Demon Hunter End Game Arena PvP http://us.battle.net/d3/en/calculator/demon-hunter#WZVUTl!aVY!YaYZcY
Primary: Entangling Shot + Justice is served
- Since this will be the "spamming" ability, that means the targets will almost always be slowed to some degree
- Only hatred generator, and it doesnt offer that much hatred per shot, so i felt the rune was a necessity for my one Hated spender
Secondary : Impale + Impact
- it was either choosing between this or using Elemental Arrow with the "fear" mechanic, but it seemed to be a bit unstable and unpredicatble, and CC is meant to be controlled at times, and if fear is proccing randomly, it wont help.
- Fast, nearly instant, no aim, high dmg
- Impact rune for coordinated CC stun and well as knock back when under pressure
- Defensive and Offensive capabilities with low hatred cost, decent dmg, and solid CC rune.
Defensive: Vault + Tumble
- Vault is a must because it is one of the only true Demon Hunter abilities which can be used non-randomly to get one out of danger and to gain distance
- Because of one of my passives, i will be a threat when not targeted, and therefore, if they were to switch to me, my rune is essential
- Rune would allow me to rapidly spam vault to get far from danger, to either LoS behind something or just to avoid they getting closer to me
Archery: Marked for Death + Grim Reaper
- Will give me, as a Demon Hunter more "control" of the battle field
- Since all enemies near the target will also be taking dmg, the enemies would have no choice but to leave the area or face taking a lot more damage as time goes on
- can cause confusion for other team when on a target and being forced to separate or risk death or unneeded pressure/dmg
Devices: Spike Trap + Scatter
- Again, gives Demon HUnter more control over the arena
- Rune places all at once so i dont waste time placing when i could be dmging and/or ccing
- Enemies will be hesitant when entering this trap field which i will be behind because it will cause them to take necessary damage.
Shadow: Shadow Power + Gloom
-Basically an O-$%*T button
- Mainly will be used when low on Discipline and when the targets switch to me after a few of my vaults.
- Not only will i be healing myself but i will also be taking much less damage, so the switch for the enemies will see wasted.
Passive Skills:
1) Tactical Advantage: Combined with Vault Rune, this will be a very quick and painless way for me to get out of combat
2)Numbing Traps: Used as a defensive ability. In my case, spike traps will do dmg to them and reduce their damage, therefore switching to me would cause them to be in an uncomfortable situation.
- if used correctly, forcing the enemy to run through your traps in a line wil lcause them to, ideally, do less damage for 9 seconds since they will be slowed with my Primary Shot
3) One of the most important i think : Steady Aim
- While not only giving you a base dmg % increase, it will also put pressure on the enemies to pressure you,and not your teammate, and in by doing so, the other abilities above will impede them from doing much if anything at all to you.
- While 10 yards away from anyone with this spec + when Marked for Death, your damage will be increased by 35% the entire fight if no one pressures you, which is insane. Therefore, enemies when be forced to pressure you and will allow your teammate to go apeshit on them
Overview: Basically, this is how the fight will start, place a MARK on the main target you will be damaging the entire fight, therefore your team will know who you will usually be on. Entangling shot will keep the enemy team slowed basically the entire fight. Impale used for high dmg burst when at max hatred, or used quickly as a CC on a target for a 2sec stun. Place spike traps around you at the start so as to build a barrier for an offensive attack from the enemies. And save vault for when targets are close by or when pressured and save Shadow power when the enemy team puts hard pressure on you.
my wd build for solo or group play. plenty of damage buff,cc,mana regen and healing. use of dogs for tanking allowing me to use any of the followers. think its a soild build but gives me plenty of room to mess around with my runes for end game.
Completely focused on the idea of bringing multiple enemies to you, and blowing them up in AoE style. Maximum reduced cd on Earthquake, combined with +damage from brawler, as well as damage lifesteal.
Would preferably be done with a teammate who is more suited to single target damage.
The build focuses on Burst Of high amount of damage while staying at a safe distance.
It combinds Solo capability with self heals and Damage Buffs. It also Has Mass Aoe ability and Range to Kite and Destroy Mobs.
Its has passive Spirit bonus & Spirit Regeneration.
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The name came from, Traditionally, Lucifer. A name that in english generally refers to the devil or satan ( or dioblo)
word lucifer In latin, from which the English word is derived, Lucifer (as a noun) means "light-bearer" (from the words lucem ferre); Its used to refer to the Morning Star, with no relation to the Devil. In Revelation 22:16, Jesus himself is called the Morning Star, but not "Lucifer", even in Latin.
So its the technic of the Monk focusing on the Yang side of the nick name "Morning star" & Disposition meaning: the tendency of something to act in a certain manner under given circumstances. (which is to Banish Evil from the lands with the power of light)
One part tank/survivalist one part healer and one part debuffer. With multiple escape mechanisms and even some death protection. This is the perfect character to keepa HC group alive and well... hopefully.
Made for group fighting, he's not extremely powerful on his own, but he has lots of ways to survive, slow/blind/weaken enemies, and heal.
Buffs:
Mantra of evasion + divine protection. 15% dodge is always good, runed to add a shield if anyone gets close to death. Giving HC characters a chance to flee or heal.
Attacks:
Fists of thunder is your main generator. This keeps your dodge at + 16%, your other generator is crippling wave for aoe and debuffing.
Heals:
Breath of heaven is an ovious choice, runed for extra healing to keep everyone topped off.
Escapes:
Dashing strike with an additional chance to dodge after word. For escaping or charging into a pack.
Blinding flash for when you get surrounded and need a reprieve, runed for longer blind duration.
Passives:
Near Death Experience is a no brainer for any HC monk. Sieze the initiative and One with everything keep you protected against both physical and magical attacks. Just stack any one resistance to gain them all.
Solo play alterations:
If you are doing more solo play trade Sieze for Guardians path for more dodge. Then swap mantra of evasions rune for backlash. This gives you tons of fire aoe whenever you dodge. Which will be alot. 30% base + 16 while attacking + 20 while charging. 66% not including gear or base stats.
http://us.battle.net/d3/en/calculator/wizard#aZXjgh!ZYg!aYcbbZ
A Wizard build with pure PvP in mind.
Utilizes delayed close proximity abilities to land nearly all potential damage from abilities in the instant you teleport on them, and then reversal to safety, leaving the target extremely slow and vulnerable afterwards.
Built this for PVM. Once able to test it I will be tweaking. Lighting Wizard with teleport that leaves a clone when teleporting which should help distract mobs while they are getting nuked from lightning. If things get messy (typical diablo) you have blizzard to freeze enemies in their place and arcane orbs to damage things getting to close. Modifiers in this build are used to maximize damage output.
I havne't played beta so I'm not sure how fast spirit regens or is generated but my thinking was something like this:
1) Mantra of Convic for increased dmg to enemies
2) Breath of Heaven(Blazing Wrath) for a heal in sticky situations as well as a 15% dmg done boost and with guiding light passive does this stack to a total of 31% more dmg done(On a side note would that stack with Deadly Reach(Foresight +18% dmg done) too?)
3) Fists of Thunder for quick spirit generation
4) Cyclone Strike to group up enemies
5) Wave of Light for AoE dmg
6) Seven Sided Strike for more single target dmg
I was going for a lot of mobility with the vault rune and the perfectionist Passive as well as trying to take advantage of the Cull the Weak & Steady Aim passives.
I am hoping to make this inferno Viable as well. I may need to get some kinds of life leech though depending on how much damage I end up taking. Maybe from elemental Arows final skill rune.
I am a little concerned for the theroy behind my build here becaause it seems like a lot of the skills with slow effects took some pretty big hits to their duration, but we will see when we get the Game
Hoping to gather monsters into a clump qucikly by furious charging through mobs (assuming they don't explode upon impact). Once gathered i'll have Cleave if I run out of Fury, War Cry with Invigorate to keep my alive when i have 100 monsters on my ass and then Wrath of the Beserker (insanity) + Battle Rage(Marauder's Rage) and Whirlwind (Volcanic Eruption) to finish them all off.
I think it will be suitable against bosses as well if the Skeleton King fight is anything to go by, i'd expect the boss to have some backup especially when there is a very very angry barbarian spinning around and making a noise.
Brawler will help since I expect to be constantly surrounded by mobs, with Rutheless and Weapons Master just to ensure I do enough damage to single targets in the event everything else has been blended and cooked with my Whirlwind.
Poison Dart(Splinters): Single target spammable ability with debuff for - 20% of the enemy's damage (bad medicine passive) and 210% weapon dmg also
Locust Swarm(Pestilence): AoE spell for -20% debuff of the enemy's damage with a possability to spread across the pack of the monster faster with that rune.
Spirit Walk (Honored Guest): Escape ability combined with mana regen (30% of mana every 15 seconds). Main mana regen in my build.
Grasp of the dead(Groping eels): Control/DMG ability (416% weapon dmg over 8 seconds and 60% slow). Combined with Locust Swarm it becomes a deadly combo for any group of monsters.
Summon Zombie Dogs(Rabid Dogs): Tanks with DOT dmg as poison for -20% enemy's damage debuff (synergy with Bad Medicine passive)
Gargantuan(Big Stinker): Main tank with poison cloud around for -20% enemy's damage debuff (synergy with Bad Medicine passive)
Passive:
Jungle Fortitude: -20% dmg for me and my pets, obvious choice for a max survival build. Bad Medicine: -20% dmg from my poison attacks (Poison dart and Locust Swarm) and from rune effects of my pets. -36% dmg in total. Zombie Handler: 4 Dogs = more mobs are tanked and more debuff from Bad Medicine through rune effect spread and +20% HP for Dogs and Gargantuan to maximize their survivability.
I made a versatile Ice-Mage, I tried to imagine myself in the depths of Hell or Inferno difficulty possibly HardCore and needed something for everything.
I aimed for skills that rounded out survivability but aimed for this combo-esque effect that I found I enjoyed in UMvC3.
Example: Need healing? put on your ice armor, and head into use spectral blades (the crit you get HP). Crit enough times with spec blades and you can open up with a big attack like your blizzard or ray of frost. Taking too much damage, back up with teleport which throws down some mirror images at the same time and send out your hydra. The beauty of using ice, is that it naturally slows baddies down, so you can maneuver alittle easier.
The passives just help you to increase your ice theme, help you with the crits and increase your regen so you don't have to worry about it in the later stages.
If you play alittle more defensively think about swapping arane dynamo for prodigy and switching astral presence for galvanizing ward, this will help your armor to be more effective and you get a regen, if you do take on galvanizing ward, plan on switching the spectral blade rune to something that benefits your play style.
And just remember GL and HF out there in the world of Sanctuary!
Here is a frost wizard build centered around stopping or slowing the enemy to kill them before they can get to you. If there is one thing I've learned from playing a mage in WoW, it's that frost builds are very good when it comes to situations like this.
Although the primary ability used would most likely be Electrocute, which is obviously not a frost spell, this compliments the build nicely thanks to the level 23 passive, Paralysis. Archon is the only mastery ability with any form of crowd control, assuming the Slow Time run is used.
All other runes are also selected for their crowd control attributes, the only exception being Chain Lightning, however it is assumed that Paralysis and Chain Lightning would stack. If not, other primaries could be be investigated, such as Shock Pulse.
Class: Barbarian
Build: http://us.battle.net...ihRP!SgW!ccbccZ
It's what I think will be a good build for Inferno PvE, with a balance of defense/offense to serve as a tank if needed but also put out good dps.
Monk spirit re gen build. Focuses on self healing per spirit re gen, and keeping spirit as full as possible to allow for skill use. Fists of thunder as a main offensive ability. Defensive abilities to control enemies, and help keep the monk at high HP/SPIR.
Spamable seismic slam build.
constant buff from battle rage and war cry, reduced fury cost to seismic slam, very fast fury generation with reaping swing and leap attack, free AOE nuke every 105 seconds, and mobility+huge def bonus from iron impact
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Demon Hunter
It offers no crowd control, and the only little extra for survivability it offers is a 15yd backflip.
It's made for grouped AoE farming.
http://us.battle.net/d3/en/calculator/demon-hunter#WZVUTl!aVY!YaYZcY
Primary: Entangling Shot + Justice is served
- Since this will be the "spamming" ability, that means the targets will almost always be slowed to some degree
- Only hatred generator, and it doesnt offer that much hatred per shot, so i felt the rune was a necessity for my one Hated spender
Secondary : Impale + Impact
- it was either choosing between this or using Elemental Arrow with the "fear" mechanic, but it seemed to be a bit unstable and unpredicatble, and CC is meant to be controlled at times, and if fear is proccing randomly, it wont help.
- Fast, nearly instant, no aim, high dmg
- Impact rune for coordinated CC stun and well as knock back when under pressure
- Defensive and Offensive capabilities with low hatred cost, decent dmg, and solid CC rune.
Defensive: Vault + Tumble
- Vault is a must because it is one of the only true Demon Hunter abilities which can be used non-randomly to get one out of danger and to gain distance
- Because of one of my passives, i will be a threat when not targeted, and therefore, if they were to switch to me, my rune is essential
- Rune would allow me to rapidly spam vault to get far from danger, to either LoS behind something or just to avoid they getting closer to me
Archery: Marked for Death + Grim Reaper
- Will give me, as a Demon Hunter more "control" of the battle field
- Since all enemies near the target will also be taking dmg, the enemies would have no choice but to leave the area or face taking a lot more damage as time goes on
- can cause confusion for other team when on a target and being forced to separate or risk death or unneeded pressure/dmg
Devices: Spike Trap + Scatter
- Again, gives Demon HUnter more control over the arena
- Rune places all at once so i dont waste time placing when i could be dmging and/or ccing
- Enemies will be hesitant when entering this trap field which i will be behind because it will cause them to take necessary damage.
Shadow: Shadow Power + Gloom
-Basically an O-$%*T button
- Mainly will be used when low on Discipline and when the targets switch to me after a few of my vaults.
- Not only will i be healing myself but i will also be taking much less damage, so the switch for the enemies will see wasted.
Passive Skills:
1) Tactical Advantage: Combined with Vault Rune, this will be a very quick and painless way for me to get out of combat
2)Numbing Traps: Used as a defensive ability. In my case, spike traps will do dmg to them and reduce their damage, therefore switching to me would cause them to be in an uncomfortable situation.
- if used correctly, forcing the enemy to run through your traps in a line wil lcause them to, ideally, do less damage for 9 seconds since they will be slowed with my Primary Shot
3) One of the most important i think : Steady Aim
- While not only giving you a base dmg % increase, it will also put pressure on the enemies to pressure you,and not your teammate, and in by doing so, the other abilities above will impede them from doing much if anything at all to you.
- While 10 yards away from anyone with this spec + when Marked for Death, your damage will be increased by 35% the entire fight if no one pressures you, which is insane. Therefore, enemies when be forced to pressure you and will allow your teammate to go apeshit on them
Overview: Basically, this is how the fight will start, place a MARK on the main target you will be damaging the entire fight, therefore your team will know who you will usually be on. Entangling shot will keep the enemy team slowed basically the entire fight. Impale used for high dmg burst when at max hatred, or used quickly as a CC on a target for a 2sec stun. Place spike traps around you at the start so as to build a barrier for an offensive attack from the enemies. And save vault for when targets are close by or when pressured and save Shadow power when the enemy team puts hard pressure on you.
This is a Barbarian build, mainly to be used with 2-H weapons. Focused on aoe skills and survivability.
http://us.battle.net/d3/en/calculator/witch-doctor#dehYaV!YaZ!YcacYY
Would preferably be done with a teammate who is more suited to single target damage.
http://us.battle.net/d3/en/calculator/barbarian#bcXTgY!Sgd!acZbbY
Morning Star Disposition
PVE Build:
http://us.battle.net...XjiR!dZY!cZaaZc
The build focuses on Burst Of high amount of damage while staying at a safe distance.
It combinds Solo capability with self heals and Damage Buffs. It also Has Mass Aoe ability and Range to Kite and Destroy Mobs.
Its has passive Spirit bonus & Spirit Regeneration.
------------------------------------------------------------------------------
The name came from, Traditionally, Lucifer. A name that in english generally refers to the devil or satan ( or dioblo)
word lucifer In latin, from which the English word is derived, Lucifer (as a noun) means "light-bearer" (from the words lucem ferre); Its used to refer to the Morning Star, with no relation to the Devil. In Revelation 22:16, Jesus himself is called the Morning Star, but not "Lucifer", even in Latin.
So its the technic of the Monk focusing on the Yang side of the nick name "Morning star" & Disposition meaning: the tendency of something to act in a certain manner under given circumstances. (which is to Banish Evil from the lands with the power of light)
http://us.battle.net...iSUg!cUb!aYbbab
This is my Hardcore Party Monk build.
One part tank/survivalist one part healer and one part debuffer. With multiple escape mechanisms and even some death protection. This is the perfect character to keepa HC group alive and well... hopefully.
Made for group fighting, he's not extremely powerful on his own, but he has lots of ways to survive, slow/blind/weaken enemies, and heal.
Buffs:
Mantra of evasion + divine protection. 15% dodge is always good, runed to add a shield if anyone gets close to death. Giving HC characters a chance to flee or heal.
Attacks:
Fists of thunder is your main generator. This keeps your dodge at + 16%, your other generator is crippling wave for aoe and debuffing.
Heals:
Breath of heaven is an ovious choice, runed for extra healing to keep everyone topped off.
Escapes:
Dashing strike with an additional chance to dodge after word. For escaping or charging into a pack.
Blinding flash for when you get surrounded and need a reprieve, runed for longer blind duration.
Passives:
Near Death Experience is a no brainer for any HC monk. Sieze the initiative and One with everything keep you protected against both physical and magical attacks. Just stack any one resistance to gain them all.
Solo play alterations:
If you are doing more solo play trade Sieze for Guardians path for more dodge. Then swap mantra of evasions rune for backlash. This gives you tons of fire aoe whenever you dodge. Which will be alot. 30% base + 16 while attacking + 20 while charging. 66% not including gear or base stats.
A Wizard build with pure PvP in mind.
Utilizes delayed close proximity abilities to land nearly all potential damage from abilities in the instant you teleport on them, and then reversal to safety, leaving the target extremely slow and vulnerable afterwards.
Built this for PVM. Once able to test it I will be tweaking. Lighting Wizard with teleport that leaves a clone when teleporting which should help distract mobs while they are getting nuked from lightning. If things get messy (typical diablo) you have blizzard to freeze enemies in their place and arcane orbs to damage things getting to close. Modifiers in this build are used to maximize damage output.
http://eu.battle.net/d3/ru/calculator/demon-hunter#bcVRlh!bYf!YZYbaY
This is my idea of damage dealing focused monk.
I havne't played beta so I'm not sure how fast spirit regens or is generated but my thinking was something like this:
1) Mantra of Convic for increased dmg to enemies
2) Breath of Heaven(Blazing Wrath) for a heal in sticky situations as well as a 15% dmg done boost and with guiding light passive does this stack to a total of 31% more dmg done(On a side note would that stack with Deadly Reach(Foresight +18% dmg done) too?)
3) Fists of Thunder for quick spirit generation
4) Cyclone Strike to group up enemies
5) Wave of Light for AoE dmg
6) Seven Sided Strike for more single target dmg
This is my idea for a PVE Demon Hunter.
I was going for a lot of mobility with the vault rune and the perfectionist Passive as well as trying to take advantage of the Cull the Weak & Steady Aim passives.
I am hoping to make this inferno Viable as well. I may need to get some kinds of life leech though depending on how much damage I end up taking. Maybe from elemental Arows final skill rune.
I am a little concerned for the theroy behind my build here becaause it seems like a lot of the skills with slow effects took some pretty big hits to their duration, but we will see when we get the Game
http://us.battle.net...heSP!gZY!YcZYbZ
Hoping to gather monsters into a clump qucikly by furious charging through mobs (assuming they don't explode upon impact). Once gathered i'll have Cleave if I run out of Fury, War Cry with Invigorate to keep my alive when i have 100 monsters on my ass and then Wrath of the Beserker (insanity) + Battle Rage(Marauder's Rage) and Whirlwind (Volcanic Eruption) to finish them all off.
I think it will be suitable against bosses as well if the Skeleton King fight is anything to go by, i'd expect the boss to have some backup especially when there is a very very angry barbarian spinning around and making a noise.
Brawler will help since I expect to be constantly surrounded by mobs, with Rutheless and Weapons Master just to ensure I do enough damage to single targets in the event everything else has been blended and cooked with my Whirlwind.
WD max survival build.
Actives:
Poison Dart (Splinters): Single target spammable ability with debuff for - 20% of the enemy's damage (bad medicine passive) and 210% weapon dmg also
Locust Swarm (Pestilence): AoE spell for -20% debuff of the enemy's damage with a possability to spread across the pack of the monster faster with that rune.
Spirit Walk (Honored Guest): Escape ability combined with mana regen (30% of mana every 15 seconds). Main mana regen in my build.
Grasp of the dead (Groping eels): Control/DMG ability (416% weapon dmg over 8 seconds and 60% slow). Combined with Locust Swarm it becomes a deadly combo for any group of monsters.
Summon Zombie Dogs (Rabid Dogs): Tanks with DOT dmg as poison for -20% enemy's damage debuff (synergy with Bad Medicine passive)
Gargantuan (Big Stinker): Main tank with poison cloud around for -20% enemy's damage debuff (synergy with Bad Medicine passive)
Passive:
Jungle Fortitude: -20% dmg for me and my pets, obvious choice for a max survival build.
Bad Medicine: -20% dmg from my poison attacks (Poison dart and Locust Swarm) and from rune effects of my pets. -36% dmg in total.
Zombie Handler: 4 Dogs = more mobs are tanked and more debuff from Bad Medicine through rune effect spread and +20% HP for Dogs and Gargantuan to maximize their survivability.
Tnx for reading.
here is the link to the build: http://us.battle.net/d3/en/calculator/wizard#dcjifP!WTX!YaYYZa
I aimed for skills that rounded out survivability but aimed for this combo-esque effect that I found I enjoyed in UMvC3.
Example: Need healing? put on your ice armor, and head into use spectral blades (the crit you get HP). Crit enough times with spec blades and you can open up with a big attack like your blizzard or ray of frost. Taking too much damage, back up with teleport which throws down some mirror images at the same time and send out your hydra. The beauty of using ice, is that it naturally slows baddies down, so you can maneuver alittle easier.
The passives just help you to increase your ice theme, help you with the crits and increase your regen so you don't have to worry about it in the later stages.
If you play alittle more defensively think about swapping arane dynamo for prodigy and switching astral presence for galvanizing ward, this will help your armor to be more effective and you get a regen, if you do take on galvanizing ward, plan on switching the spectral blade rune to something that benefits your play style.
And just remember GL and HF out there in the world of Sanctuary!
-Your Friend tWR
Although the primary ability used would most likely be Electrocute, which is obviously not a frost spell, this compliments the build nicely thanks to the level 23 passive, Paralysis. Archon is the only mastery ability with any form of crowd control, assuming the Slow Time run is used.
All other runes are also selected for their crowd control attributes, the only exception being Chain Lightning, however it is assumed that Paralysis and Chain Lightning would stack. If not, other primaries could be be investigated, such as Shock Pulse.
Build: http://us.battle.net...ihRP!SgW!ccbccZ
It's what I think will be a good build for Inferno PvE, with a balance of defense/offense to serve as a tank if needed but also put out good dps.
Monk spirit re gen build. Focuses on self healing per spirit re gen, and keeping spirit as full as possible to allow for skill use. Fists of thunder as a main offensive ability. Defensive abilities to control enemies, and help keep the monk at high HP/SPIR.
Spamable seismic slam build.
constant buff from battle rage and war cry, reduced fury cost to seismic slam, very fast fury generation with reaping swing and leap attack, free AOE nuke every 105 seconds, and mobility+huge def bonus from iron impact