This is my PVE AoE farming Barbarian build. It mainly focuses on (obviously) AoE attacks and life draining to sustain health while frolicking in the fray. I hope to be able to test this build out before the game comes out!
This Monk build is aimed at using hit-and-run tactics, increasing Monk's mobility while decreasing enemies'. It has a lot of spirit generation increasing skills, health regeneration, and some CC, which should allow the monk to dash forward to the most dangerous enemy, deal some damage, CC everyone and retreat to a safe distance to regain lost spirit and health.
I love to slay demon, based mainly on solely as many demons as i can utilizing immobilizing them such as bola shot and causing significant amounts of damage. My utility skills like smoke screen are capitalized with cluster arrows and chakram giving me total control of even hordes of enemies.
A viable build that doesn't matter if i don't really complete a quest but just a strong fetish to slay DEMONS one at a time, no matter where they are, I will find them!
I love the idea of keeping my enemies on a leash. And then shooting them IN THE FACE MAN from far, far away.
Enemy control, destructive potential = win. This build is mainly aimed at softcore solo/party play.
Adding value to the team is a big one. If you can bring something unique (enemy control, and good deeps), you'll be valuable to a team, provided you play smart.
I can't wait to actually try these potential builds out, and then laugh at myself for how terrible my initial choices really were.
Generators:
Fist of Thunder is primary and acts as a gap closer as well. Crippling wave twisted in every three seconds to get bonus damage from rune and passive
Spenders:
Seven-Sided Strike as heavy hitter and Wave of Light to handle large waves of enemies.
Other:
Serenity is emergency defensive mechanic and is offensive with rune. Buffed mantra helps us pick up more damage.
Passives:
Combination strike is the only offensive passive. So, we've got it. Transcendence is our defensive passive. We're not taking any damage reduction passives because we don't want to weaken the potency of Reap What Is Sown. Chant of Resonance is for spirit generation to keep us casting Wave of Light.
dread shot/WotB barbarian, cleave and leap attack as fury generators, war cry and battle rage buffs, weapon throw for fury dump, should be able to maintain WotB
Bash with rage increase rune: The primary ability of barbarian, for single strikes regenerates a moderate amount of rage, so no problem with that. Also punch around is so much fun.
Leap Attack with armor increase rune: This our escape ability, the armor bonus is a guaranteed getta away for dangerous situations. Also a good move to save someone in trouble and you have to tank a little.
Call of the Ancients with increased duration rune: if 3 ancients barbarians that use awesome moves are great, fantastic is the amount of time you can spend with them, great bodyguards.
Revenge with increased chance o proc rune: Barbarians have to be in melee almost every time, a 30% uptime revenge proc put their survival in great state.
Whirlwind with cyclones rune skill: Why bother with other abilities to Aoe if we got this? A guaranteed clean service, also, I think Whirlwind it is one of the most awesome abilities a barbarian can have, a must!
Seismic Slam with damage runed: Mob after mob and you want to take a break? or you just want to open a safe way for your friends? Seismic slam will do it with a single blow.
Bloodthrist with whirlwind is total bloodbath, hey the more blood the better right?
Unforgiving, this with runed bash... rage issue solved
Boon of bul-kathos, I really love to have awesome bodyguards for 20s, now I can hire them every 90s? yes please!
I chose this build because of the fact that I could have zombie dogs out while casting AoE posions killing off a lot of enemys and getting the most XP. Soul harvest is amazing for the intel buff it gives you, and sacrafice is awesome because you can deal massive amounts of damage, and summon more dogs immediatly after.
My passives were Circle of life, which is a chance to instantly emerge a zombie dog for free at a 5% chance, and spiritual attonment to have that extra mana to spam AoEs. I also chose to get bad medicine which increases my poision damage.
As much as i like this build, i'm sure i'll change it during gameplay especially in inferno. Damage and speed imo is the way to truely play a monk. Hopefully i don't need to change that much, this build seems pretty decent for inferno.
I wanted to exemplify the raw, unadulterated power of the wizard with my first build, so I made one in which all damage was arcane type, and all abilities followed a sort of chaotic-magic theme. Furthermore, I decided not to include a signature spell, but instead to maximize Arcane Power supply and regeneration rate, so I could afford using two costly, but very powerful, spells as my primary and secondary attacks. I think that the build itself was a fun little challenge, and also will be very fun to play with.
Arcane Orb: This will act as the primary attack for the build. I runed it with Obliterate so as to greatly increase the damage, since it will be used so often. The entire skill set revolves around getting as many of these off during the fight as possible, which will be made possible through Energy Armor and Astral Presence.
Arcane Torrent : Mostly, this is used for Disruption. It's simple to cast quickly on a group of enemies, and because the amplification lasts for a full 6 seconds, the Wizard will be able to fire off a few cheap Arcane Orbs into the group, totally annihilating them.
Teleport: Bread n' butter escape mechanism. This Wizard wants to stay as far away from her enemies as possible. With a greatly enhanced Arcane Power pool and greater regeneration, Wormhole makes it easy to chain teleports and allow her to be anywhere in the room she needs to be.
Hydra: A powerful, supportive spell. The Arcane Hydra deals area of effect damage, and will help pick off enemies as the Wizard herself is teleporting around the room, untouchable.
Energy Armor: A 65% increase to armor is fairly significant. Since enemies shouldn't be hitting you too frequently with the help of Teleport, this helps to ensure that when they do, the hurt is significantly mitigated. Furthermore, Energy Tap increases the quantity of available Arcane Power, allowing for even more Arcane Orbs to be doled out.
Archon: The epitome of magical might. Because it hasn't been experimented with in the beta, there is very limited information regarding it. However, it fits the theme of the Arcanomancer, and I predict will be a very formidable spell, given its 120 second cooldown. As such, I figure that the best way to further enhance that is to magnify its damage with a rune of Improved Archon.
Temporal Flux: All damage in this skill build is arcane type. With this, every spell will also have a slowing component.
Astral Presence: Combined with the runed Energy Armor, this offers a total of 140 Arcane Power and 12 regenerated per second (I believe) to the Wizard. This is crucial to the Arcane Orb spam. Even though it only bears a cost of 35, it is going to be used almost constantly, and as the Arcanomancer needs all the power she can get. She will never run out of power at this rate.
Glass Cannon: This passive skill exemplifies the Arcanomancer best. She is best when she cannot be touched, and her goal is to unload as much damage as she can very rapidly so as to completely annihilate her opponents.
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I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
The build is not for the Wizard that wants to stand several yards away and kill evil creatures with ranged spells. Oh no. This is the build for the caster who wants the visceral experience of utterly destroying his or her foes in melee combat. Range is for weenies who can't take cuts and bruises, whose first reaction to physical harm is to Teleport away, who can't stomach draining their enemies to refresh their own life energy. As for you, you literally look demons in the eyes and say, "Bring. It. On."
This DH build is intended to maximize PvE AoE damage and skill that can hit multiple targets. This build would likely be used for farming open areas and dungeons or progressing through large groups of enemies.
This is my Witch-doctor solo/group build that I'm planning on using on release
I chose to make haunt with Grasping Spirits as my primary skill, being able to slow down the waves of mindless undead would help me to nuke them or GTFaway from them....
Getting Locust Swarm with the Devouring Swarm rune just seemed to be a means to keep my mana regeneration going as well as doing some great area damage at the same time
Zombie dogs with the Final Gift rune could be beneficial with the health globes to be able to keep me going.
Mass Confusion, who wouldnt love to do that... mobs killing mobs.... I need a lounge chair and a margarita plz... oh and Devolution... I think that will be great... not only did you kill yourself while I really did nothing, you then want to be a zombie dog as well... sign me up
This wizard build is all crowd control, designed to take on a ton of enemies at once. I like running around aggroing everything then aoeing em all out of existence. And so with this I could run in and kill everything all at once.
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http://us.battle.net/d3/en/calculator/barbarian#bQdgiX!UdT!acZbbZ
This Monk build is aimed at using hit-and-run tactics, increasing Monk's mobility while decreasing enemies'. It has a lot of spirit generation increasing skills, health regeneration, and some CC, which should allow the monk to dash forward to the most dangerous enemy, deal some damage, CC everyone and retreat to a safe distance to regain lost spirit and health.
Because it's just better this way!!!
My build: http://us.battle.net/d3/en/calculator/demon-hunter#bejUPl!acT!ZYcZYY
I love to slay demon, based mainly on solely as many demons as i can utilizing immobilizing them such as bola shot and causing significant amounts of damage. My utility skills like smoke screen are capitalized with cluster arrows and chakram giving me total control of even hordes of enemies.
A viable build that doesn't matter if i don't really complete a quest but just a strong fetish to slay DEMONS one at a time, no matter where they are, I will find them!
http://us.battle.net/d3/en/calculator/barbarian#bcdUWj!WhU!aZZccZ
http://us.battle.net/d3/en/calculator/demon-hunter#acVdSl!abe!YcbYcc
I love the idea of keeping my enemies on a leash. And then shooting them IN THE FACE MAN from far, far away.
Enemy control, destructive potential = win. This build is mainly aimed at softcore solo/party play.
Adding value to the team is a big one. If you can bring something unique (enemy control, and good deeps), you'll be valuable to a team, provided you play smart.
I can't wait to actually try these potential builds out, and then laugh at myself for how terrible my initial choices really were.
Generators:
Fist of Thunder is primary and acts as a gap closer as well. Crippling wave twisted in every three seconds to get bonus damage from rune and passive
Spenders:
Seven-Sided Strike as heavy hitter and Wave of Light to handle large waves of enemies.
Other:
Serenity is emergency defensive mechanic and is offensive with rune. Buffed mantra helps us pick up more damage.
Passives:
Combination strike is the only offensive passive. So, we've got it. Transcendence is our defensive passive. We're not taking any damage reduction passives because we don't want to weaken the potency of Reap What Is Sown. Chant of Resonance is for spirit generation to keep us casting Wave of Light.
This is a mostly AoE build with slows to maximize AoE time. Added in Zombie Dogs to wear down enemies as they are in the AoEs.
This is probably the first build that I will play.
This build for witch doctors mostly focuses on you and your pets.
dread shot/WotB barbarian, cleave and leap attack as fury generators, war cry and battle rage buffs, weapon throw for fury dump, should be able to maintain WotB
Bash with rage increase rune: The primary ability of barbarian, for single strikes regenerates a moderate amount of rage, so no problem with that. Also punch around is so much fun.
Leap Attack with armor increase rune: This our escape ability, the armor bonus is a guaranteed getta away for dangerous situations. Also a good move to save someone in trouble and you have to tank a little.
Call of the Ancients with increased duration rune: if 3 ancients barbarians that use awesome moves are great, fantastic is the amount of time you can spend with them, great bodyguards.
Revenge with increased chance o proc rune: Barbarians have to be in melee almost every time, a 30% uptime revenge proc put their survival in great state.
Whirlwind with cyclones rune skill: Why bother with other abilities to Aoe if we got this? A guaranteed clean service, also, I think Whirlwind it is one of the most awesome abilities a barbarian can have, a must!
Seismic Slam with damage runed: Mob after mob and you want to take a break? or you just want to open a safe way for your friends? Seismic slam will do it with a single blow.
Bloodthrist with whirlwind is total bloodbath, hey the more blood the better right?
Unforgiving, this with runed bash... rage issue solved
Boon of bul-kathos, I really love to have awesome bodyguards for 20s, now I can hire them every 90s? yes please!
Thank you, Good Luck everyone.
Eldimmy
I chose this build because of the fact that I could have zombie dogs out while casting AoE posions killing off a lot of enemys and getting the most XP. Soul harvest is amazing for the intel buff it gives you, and sacrafice is awesome because you can deal massive amounts of damage, and summon more dogs immediatly after.
My passives were Circle of life, which is a chance to instantly emerge a zombie dog for free at a 5% chance, and spiritual attonment to have that extra mana to spam AoEs. I also chose to get bad medicine which increases my poision damage.
As much as i like this build, i'm sure i'll change it during gameplay especially in inferno. Damage and speed imo is the way to truely play a monk. Hopefully i don't need to change that much, this build seems pretty decent for inferno.
http://us.battle.net/d3/en/calculator/barbarian#aWXiUR!XUS!.....a
More damage and some damage reduction skills. Seems okay to me coz it deals with damage.
I wanted to exemplify the raw, unadulterated power of the wizard with my first build, so I made one in which all damage was arcane type, and all abilities followed a sort of chaotic-magic theme. Furthermore, I decided not to include a signature spell, but instead to maximize Arcane Power supply and regeneration rate, so I could afford using two costly, but very powerful, spells as my primary and secondary attacks. I think that the build itself was a fun little challenge, and also will be very fun to play with.
Arcane Orb: This will act as the primary attack for the build. I runed it with Obliterate so as to greatly increase the damage, since it will be used so often. The entire skill set revolves around getting as many of these off during the fight as possible, which will be made possible through Energy Armor and Astral Presence.
Arcane Torrent : Mostly, this is used for Disruption. It's simple to cast quickly on a group of enemies, and because the amplification lasts for a full 6 seconds, the Wizard will be able to fire off a few cheap Arcane Orbs into the group, totally annihilating them.
Teleport: Bread n' butter escape mechanism. This Wizard wants to stay as far away from her enemies as possible. With a greatly enhanced Arcane Power pool and greater regeneration, Wormhole makes it easy to chain teleports and allow her to be anywhere in the room she needs to be.
Hydra: A powerful, supportive spell. The Arcane Hydra deals area of effect damage, and will help pick off enemies as the Wizard herself is teleporting around the room, untouchable.
Energy Armor: A 65% increase to armor is fairly significant. Since enemies shouldn't be hitting you too frequently with the help of Teleport, this helps to ensure that when they do, the hurt is significantly mitigated. Furthermore, Energy Tap increases the quantity of available Arcane Power, allowing for even more Arcane Orbs to be doled out.
Archon: The epitome of magical might. Because it hasn't been experimented with in the beta, there is very limited information regarding it. However, it fits the theme of the Arcanomancer, and I predict will be a very formidable spell, given its 120 second cooldown. As such, I figure that the best way to further enhance that is to magnify its damage with a rune of Improved Archon.
Temporal Flux: All damage in this skill build is arcane type. With this, every spell will also have a slowing component.
Astral Presence: Combined with the runed Energy Armor, this offers a total of 140 Arcane Power and 12 regenerated per second (I believe) to the Wizard. This is crucial to the Arcane Orb spam. Even though it only bears a cost of 35, it is going to be used almost constantly, and as the Arcanomancer needs all the power she can get. She will never run out of power at this rate.
Glass Cannon: This passive skill exemplifies the Arcanomancer best. She is best when she cannot be touched, and her goal is to unload as much damage as she can very rapidly so as to completely annihilate her opponents.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
The build is not for the Wizard that wants to stand several yards away and kill evil creatures with ranged spells. Oh no. This is the build for the caster who wants the visceral experience of utterly destroying his or her foes in melee combat. Range is for weenies who can't take cuts and bruises, whose first reaction to physical harm is to Teleport away, who can't stomach draining their enemies to refresh their own life energy. As for you, you literally look demons in the eyes and say, "Bring. It. On."
Originally Posted by (Blue Tracker / Official Forums)
DH Build
Might work best to switch to a single target DPS build right before boss fights.
GOOD LUCK!
My "Spam-spells-then-run" build. To use it well, follow these steps:
1) Spam spells
2) Run
This is my Witch-doctor solo/group build that I'm planning on using on release
I chose to make haunt with Grasping Spirits as my primary skill, being able to slow down the waves of mindless undead would help me to nuke them or GTFaway from them....
Getting Locust Swarm with the Devouring Swarm rune just seemed to be a means to keep my mana regeneration going as well as doing some great area damage at the same time
Zombie dogs with the Final Gift rune could be beneficial with the health globes to be able to keep me going.
Mass Confusion, who wouldnt love to do that... mobs killing mobs.... I need a lounge chair and a margarita plz... oh and Devolution... I think that will be great... not only did you kill yourself while I really did nothing, you then want to be a zombie dog as well... sign me up
This wizard build is all crowd control, designed to take on a ton of enemies at once. I like running around aggroing everything then aoeing em all out of existence. And so with this I could run in and kill everything all at once.