mammoth Hydra
"The greatest trick the Devil ever pulled was convincing the world he didn't exist." A huge, vast, GREAT, advantage you can have over any opponent is distraction. Summoning a little 3 headed hydra is great and all, but nothing would compare to a MASSIVE hydra turning the stone arena into a pool of firery death where nothing is immune but you! This allows you to keep pinging away at your opponents while they run for their lives.
Thanks Keyser
Familiar // Sparkflint
Damage output is one of the main focuses of this build, INCREASE it as best you can. By summoning a familiar your DMG output on your attacks go up 15%... I feel sorry for the poor suckers who have a meteor or death ray aimed at their head.
Now for the PASSIVES. I believe they are the most key ingrediants to any build.
Conflagration
Again increasing the amount of damage for your DOTS is key, DOWN is obviously the only way you want your opponents life to keep going, and DOTS will guarantee that it stays that way. Now I don't know the exact way the seconds stack but if they do we are looking at x amount of seconds their flesh will seer.
Paralysis
As I said earlier you will be spamming shock pulse the minute you get the green light, having Paralysis active will help your enemies do the drunk dance and allow for you to unload EVERYTHING in one shot.
Glass Cannon
Again we want as high of an output of damage we can and this is one that definitely fits the build. With the 10% decrease in armor and resistances; we will just have to see with actual testing if this number is really going to be a game breaking difference between success or defeat.
Well there you have it!!! Hope you like this build, I know I will be going forward with this once the game is out because I love nothing more than setting fire to things and shocking enemies dead. Also how could this build NOT be fun for PvE. Hahaha...
My attempt to make a D3 character that can summon lots of minions. It's a witch doctor that focuses on dogs, zombies, and fetishes. Passives help on the minions and runes should make them more powerful.
I'm going to miss the necromancer from D2, so I figure the best way to start on the new game is to ease in with a class similar to the one that I loved for so long. Fingers crossed I get to try the beta!
In this build i've attempted to go the opposite way of how a barbarian is usually percieved, i went with pure knockback abilitys.
The purpose is to chain push and pull my enemys by using ancient spears and furious charges to get back in range in order to use another pushback.
The goal is to have my ancients fight for me while i keep my enemies at bay.
I put some defensive skills and runes in case i get CC'd or unable to push them back for some reason.
i belive this spec will be pretty interesting to see in pvp againt melees and depending on the range of the pushbacks it could always be putting ranged players too far to cast any spells while my ancients do my dirty work.
Personally I always played necromancer in D2, and fell in love with having a lot of minions out at once, (even if it lagged my screen). So my build primarily focuses on having 4 zombie dogs out at once with the chance to summon one when an enemy is killed. The same goes for the fetish army with its passive, so that I always have a chance of summoning minions. My other skills including plague of toads is meant for crowd control because they explode on impact. Overall, I want to be a little more offensive then defensive, so by having minions out at all times I can achieve this. I can't wait to try out my build!
EDIT - above build has skills placed where I would like them, examples cyclone strike is place under secondary skill but it is a focus skill. the hot keys should be placed any way we would like them.
above build is what I would have done before the change up in the character builds, but seein though everything was changed.....
above build is what ill be rocking.
LMB - fists of thunder with AOE lightnin, AOE spirit generator
RMB - lashing tail kick - stun all enemies in front
#1 - breathe of heaven - quick heal if need be
#2 - Mantra of evasion - extra dodge
#4 - Seven sided strike - with a teleport to enemy, just in case i have melee in front of me and I cant get to the casters behind them.
Yes, you do not see a #3 skill, its because the techniques are spirit generators, which you do not need 2 of them for any reason.
I built it mainly to slow down groups of enemies and blow them up quickly.
Marked for death with Valley of Death rune to increase the damage all enemies will take, with Caltrops, spider companion, and rapid fire to slow enemies. Bola shot and Grenades with gas grenades rune to aoe them quickly down.
I picked Night Stalker to help regen discipline, Perfectionist to lower the costs, and Cull the Weak to increase damage done to enemies while they are slowed.
Im no pro but i guess this build could be good for pvp, pve, hardcore, etc. Seems pretty high in survivability.
A resistent, hard to hit build that fills the screen with arcane projectiles coming from himself, a familiar replenishing arcane, a hydra, 2 mirror mimics, and sometimes a few extra images from teleporting away from danger.
At the same time im creating a weakness to this type of damage.
Fill the screen with lots of targets and projectiles for the enemy to hit, driving them nuts, and when they figure out they hit the real me ive got good defense with energy armor and blur. I imagine this would ensure a constante flow of damage over a rather longer time but keeping my ass safe at all times. If they have high arcane resistance im screwed though. Could go on for a while but you get the idea.
Hey guys- this is a hardcore demon hunter build that focuses on slowing mobs and being agile. Following skill/rune combos in effect:
Entangling Shot - Chain Gang (slow)
Rapid Fire - Web Shot (slow)
Caltrops - Hooked Spines (slow)
Vault - Rattling Roll
Multishot - Supression Fire
Companion - Ferret Companion (c'mon, who doesn't want ferrets to collect gold for them?)
Passives
Cull the Weak (obvious)
Tactical Advantage (use vault gratuitously and stay ahead of your enemies)
Archery
PLEASE DEAR GOD PICK ME.
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http://us.battle.net/d3/en/calculator/witch-doctor#dhYSkP!Wgb!cccccc
a meaty tank including survivality passive skills and runes,
with an army of minions runed for increase effictivness,
and an area slow to keep all mobs well away from me,
with a single target spell for boss dmg.
http://us.battle.net...bPTd!baW!aZabZa
My "Which Doctor ZombieWalker"
http://us.battle.net...YQiT!WTe!YcZYcc
The main reason of build is to kill everybody with hands of your zombies. Guardian Bruisher with Zombie Dogs
and Zombie Handler Passive, Fierce Loyality and all of these incide Acid Cloud will be amazing.
sorry for my bad english if it is.
This build is in your face Barbarian combat. High POWER Barbarian skills and passives to back them. Making for 1 confident Barbarian. In laymen terms...stun stack GG.
Passives: Ruthless, Brawler, and Boon of Bul-Kathos
Build Link: http://us.battle.net/d3/en/calculator/barbarian#ZUWSPX!ZgS!YZZZcY
This build is mainly for leveling. I really enjoy playing with a lot of pets and minions so Witch Doctor was an easy choice for me. The build focus on hell hounds and zombies. I look forward to playing and slaying my foes with it.
http://us.battle.net/d3/en/calculator/barbarian#WbZTeP!dZS!ZaZZZZ
This build is focused on maximum damage potential for both single target and multiple mobs.
Frenzy--Runed with Maniac
Cleave--Runed with Rupture for possible chain explosions
Hammer of the Ancients--Runed with Smash. For use on single target
Seismic Slam--Runed with Shattered Ground
Battle Rage--Runed with Swords to Plowshares for increased health
Wrath of the Berserker--Runed with Insanity
Passives are Bloodthirst, Ruthless and Boon of Bul-Kathos
http://us.battle.net/d3/en/calculator/demon-hunter#bVgcRQ!afe!baZabc
its mainly based on being agile and doing somewhat good dmg with some AOE mixed in.The build follows how i like to play most games like Diablo and cant wait to use it and see if it will work. :Thumbs Up:
http://us.battle.net/d3/en/calculator/monk#beXjig!cVg!ccaaaa
This build is meant for quickly killing aoe mobs through efficient generation and use of fury and quick hp recovery through the "inspiring presence" passive ability.
http://us.battle.net/d3/en/calculator/monk#acUdiR!YXU!ZYbacY
I used this build because i normally play with another person and Its fun to tank.
I focused mainly on dodging, armor, and healing.
---------"HellSp4rK EL3m3NTAL"---------
http://us.battle.net...Qbil!eVY!cZaZca
I think this build type is going to be extremely Viable in both PvP and PvE, this character design is not intended for hardcore usage, some tweeks would need to be made in order to make it viable. Softcore would be a blast (no pun intended)... where it will really shines I believe will PvP, again with the limited information available, and no info how diverse the item system will be, this build could be altered to suit end-game teired item sets.
PVP Explination ::::
Disintegrate // Intensify
The above skill selection is one of the bread and butter skills to unload while your opponent is stunned. Obviously due to its range and runed with Intensify will make it extremely deadly while you opponent is doing the drunk dance while stunned (see Paralysis in passives).
Teleport // Wormhole
This is you main set of transportation for getting out of sticky situations. Along with Wormhole dont stop spamming until you're clear from danger and have regrouped with others on your team. Also on the flip side of the coin and your ready to get in for the kill, well, you know what to do
Meteor // Molten Impact
The above ability is way to OP'd to be ignored and goes great with the theme of the build, being clocked at a whoping 325% weapon damage to multiple targets AND adds 130% weapon damage as DOTS for 3 seconds while ruined makes it a force to be reckond with.
Shock Pulse // Fire Bolts
Ahhh signature spells, the fact this puppy is free to cast is a blessing. Again one of your bread and butter skills that you will not stop spamming once the match begins. Also while recharging Arcane (not sure if this will be a factor with end game items) it gives it another great advantage to keep the battle ground burning.
Hydra // Mammoth Hydra
"The greatest trick the Devil ever pulled was convincing the world he didn't exist." A huge, vast, GREAT, advantage you can have over any opponent is distraction. Summoning a little 3 headed hydra is great and all, but nothing would compare to a MASSIVE hydra turning the stone arena into a pool of firery death where nothing is immune but you! This allows you to keep pinging away at your opponents while they run for their lives.
Thanks Keyser
Familiar // Sparkflint
Damage output is one of the main focuses of this build, INCREASE it as best you can. By summoning a familiar your DMG output on your attacks go up 15%... I feel sorry for the poor suckers who have a meteor or death ray aimed at their head.
Now for the PASSIVES. I believe they are the most key ingrediants to any build.
Conflagration
Again increasing the amount of damage for your DOTS is key, DOWN is obviously the only way you want your opponents life to keep going, and DOTS will guarantee that it stays that way. Now I don't know the exact way the seconds stack but if they do we are looking at x amount of seconds their flesh will seer.
Paralysis
As I said earlier you will be spamming shock pulse the minute you get the green light, having Paralysis active will help your enemies do the drunk dance and allow for you to unload EVERYTHING in one shot.
Glass Cannon
Again we want as high of an output of damage we can and this is one that definitely fits the build. With the 10% decrease in armor and resistances; we will just have to see with actual testing if this number is really going to be a game breaking difference between success or defeat.
Well there you have it!!! Hope you like this build, I know I will be going forward with this once the game is out because I love nothing more than setting fire to things and shocking enemies dead. Also how could this build NOT be fun for PvE. Hahaha...
Thanks again for taking the time to read!!!
http://us.battle.net/d3/en/calculator/witch-doctor#acYWkP!aWg!abcaab
I'm going to miss the necromancer from D2, so I figure the best way to start on the new game is to ease in with a class similar to the one that I loved for so long. Fingers crossed I get to try the beta!
In this build i've attempted to go the opposite way of how a barbarian is usually percieved, i went with pure knockback abilitys.
The purpose is to chain push and pull my enemys by using ancient spears and furious charges to get back in range in order to use another pushback.
The goal is to have my ancients fight for me while i keep my enemies at bay.
I put some defensive skills and runes in case i get CC'd or unable to push them back for some reason.
i belive this spec will be pretty interesting to see in pvp againt melees and depending on the range of the pushbacks it could always be putting ranged players too far to cast any spells while my ancients do my dirty work.
http://us.battle.net/d3/en/calculator/witch-doctor#acYQkP!Wfb!aaYbcc
Personally I always played necromancer in D2, and fell in love with having a lot of minions out at once, (even if it lagged my screen). So my build primarily focuses on having 4 zombie dogs out at once with the chance to summon one when an enemy is killed. The same goes for the fetish army with its passive, so that I always have a chance of summoning minions. My other skills including plague of toads is meant for crowd control because they explode on impact. Overall, I want to be a little more offensive then defensive, so by having minions out at all times I can achieve this. I can't wait to try out my build!
EDIT - above build has skills placed where I would like them, examples cyclone strike is place under secondary skill but it is a focus skill. the hot keys should be placed any way we would like them.
above build is what I would have done before the change up in the character builds, but seein though everything was changed.....
http://us.battle.net...Xd.g!YVZ!aYZa.a
above build is what ill be rocking.
LMB - fists of thunder with AOE lightnin, AOE spirit generator
RMB - lashing tail kick - stun all enemies in front
#1 - breathe of heaven - quick heal if need be
#2 - Mantra of evasion - extra dodge
#4 - Seven sided strike - with a teleport to enemy, just in case i have melee in front of me and I cant get to the casters behind them.
Yes, you do not see a #3 skill, its because the techniques are spirit generators, which you do not need 2 of them for any reason.
This is my build for a monk used for solo and team play
http://us.battle.net/d3/en/calculator/demon-hunter#bcYUfQ!Xfc!cZaZca
I built it mainly to slow down groups of enemies and blow them up quickly.
Marked for death with Valley of Death rune to increase the damage all enemies will take, with Caltrops, spider companion, and rapid fire to slow enemies. Bola shot and Grenades with gas grenades rune to aoe them quickly down.
I picked Night Stalker to help regen discipline, Perfectionist to lower the costs, and Cull the Weak to increase damage done to enemies while they are slowed.
This is my monk build, mainly centered around team play tanking, there are a lot of +dodge abilities in there.
http://us.battle.net/d3/en/calculator/wizard#aVjilk!ZdU!caYaYc
Im no pro but i guess this build could be good for pvp, pve, hardcore, etc. Seems pretty high in survivability.
A resistent, hard to hit build that fills the screen with arcane projectiles coming from himself, a familiar replenishing arcane, a hydra, 2 mirror mimics, and sometimes a few extra images from teleporting away from danger.
At the same time im creating a weakness to this type of damage.
Fill the screen with lots of targets and projectiles for the enemy to hit, driving them nuts, and when they figure out they hit the real me ive got good defense with energy armor and blur. I imagine this would ensure a constante flow of damage over a rather longer time but keeping my ass safe at all times. If they have high arcane resistance im screwed though. Could go on for a while but you get the idea.
Hey guys- this is a hardcore demon hunter build that focuses on slowing mobs and being agile. Following skill/rune combos in effect:
Entangling Shot - Chain Gang (slow)
Rapid Fire - Web Shot (slow)
Caltrops - Hooked Spines (slow)
Vault - Rattling Roll
Multishot - Supression Fire
Companion - Ferret Companion (c'mon, who doesn't want ferrets to collect gold for them?)
Passives
Cull the Weak (obvious)
Tactical Advantage (use vault gratuitously and stay ahead of your enemies)
Archery
PLEASE DEAR GOD PICK ME.