The purpose of this build is to try to keep tempest rush up as long as possible by generating as much spirit as possible while using it. Using mantra of retribution to increase damage output as I run through mobs. Obviously planning to use a two handed weapon for the plus 25% spirit generation on.
Demon Hunter PVP build. Focuses on keeping enemy players at a distance and nuking with short cooldowns and keep my passives centered around higher dps/increased movement to keep distance
This is my PVM Sacrifice combo build. The build, first and foremost, revolves around Sacrifice, Zombie Dogs, and all three of the passives; Circle of Life, Grave Injustice, and Gratuitous Feast. Nearly every skill and rune selection is about either proccing Dog summons or maximizing Grave Injustice for the purposes of casting Zombie Dogs or Confusion (Devolution.)
Zombie Dogs (Final Gift) - Dogs are this build's best friend (lawl,) acting as tanks, Sacrifice fodder, and health globe generators alla Final Gift. Life link rune is tempting, but I already feel pretty safe with Unbreakable Grasp and pairing Final Gift with Gratuitous Feast makes BOTH mana and health sustain a non-issue. The cooldown is significant, but is easily manipulated by Grave Injustice and your dog count is easily maintained through Next of Kin, Circle of Life, and Devolution.
Sacrifice (Next of Kin) - Sacrifice is your room clearer and your boss nuke. The damage is simply tremendous, up to 600% weapon damage an a target that is hit by all 3 dogs and it should be easy to clump to dogs together on bosses as they are typically alone for most of the fight. Sacrifice is free and has no cooldown and I plan to use it liberally, though timing is everything. Sac is both free and has no cooldown, so always Sac the remaining dogs before resummoning, there is no downside. It is important Sac the last dog, Saccing with 3 dogs is almost always optimal as it maximizes your chances of gaining you a spare dog. Any singletons from procs should be milked as tanks, you can always Sac it in an emergency for the burst, but otherwise you can just wait for Dogs to cool down or for your dog count to grow to 3 naturally. I'm looking forward to chaining multiple Sacs off the back of multiple triple Kin procs.
Mass Confusion (Devolution) - Confusion is a perfect fit with this build. Firstly, hitting a large pack can easily net you 3 dogs, Devolution's 50% proc rate should turn out to be insanely reliable. Saccing your dogs on the confused clump could cause a cascade of rune procs that could clear a whole room. Note the the cooldown is 60 seconds just like Zombie Dogs and these two abilities should be staggered to maintain your dog count. My favorite subtlety to Confusion is that the confusion effect itself will cause monsters to clump together even further, making Sacrifice that much more devastating.
Grasp of the Dead (Unbreakable Grasp) - As if you needed such strong kiting with endless exploding mini tanks, but hey, you never know. At 80% speed reduction with Unbreakable Grasp, the mobs may as well be standing still and Grave Injustice should allow you to blanket huge areas. Casting this ahead of chasing enemies should cause them to clump up around the edges, enabling large triple Sacs. The damage is actually quite a supplement and should add up quickly with Sacs and Firebombs. This build has no hard escape like Spirit Walk or Horrify, which is why this skill is so important and why it needs to be at 80%.
Firebats (Dire Bats) - The dps skills aren't so important to the build, so I decided just to pick skills that seemed reliable. Dire Bats' rune description makes me think it should function similarly to something like Disintegrate and I couldn't ask for anything better on sustained, single-target damage front.
Firebomb (Conflagration) - This could easily be Acid Cloud or Locust Swarm, but I was kinda diggin the fire theme that was goin on and I feel like Conflagration would add more damage potential than any of the other runes for Cloud or Swarm, 28 yards is an insane radius even if it's just 35% WD. With solid Grasp kiting, Conflagration could be consistently damaging every monster you are fighting.
Gruesome Feast (Passive) - So what apparently all I need is one passive and one rune(Final Gift) and I don't have to worry about sustain ever, I'm cool with that. I love how this skill rewards you so much for kicking ass, keeping that 50% Intellect buff stacked will be challenging and effective.
Circle of Life (Passive) - Pretty self explanatory, this is what keeps the combo engine purring. Since the cooldowns on Zombie Dogs and Confusion are your biggest limiting factors, Circle really covers your ass, giving you tanks and burst when you get unlucky and don't proc anything on a triple Sac. In large scale AOE situations, the mass procs could really boil over into huge Sac combos.
Grave Injustice (Passive) - The regen from Injustice is really consistent but it will be a blip compared to Feast, it's just the cherry on top of my absolute favorite mechanic in the whole game. It practically lets you cast Grasp of the Dead at your discretion and stagger a Zombie Dogs and a Confusion at the beginning of every large conflict. It will actually cool down your skills at the rate in which you need them based on the number of monsters you are encountering, friggin awesome. Both Injustice and Circle mean that you will be required to gear for substantial +gold radius, but I'm cool with that 'cause I'm lazy and junk, and just like +light radius in D2, I have a feeling that +GR will be thrown around as a bonus stat everywhere, especially on witch doctor gear.
I think this build is super powerful, it has huge burst potential, both AoE and single target, built in tanks, a mass CC, blanket snares, powerful sustain considering the cheap mana costs, one of the strangest min/maxing opportunities in +gold radius and one of the strongest min/maxing opportunities in Gruesome Feast with int stacking. Well that was fun, and no, I won't proofread it, proofreading is for suckers, NOW GIVE ME BETA
"4. Give a very quick little summary of your build,..." lol
It's a trapper Demon Hunter! Trapsins were my favorite to play in D2 so I thought I'd try this out sometime. It can be for PVE or PVP. It's all about keeping enemies slowed, rooted, and as far away as possible with caltrops, spike traps, and sentries. Just lay everything down vault back and fire some hungering arrows and rapid fire at them while they try to get past everything! I think it'd be really effective vs melee monsters/players.
This is a PvE Barb Tank cleave build for groups. I'm proposing being in Nightmare mode for this build. Aimed to clustering enemies together with Ground Stomp and Leap Attack. Using those two would be able to allow me to leap towards my allies then after ground stomp to pull more of them together. Then after could using Overpower to generate any health loss then immediately while moving back before using Cleave, Hammer of The Ancients and Earthquake whenever I can while kiting.
Since Nightmare the more hard hitting, I took Nerves of Steel and Relentless to be able to reduce damage done to me. While using Brawler to increase damage by 30% as this build constantly tries to get as many adds together as possible.
I like it pretty much because I can help to pull mobs off my teammates and constantly apply cleave damage while taking the brunt of the damage.
Magic Missle/Attunement
This allows my primary skill to do long range attacks but also to gain Arcane Power back faster for the secondary skill that deals alot more damage.
Disintegrate/Intensify
The reason i chose this skill is because it has the most damage output on all the other secondary skill also with intensify it just gets stronger and stronger the more arcane power rescource you have as it charges up
Frost Nova/Deep Freeze
The reason behind this skill with deep freeze rune is it allows your group to be safe from summoned mobs and if its more than 5 you can get a Critical Hit that would increase the damage output of the next skill below
Meteor/Star Pact
I chose this skill because of its fire aspect which allows conflagration passive skill to take into affect making me deal an additional 15% for 3seconds though it is not long it will increase the damage of disintegrate also star pact is used so it doesn't cost much arcane power to affect the usauge of max arcane power bar for disintegrate
Storm Armor/Power of the Storm
Mainly good skill which allows all skills to cost cheaper at 3 less cost which makes disintegrate last longer and other skills will cost less, also mobs hitting you will take damage and probably eventually die from it if its just a small one.
Archon/Pure Power
Best damage output than the other mastery skills the rune with this helps its cooldown by a big chunk making you able to go into this form very often dealing tons of damage assuming your tank holds aggro.
PASSIVE SKILLS
Prodigy
Allows you to gain back an addition 4 from magic missle which adds up to 8 and make you use disintegrate back as fast as possible.
Conflagration
Goes together with Meteor considering it is a great aoe fire damage dealt so everything would be taking 15% more damage
Arcane Dynamo
Timed correctly with 5 magic missles for max arcane power again your disintegrate will deal 75% more damage over time until it stops which is great for dealing more tons of damage
- a minimum slow of 60% (Entangling Shot/Heavy Burden) and a practical maximum of 160% (Rapid Fire/Web Shot - Caltrops/Hooked Spines)
- increase my movement speed by 60% (Tactical Advantage) for the low cost of 3.2 Discipline (Evasive Fire/Displace).
- with (Custom Engineering) Caltrops give me 12 secs of 80% slow which allow me to use (Rapid fire) for maximum duration which also have an 80% slow as long as i am using it.
- since i have 3 skills that cost discipline, (Perfectionist) makes perfect sense.
- (Rain of Vengence/Flying Strike) for burst AoE damage and the 2 sec stun.
- (Smoke Screen/Breathe Deep) will be useful offensively with the 40 hatred generated or defensively with 2 secs invisibility and 60% movement speed.
Massive AoE Damage. You can pull alot of mobs and bomb it easily killing almost instantly.
I think I'll try this build for full PVE and Leveling.
It's a very good build to play co-op with a barbarian tanking everything for you
I chose the witch doctor which will be the first class I roll. This build will be largely AOE based and will cause continuous DOT damage, hindering the attack speed of enemies while simultaneously buffing up my party (as I plan on playing with my group of friends for a majority of the time.)
This is my plan for a tanky, mobile monk. Has a little self healing, with a good amount of damage reduction and dodging. May need a little tweeking to make sure that I can kill the target's and not just survive, but that will come with some trials!! =)
Basically this is a stun lock PvP build the way it works is you want to combo the opponent getting multiple stun locks combos.
The best opener you could do is Ancient Spear > Ground Slam > Bash> Call of the Ancients > Leap Attack > Bash Spam > Seismic Slam
Ground Stomp with the Foot of the Mountain rune allows you to get out Call of the Ancients with only three moves getting out more DPS early with the summons, enabling you to zerg down opponents and gives you enough fury generation to get out seismic slams more often.
Ancient Spear allows you to slow and peel people and bring enemy within range to proc the Brawler passive then you can Ground stomp them all to stun them. If you already have Call of the Ancients active you can use Seismic Slam to AoE stun once again and with the rune Stagger it has 70% chance to stun along with Leap attack with 50% so you have a really high change to stun 3 enemies in place with the Brawler buff doing massive AoE damage.
You can easily hunt down any ranged class with this build using Ancient Spear to bring the opponent towards you then baiting their escape moves such as Teleport, then using Leap Attack, or vice versa using Leap Attack first following it up with Ancient spear to bring them in and do the Ground Stomp Seismic Slam combo.
The Juggernaut ability lets you regain HP if you're being focused down and in conjunction with Relentless if you ever get below 20% hp you can Sesimic Slam spam and stunlock everyone near you while being hard to kill with 50% damage reduction.
The reason i choose Relentless over Ignore Pain is because you need a lot of fury building moves to keep using Seismic Slam as it is 30 fury and the secondary ability of Relentless goes really nice with the stunlock synergy as you can spam Seismic slam stunning your opponents and using Ancient Spear to bring in 3 to activate Brawler then no fury costing Seismic Slam with 30% damage increase is pretty scary.
Brawler has extremely good synergy with this build because you are going to be charging in with Leap Attack and stun locking that opponent then you can use Ancient Spear to bring in more enemies to keep the Brawler buff active. Then if you are focused by all enemies your stuns to keep them from killing you too fast and ancient spear to bring in any ranged to aoe stun them too.
The fundamental principal of this build is aggression you want to get in your opponents face get out your Call of the Ancients early try to keep 3 enemies near you too keep up the brawler buff and if you're focused you can use your stuns and leap attack as outs. You can just try hope your Juggernaut Relentless Seismic Slam spam will race them and kill them faster than than can kill you. This build has lots of utility and some really amazing stun combos with extremely high AoE damage potential.
I like this Barbarian PvE build because it does high damage (especially in AoE situations) yet offers some defensive cooldowns and some regenerative abilities when shit hits the fan lol
This build is all about using Passive skills the promote an actual rotation from Signature spells that slow and regen Arcane power then adds more dmg for Arcane spells.
The rotation is simple
Use Arcane Torrent with Disruption Rune
Burn through your Arcane power with Arcane Orb (with the dmg buff you get from Arcane Torrent)
when your down to 0 power switch to Arcane Missle with the split rune
Now is when your other passive comes into play (Arcane Dynamo)
Cast Arcane Missle 5x to get the 75% damage buff to the next arcane Spell you cast and start the rotation over.
So the entire time your either Snaring with Arcane missle and regening Arcane Power or blowing through with buffed arcane spells.
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The purpose of this build is to try to keep tempest rush up as long as possible by generating as much spirit as possible while using it. Using mantra of retribution to increase damage output as I run through mobs. Obviously planning to use a two handed weapon for the plus 25% spirit generation on.
Is my build that I am thinking of playing, kind of reminds me of a SL/SL Affliction Warlock, and my main is a Warlock on WoW.
Witch Doctor ... Diseases, DoT's and of course TOADS!!!!
PanterA ... Forever Stronger Than All
Demon Hunter PVP build. Focuses on keeping enemy players at a distance and nuking with short cooldowns and keep my passives centered around higher dps/increased movement to keep distance
http://us.battle.net...YSZQ!cbS!acbZZZ
This is my PVM Sacrifice combo build. The build, first and foremost, revolves around Sacrifice, Zombie Dogs, and all three of the passives; Circle of Life, Grave Injustice, and Gratuitous Feast. Nearly every skill and rune selection is about either proccing Dog summons or maximizing Grave Injustice for the purposes of casting Zombie Dogs or Confusion (Devolution.)
Zombie Dogs (Final Gift) - Dogs are this build's best friend (lawl,) acting as tanks, Sacrifice fodder, and health globe generators alla Final Gift. Life link rune is tempting, but I already feel pretty safe with Unbreakable Grasp and pairing Final Gift with Gratuitous Feast makes BOTH mana and health sustain a non-issue. The cooldown is significant, but is easily manipulated by Grave Injustice and your dog count is easily maintained through Next of Kin, Circle of Life, and Devolution.
Sacrifice (Next of Kin) - Sacrifice is your room clearer and your boss nuke. The damage is simply tremendous, up to 600% weapon damage an a target that is hit by all 3 dogs and it should be easy to clump to dogs together on bosses as they are typically alone for most of the fight. Sacrifice is free and has no cooldown and I plan to use it liberally, though timing is everything. Sac is both free and has no cooldown, so always Sac the remaining dogs before resummoning, there is no downside. It is important Sac the last dog, Saccing with 3 dogs is almost always optimal as it maximizes your chances of gaining you a spare dog. Any singletons from procs should be milked as tanks, you can always Sac it in an emergency for the burst, but otherwise you can just wait for Dogs to cool down or for your dog count to grow to 3 naturally. I'm looking forward to chaining multiple Sacs off the back of multiple triple Kin procs.
Mass Confusion (Devolution) - Confusion is a perfect fit with this build. Firstly, hitting a large pack can easily net you 3 dogs, Devolution's 50% proc rate should turn out to be insanely reliable. Saccing your dogs on the confused clump could cause a cascade of rune procs that could clear a whole room. Note the the cooldown is 60 seconds just like Zombie Dogs and these two abilities should be staggered to maintain your dog count. My favorite subtlety to Confusion is that the confusion effect itself will cause monsters to clump together even further, making Sacrifice that much more devastating.
Grasp of the Dead (Unbreakable Grasp) - As if you needed such strong kiting with endless exploding mini tanks, but hey, you never know. At 80% speed reduction with Unbreakable Grasp, the mobs may as well be standing still and Grave Injustice should allow you to blanket huge areas. Casting this ahead of chasing enemies should cause them to clump up around the edges, enabling large triple Sacs. The damage is actually quite a supplement and should add up quickly with Sacs and Firebombs. This build has no hard escape like Spirit Walk or Horrify, which is why this skill is so important and why it needs to be at 80%.
Firebats (Dire Bats) - The dps skills aren't so important to the build, so I decided just to pick skills that seemed reliable. Dire Bats' rune description makes me think it should function similarly to something like Disintegrate and I couldn't ask for anything better on sustained, single-target damage front.
Firebomb (Conflagration) - This could easily be Acid Cloud or Locust Swarm, but I was kinda diggin the fire theme that was goin on and I feel like Conflagration would add more damage potential than any of the other runes for Cloud or Swarm, 28 yards is an insane radius even if it's just 35% WD. With solid Grasp kiting, Conflagration could be consistently damaging every monster you are fighting.
Gruesome Feast (Passive) - So what apparently all I need is one passive and one rune(Final Gift) and I don't have to worry about sustain ever, I'm cool with that. I love how this skill rewards you so much for kicking ass, keeping that 50% Intellect buff stacked will be challenging and effective.
Circle of Life (Passive) - Pretty self explanatory, this is what keeps the combo engine purring. Since the cooldowns on Zombie Dogs and Confusion are your biggest limiting factors, Circle really covers your ass, giving you tanks and burst when you get unlucky and don't proc anything on a triple Sac. In large scale AOE situations, the mass procs could really boil over into huge Sac combos.
Grave Injustice (Passive) - The regen from Injustice is really consistent but it will be a blip compared to Feast, it's just the cherry on top of my absolute favorite mechanic in the whole game. It practically lets you cast Grasp of the Dead at your discretion and stagger a Zombie Dogs and a Confusion at the beginning of every large conflict. It will actually cool down your skills at the rate in which you need them based on the number of monsters you are encountering, friggin awesome. Both Injustice and Circle mean that you will be required to gear for substantial +gold radius, but I'm cool with that 'cause I'm lazy and junk, and just like +light radius in D2, I have a feeling that +GR will be thrown around as a bonus stat everywhere, especially on witch doctor gear.
I think this build is super powerful, it has huge burst potential, both AoE and single target, built in tanks, a mass CC, blanket snares, powerful sustain considering the cheap mana costs, one of the strangest min/maxing opportunities in +gold radius and one of the strongest min/maxing opportunities in Gruesome Feast with int stacking. Well that was fun, and no, I won't proofread it, proofreading is for suckers, NOW GIVE ME BETA
"4. Give a very quick little summary of your build,..." lol
http://us.battle.net/d3/en/calculator/demon-hunter#acYTiV!Ycd!ZZZbYb
It's a trapper Demon Hunter! Trapsins were my favorite to play in D2 so I thought I'd try this out sometime. It can be for PVE or PVP. It's all about keeping enemies slowed, rooted, and as far away as possible with caltrops, spike traps, and sentries. Just lay everything down vault back and fire some hungering arrows and rapid fire at them while they try to get past everything! I think it'd be really effective vs melee monsters/players.
http://us.battle.net/d3/en/calculator/barbarian#bciTUj!dhS!YZcZaa
This is a PvE Barb Tank cleave build for groups. I'm proposing being in Nightmare mode for this build. Aimed to clustering enemies together with Ground Stomp and Leap Attack. Using those two would be able to allow me to leap towards my allies then after ground stomp to pull more of them together. Then after could using Overpower to generate any health loss then immediately while moving back before using Cleave, Hammer of The Ancients and Earthquake whenever I can while kiting.
Since Nightmare the more hard hitting, I took Nerves of Steel and Relentless to be able to reduce damage done to me. While using Brawler to increase damage by 30% as this build constantly tries to get as many adds together as possible.
I like it pretty much because I can help to pull mobs off my teammates and constantly apply cleave damage while taking the brunt of the damage.
http://us.battle.net/d3/en/calculator/barbarian#WYidRP!bVe!ab.Z
http://us.battle.net...YQTm!ceT!YcYZZb
Magic Missle/Attunement
This allows my primary skill to do long range attacks but also to gain Arcane Power back faster for the secondary skill that deals alot more damage.
Disintegrate/Intensify
The reason i chose this skill is because it has the most damage output on all the other secondary skill also with intensify it just gets stronger and stronger the more arcane power rescource you have as it charges up
Frost Nova/Deep Freeze
The reason behind this skill with deep freeze rune is it allows your group to be safe from summoned mobs and if its more than 5 you can get a Critical Hit that would increase the damage output of the next skill below
Meteor/Star Pact
I chose this skill because of its fire aspect which allows conflagration passive skill to take into affect making me deal an additional 15% for 3seconds though it is not long it will increase the damage of disintegrate also star pact is used so it doesn't cost much arcane power to affect the usauge of max arcane power bar for disintegrate
Storm Armor/Power of the Storm
Mainly good skill which allows all skills to cost cheaper at 3 less cost which makes disintegrate last longer and other skills will cost less, also mobs hitting you will take damage and probably eventually die from it if its just a small one.
Archon/Pure Power
Best damage output than the other mastery skills the rune with this helps its cooldown by a big chunk making you able to go into this form very often dealing tons of damage assuming your tank holds aggro.
PASSIVE SKILLS
Prodigy
Allows you to gain back an addition 4 from magic missle which adds up to 8 and make you use disintegrate back as fast as possible.
Conflagration
Goes together with Meteor considering it is a great aoe fire damage dealt so everything would be taking 15% more damage
Arcane Dynamo
Timed correctly with 5 magic missles for max arcane power again your disintegrate will deal 75% more damage over time until it stops which is great for dealing more tons of damage
http://us.battle.net/d3/en/calculator/demon-hunter#WXcYkj!afU!bYZacb
- a minimum slow of 60% (Entangling Shot/Heavy Burden) and a practical maximum of 160% (Rapid Fire/Web Shot - Caltrops/Hooked Spines)
- increase my movement speed by 60% (Tactical Advantage) for the low cost of 3.2 Discipline (Evasive Fire/Displace).
- with (Custom Engineering) Caltrops give me 12 secs of 80% slow which allow me to use (Rapid fire) for maximum duration which also have an 80% slow as long as i am using it.
- since i have 3 skills that cost discipline, (Perfectionist) makes perfect sense.
- (Rain of Vengence/Flying Strike) for burst AoE damage and the 2 sec stun.
- (Smoke Screen/Breathe Deep) will be useful offensively with the 40 hatred generated or defensively with 2 secs invisibility and 60% movement speed.
-
My mage build. Not in beta, so don't be overly critical... It's what I think I would <like> to play, coming in as a simple lightning Sorc from DII.
Would love to try it out! Besides, since we can swap, there's no harm in trying to go full synergy with things and melt faces
Good luck to everyone. See you in D3!
--Jas
This is my spec Wizard, I do not know how good he is in the game but I think this is the build that I'll play.
Massive AoE Damage. You can pull alot of mobs and bomb it easily killing almost instantly.
I think I'll try this build for full PVE and Leveling.
It's a very good build to play co-op with a barbarian tanking everything for you
I chose the witch doctor which will be the first class I roll. This build will be largely AOE based and will cause continuous DOT damage, hindering the attack speed of enemies while simultaneously buffing up my party (as I plan on playing with my group of friends for a majority of the time.)
This is my plan for a tanky, mobile monk. Has a little self healing, with a good amount of damage reduction and dodging. May need a little tweeking to make sure that I can kill the target's and not just survive, but that will come with some trials!! =)
Basically this is a stun lock PvP build the way it works is you want to combo the opponent getting multiple stun locks combos.
The best opener you could do is Ancient Spear > Ground Slam > Bash> Call of the Ancients > Leap Attack > Bash Spam > Seismic Slam
Ground Stomp with the Foot of the Mountain rune allows you to get out Call of the Ancients with only three moves getting out more DPS early with the summons, enabling you to zerg down opponents and gives you enough fury generation to get out seismic slams more often.
Ancient Spear allows you to slow and peel people and bring enemy within range to proc the Brawler passive then you can Ground stomp them all to stun them. If you already have Call of the Ancients active you can use Seismic Slam to AoE stun once again and with the rune Stagger it has 70% chance to stun along with Leap attack with 50% so you have a really high change to stun 3 enemies in place with the Brawler buff doing massive AoE damage.
You can easily hunt down any ranged class with this build using Ancient Spear to bring the opponent towards you then baiting their escape moves such as Teleport, then using Leap Attack, or vice versa using Leap Attack first following it up with Ancient spear to bring them in and do the Ground Stomp Seismic Slam combo.
The Juggernaut ability lets you regain HP if you're being focused down and in conjunction with Relentless if you ever get below 20% hp you can Sesimic Slam spam and stunlock everyone near you while being hard to kill with 50% damage reduction.
The reason i choose Relentless over Ignore Pain is because you need a lot of fury building moves to keep using Seismic Slam as it is 30 fury and the secondary ability of Relentless goes really nice with the stunlock synergy as you can spam Seismic slam stunning your opponents and using Ancient Spear to bring in 3 to activate Brawler then no fury costing Seismic Slam with 30% damage increase is pretty scary.
Brawler has extremely good synergy with this build because you are going to be charging in with Leap Attack and stun locking that opponent then you can use Ancient Spear to bring in more enemies to keep the Brawler buff active. Then if you are focused by all enemies your stuns to keep them from killing you too fast and ancient spear to bring in any ranged to aoe stun them too.
The fundamental principal of this build is aggression you want to get in your opponents face get out your Call of the Ancients early try to keep 3 enemies near you too keep up the brawler buff and if you're focused you can use your stuns and leap attack as outs. You can just try hope your Juggernaut Relentless Seismic Slam spam will race them and kill them faster than than can kill you. This build has lots of utility and some really amazing stun combos with extremely high AoE damage potential.
I like this Barbarian PvE build because it does high damage (especially in AoE situations) yet offers some defensive cooldowns and some regenerative abilities when shit hits the fan lol
http://us.battle.net/d3/en/calculator/wizard#aZgWlm!Thg!cccccc
link http://us.battle.net...jZgm!ZcT!Zacbca
This build is all about using Passive skills the promote an actual rotation from Signature spells that slow and regen Arcane power then adds more dmg for Arcane spells.
The rotation is simple
Use Arcane Torrent with Disruption Rune
Burn through your Arcane power with Arcane Orb (with the dmg buff you get from Arcane Torrent)
when your down to 0 power switch to Arcane Missle with the split rune
Now is when your other passive comes into play (Arcane Dynamo)
Cast Arcane Missle 5x to get the 75% damage buff to the next arcane Spell you cast and start the rotation over.
So the entire time your either Snaring with Arcane missle and regening Arcane Power or blowing through with buffed arcane spells.