Instant heal (15 second cooldown) that heals a tremendous amount (extra heal to yourself due to Spirit usage) and increases ally damage dealt
Passive healing Mantra that can be boosted temporarily (healing you instantly due to Spirit usage)
Area heal over time (30 second cooldown) that heals a lot (extra heal to yourself due to Spirit usage) and prevents enemies from entering the area
Immunity shield for all allies (45 second cooldown) that prevents crowd control as well
Area blind (15 second cooldown). Optionally replace this with Mantra of Evasion for a more constant mitigation effect for your allies.
Primary attack lowers enemy attack speed 20% and damage by 20%, plus lowering it by an additional 25% damage. That leaves enemies at less than 50% of original effectiveness.
This is a monk build based on party support/buff. May have some survivality problems in inferno due to low dodge/armor. link of build
Mouse Skills: Fists of Thunder - Bounding Light: Fastest spirit generator attack with advantage of no knockback and multitarget hit. Exploding Palm - Impending Doom: With 5 sec bleed can be used for single target and still possible to gain dps. Very nice for multitarget. Will be more usefull in hell/inferno.
Action Bar Skills: Wave of Light - Empowered Wave: Reduced cost helps in all situation while other runes are better or worse depending on situation. Breath of Heaven - Blazing Wrath: Nice long duration damage buff to our main healing skill. Rune can be changed with circle of life depending on survivality. Mystic Ally - Air Ally: Damage increase to overall dps with a chance to gain 100 spirit. Mantra of Conviction - Reclamation: Passive damage increase for party with auto heal for melee. Depending on party setup rune can be changed with overawe to get more passive damage increase.
Passive Skills: Resolve: Reduces overall damage taken by party. Can be replaced with combination strike for increased personal damage if there is no survivality problem. The Guadian's Path: %25 more spirit generation will help using wave of light more frequently. Guiding Light: Damage increase buff for party healing skill which is also runed to give you another damage buff
It's an Ice Wizard build. Any chilled or frozen target will get even more damage from ice damage.
First use frost noza then Blizzard, then a couple chain Lightning to replenish your arcane power and Arcane Dynamo, then finish with Ray of Frost. Keep at least Frost nova up. Blizzard can be skipped for single targets.
Keep your Ice armor up, and Archon up on CD.
Use archon for Ice immunes. Chain Lightning can also help a little.
If you want to have a different damage spell for ice immune, chance Blizzard, or use a completly different build
Uses cleave to cut down groups of weak enemies and uses hammer of the ancients to deal with single tougher enemies. Also uses leap attack to close distance and picked passives that improve his damage. The other abilities I picked ignore pain and ground stomp with a pull in component give me some survivability and control when dealing with mobs of enemies surrounding me.
It is a Monk PVE build that focuses on dots and procs to take down both isngle targets and groups of monsters with styly.
I love seeing my screen light up with fireworks. So I just picked out a build that procs some fancy effects.
I've gone for an AoE mixed with a bit of survivability build.
I've chosen a Wolf companion as I am a female and need something cute and fuzzy along side me while I'm blasting things to death.
I play a hunter in WoW which is what drew me to want to make a Demon Hunter and I can't wait to try it out. :Thumbs Up:
i Grasp of the Dead and Corpse Spiders are the crowd controll skills used to slow and add "DOT" to the target area. groping eels rune buff for the added damage on grasp and jumping spiders rune buff for quick target engagement.
Locust Swarm and Firebomb are the main "DOT" skills even tho firebomb is a burst damage skill the Fire Pit rune buff will leave fire in the area to add to the carnage. Pestilence rune buff for the locust swarm to engage more targets and some what save mana for firebomb.
These 3 skills are the theme of my build, Zombie Dogs, Sacrifice and Zombie Handler after enough "DOT" has been done with the other skills sacrifice is used to explode the dogs for huge burst damage, useing Next of kin rune buff on sacrifice with luck more dogs will spawn, "grasp of the dead" and corpse spiders will keep mobs atbay if none re-emerge.
Zombie Handler Passive for the extra dog, and rabid dogs rune buff for the dogs to add more "DOT".
Vermin and Spiritual Attunement are 2 of the 3 passives i chose for this build vermin because it adds 20% more damage to 2 of the build skills are spiritual attunement for the added mana pool and regen lowering the builds down timer if any.
Primary:
First I'm gonna hit you with Fists of Thunder, then use Thunderclap to hit all of your mates at the same time.
Secondary:
Then I'm gonna roundhouse kick you with Lashing Tail Kick and all your mates so hard, you will all be stunned by Scorpion Sting for 1 full second.
Defensive:
Then with the Blinding Flash and Blinding Echo, I'll flash you and all your mates not once, not three times, but twice, real hard.
Conviction:
While you are stunned and blinded and struggling to hit me, I'll activate my Mantra of Retribution so when you do hit me, you also hit yourself and stunned yourself by Indignation.
Techniques:
After you've stunned yourself with your own fists, I'll hit you a hundred times with Way of the Hundred Fists. Then hit you 7 to 10 hits more with Hands of Lightning.
Focus:
After I've hit you with Way of the Hundred Fists, I'll be real tired from all the clicking. So I'll summon my Mystic Ally: Earth Ally to beat you some more with his fist of rocks.
Passive Skills:
While doing all of above, I would be heavily armored with Seize the Initiative, running around you at 110% speed with Fleet Footed, and dodging your punches with Sixth Sense :D.
Verdict:
Just a build that hits you, stuns you, hits you some more, then gets someone else to hit you a bit more.
I initially made a build, called "Give a Dog a Bone," that was somewhat similar to this one, but with passives including Circle of Life and Zombie Handler, and actives including the Zombie Dogs variant, Leeching Beasts (lifeleech). The purpose was to keep the Doctor's dogs and gargantuan survivable, so they could continue to deal damage and tank for him for extended periods of time, and so he would not have to summon them often to save him mana for his own damaging abilities. I refused to blow up his doggies with Sacrifice.
I changed the build so it was more focused around the Doctor's small creatures than his dogs:
The Vermin passive puts a sting on his bats for enemies closeby, and on his locusts for those far away; while they both eat up mana fast, the good doctor has ways of getting it back. Spirit Walk with Honored Guest regains 30% of his total mana while walking out of or into battle fast. Mass Confusion disables a large area of enemies, and its Devolution skill rune is this Witch Doctor's sole source of Zombie Dog spawns, so he should take out as many enemies as he can with locusts during the 12 seconds of enemy paranoia that Mass Confusion provides. Wall of Zombies, modified to Pile On, provides a focused and large amount of damage with which to combat and knock back fatties.
The Gargantuan, modified to Restless Giant, beefs up against elite enemies.
The Fierce Loyalty passive does what it says: it gives the dogs and Gargantuan the thorny and health-regenerative properties possessed by the Witch Doctor.
With every enemy killed closeby, Grave Injustice regains health, regains mana, and reduces the cooldown of Spirit Walk, Wall of Zombies, and Gargantuan summons, which is why I opted for a short-ranged version of Firebats. This concept is the heart of the build, hence the Yosemite Sam-quoted name, Lily-Livered Varmint, as the 'Doc must get up-close and personal with his small creatures to benefit all his other abilities.
This is a simple monk lvl 20 buildI intend to use for levelling. Lots of evasion as I will not have great gear in the beginning (and just want to test it out), healing for me and my friends, Wave of Light is interchangeable with Seven-Sided Strike depending on the situation. Only two passives because of my lvl 20 limitation. I don't think going into evasion and healing will be absolutely necessary in the beginning, but I just really like the idea and want to give it a try.
This is my solo Demon hunter build. Its all about kiting enemies to group them up with Evasive Fire and Vault (with Trail of Cinders), then unleashing ungodly amounts of AOE in the form of Multishot with Full Broadside and Rain of Vengance with Dark cloud. Impale is there for Single target (and smaller group) DPS with Overpenetration to provide some multi target utility in keeping with my theme.
I've rounded out the passives with Steady Aim, Brooding and Tactical Advantage. These three should give some nice synergy keeping my health topped up, moving with quite the speed boost and a nice damage buff to boot.
http://us.battle.net/d3/en/calculator/barbarian#bQXdRg!Xdg!ZY.Zca
AOE Barbarian build. Primary terget is groups of enemies, Most skill generate fury, so it will be most time near full. This will increase profit from passive skill. Also self healing alows to survive big numbers of enemies. This build will have problem with solo target, so before bosses it will need a respec.
I give the name "shockwave" for this build, because almost every of my active skills gonna move the ground some way. While this build has 3 generators its never starving fury, and berserker rage is gonna go a huge synergy for this build. Make a lots of AoE, Leap Attack (Call of Arreat) and Ground Stomp (Wrenching Smash) is pulling mobs towards you - this is the reason for the brawler passive. Ruthless is simple cool, but it easily can be dubbed with Weapon master. Enjoi!
MONK - ' I'M NEW AND NEED A SIMPLE SKILL SETUP' BUILD
I just wanted to design a really nice and simple Monk build which uses blizzards skill groups to allocate each of the 6 active skills. Interesting to see how difficult it will be to choose skills in the real game as they become unlocked. I chose 3 beneficial passives that together, increase damage, increase health regen and increase armor.
Obviously the build is very speculative and most definitely not the only one I've thought of and will change as I play the game to accompany the play style's of those I play with the majority of the time. I will now try to put each skill in one of the three category's I've listed for myself, as that is the theme I want to follow and will always try to justify any choice I've made and wrangle it in towards that central structure.
Guerrilla Warfare : Simply to be able to hit hard and fast, dumping all my Spirit as quickly as possible and being able to retreat and generate my Spirit back up effectively. This alone is the reason I will be choosing 2 handed weapons, as they allow my spirit dumps hit like a truck
Way of the Hundred fists falls under this category simply for the Blazing Fists effect, which increases movement and attack speed, allowing me to regenerate my spirit that much faster and be where I need to be easier. Also the high percent weapon damage is a bit higher then other generators.
Wave of Light is my main Spirit dump, it does an immense amount of damage in a short period of time, 480% weapon damage over a decent area in about 2 seconds with a 2 handed weapon will surely leave a mark. Pillar of the ancients rune affect will allow me to cast the skill and run away while it does the remaining damage, casting 2-3 consecutively will surely lay the hurt
Which leads me to Seven Sided Strike, it's another high percent damage skill to take advantage of the high damage of my 2 handed weapon. Adding the Sudden Assault rune affect adds to the damage, 1007% up from 777%, but more importantly gives me the ability to teleport to the location I need to be. Also the cooldown is actually beneficial as it gives time to build up my Spirit.
Mobility : This category has some obvious over lap with the previous, but I think it's extremely important so I gave it it's own category, not only to emphasize how important it is to others, but to remind myself how much of a pillar it is to my build.
The Sudden Assault affect on Seven Sides Strike, I don't need to get into any more depth as I've previously discussed this.
Same goes for the Blazing Fists on Way of the Hundred Fists.
I chose the passive Fleet footed, there may seem to be more beneficial passive's, and you are probably right. If I find myself getting hit too hard or getting killed at all, I will change it to a more defensive passive, but as it stands now it falls in line with what i'm holding important the general philosophy of the build.
Support/Survivability : You can't deal damage if you are dead and neither can your team. There are many ways to go about supporting your team and keeping them alive, and I chose to focus on directly affecting the damage my team deals and receives with a touch of hindering mobility.
Crippling wave was chosen to be the third strike of my spirit generator combo's. This will briefly slow the movement of the enemies effected allowing me or my team to easier run away or simply keeping them away from the ranged focused characters. It will also benefit my melee team mates as they will be able to run down the pesky mobs that flee And of course they will do less damage with the Concussion rune affect, which helps everyone in a very obvious way.
Picking a Mantra is one of the more difficult choices a Monk has to make in my opinion, I went with Mantra of Conviction with the Intimidation rune affect. This adds to the support and survivability in 2 obvious ways, monsters deal less damage and allies deal more damage, making the fights shorter. Sometimes the best defense is a good offense
I chose the Resolve passive as i'll be doing a decent amount of AoE damage and will be in the thick of things, getting to where I need to be and putting the hurt on while making mobs deal a significantly less amount of damage in combination with Crippling Wave.
I put Serenity in the last spot simply because it was cheap and is generally more of a filler at the moment. I always like to leave one skill slot empty while making a build so I can go into the actual game with a build and have freedom to choose a skill to make up for what i'm lacking, whether it be spirit generation, survivability, mobility or even damage. Though I do love the Reap What is Sown rune affect for when i'm being focused
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This builds main focus is control and survivability while maintaining some ability to kill things.
This is a monk build based on party support/buff. May have some survivality problems in inferno due to low dodge/armor.
link of build
Mouse Skills:
Fists of Thunder - Bounding Light: Fastest spirit generator attack with advantage of no knockback and multitarget hit.
Exploding Palm - Impending Doom: With 5 sec bleed can be used for single target and still possible to gain dps. Very nice for multitarget. Will be more usefull in hell/inferno.
Action Bar Skills:
Wave of Light - Empowered Wave: Reduced cost helps in all situation while other runes are better or worse depending on situation.
Breath of Heaven - Blazing Wrath: Nice long duration damage buff to our main healing skill. Rune can be changed with circle of life depending on survivality.
Mystic Ally - Air Ally: Damage increase to overall dps with a chance to gain 100 spirit.
Mantra of Conviction - Reclamation: Passive damage increase for party with auto heal for melee. Depending on party setup rune can be changed with overawe to get more passive damage increase.
Passive Skills:
Resolve: Reduces overall damage taken by party. Can be replaced with combination strike for increased personal damage if there is no survivality problem.
The Guadian's Path: %25 more spirit generation will help using wave of light more frequently.
Guiding Light: Damage increase buff for party healing skill which is also runed to give you another damage buff
This is a PvE build for Inferno. Without actually playing I can't tell if 4 defensive skill is too much and if it is Mirror image would be replaced.
It's an Ice Wizard build. Any chilled or frozen target will get even more damage from ice damage.
First use frost noza then Blizzard, then a couple chain Lightning to replenish your arcane power and Arcane Dynamo, then finish with Ray of Frost. Keep at least Frost nova up. Blizzard can be skipped for single targets.
Keep your Ice armor up, and Archon up on CD.
Use archon for Ice immunes. Chain Lightning can also help a little.
If you want to have a different damage spell for ice immune, chance Blizzard, or use a completly different build
Have fun owning!
Uses cleave to cut down groups of weak enemies and uses hammer of the ancients to deal with single tougher enemies. Also uses leap attack to close distance and picked passives that improve his damage. The other abilities I picked ignore pain and ground stomp with a pull in component give me some survivability and control when dealing with mobs of enemies surrounding me.
It is a Monk PVE build that focuses on dots and procs to take down both isngle targets and groups of monsters with styly.
I love seeing my screen light up with fireworks. So I just picked out a build that procs some fancy effects.
http://us.battle.net/d3/en/calculator/demon-hunter#WSjiRQ!WeY!YZcYcc
I've gone for an AoE mixed with a bit of survivability build.
I've chosen a Wolf companion as I am a female and need something cute and fuzzy along side me while I'm blasting things to death.
I play a hunter in WoW which is what drew me to want to make a Demon Hunter and I can't wait to try it out. :Thumbs Up:
This is my Witchdoctor Built on the idea of a corpse explosion necromancer with no down time (long cool downs)
http://us.battle.net/d3/en/calculator/witch-doctor#ZSbheY!ZWY!aZaaaZ
i Grasp of the Dead and Corpse Spiders are the crowd controll skills used to slow and add "DOT" to the target area. groping eels rune buff for the added damage on grasp and jumping spiders rune buff for quick target engagement.
Locust Swarm and Firebomb are the main "DOT" skills even tho firebomb is a burst damage skill the Fire Pit rune buff will leave fire in the area to add to the carnage. Pestilence rune buff for the locust swarm to engage more targets and some what save mana for firebomb.
These 3 skills are the theme of my build, Zombie Dogs, Sacrifice and Zombie Handler after enough "DOT" has been done with the other skills sacrifice is used to explode the dogs for huge burst damage, useing Next of kin rune buff on sacrifice with luck more dogs will spawn, "grasp of the dead" and corpse spiders will keep mobs atbay if none re-emerge.
Zombie Handler Passive for the extra dog, and rabid dogs rune buff for the dogs to add more "DOT".
Vermin and Spiritual Attunement are 2 of the 3 passives i chose for this build vermin because it adds 20% more damage to 2 of the build skills are spiritual attunement for the added mana pool and regen lowering the builds down timer if any.
Long live CE NECROS!
Thanks
Daniel.
http://us.battle.net...YfQg!XbW!cYbbaZ
Primary:
First I'm gonna hit you with Fists of Thunder, then use Thunderclap to hit all of your mates at the same time.
Secondary:
Then I'm gonna roundhouse kick you with Lashing Tail Kick and all your mates so hard, you will all be stunned by Scorpion Sting for 1 full second.
Defensive:
Then with the Blinding Flash and Blinding Echo, I'll flash you and all your mates not once, not three times, but twice, real hard.
Conviction:
While you are stunned and blinded and struggling to hit me, I'll activate my Mantra of Retribution so when you do hit me, you also hit yourself and stunned yourself by Indignation.
Techniques:
After you've stunned yourself with your own fists, I'll hit you a hundred times with Way of the Hundred Fists. Then hit you 7 to 10 hits more with Hands of Lightning.
Focus:
After I've hit you with Way of the Hundred Fists, I'll be real tired from all the clicking. So I'll summon my Mystic Ally: Earth Ally to beat you some more with his fist of rocks.
Passive Skills:
While doing all of above, I would be heavily armored with Seize the Initiative, running around you at 110% speed with Fleet Footed, and dodging your punches with Sixth Sense :D.
Verdict:
Just a build that hits you, stuns you, hits you some more, then gets someone else to hit you a bit more.
Class: Witch Doctor
Type: PvE
Build name: Lily-Livered Varmint
Actives:
Firebats > Vampire Bats (conal AoE damage, lifeleech)
Locust Swarm > Searing Locusts (target AoE damage)
Spirit Walk > Honored Guest (movement speed, stealth, mana regen)
Mass Confusion > Devolution (disable, dog spawns)
Wall of Zombies > Pile On (focused target damage, knockback)
Gargantuan > Restless Giant (summon)
Passives:
Vermin (bonus creature damage)
Fierce Loyalty (summonee reflection damage, summonee health regen)
Grave Injustice (health and mana regen, cooldown reduction)
I initially made a build, called "Give a Dog a Bone," that was somewhat similar to this one, but with passives including Circle of Life and Zombie Handler, and actives including the Zombie Dogs variant, Leeching Beasts (lifeleech). The purpose was to keep the Doctor's dogs and gargantuan survivable, so they could continue to deal damage and tank for him for extended periods of time, and so he would not have to summon them often to save him mana for his own damaging abilities. I refused to blow up his doggies with Sacrifice.
I changed the build so it was more focused around the Doctor's small creatures than his dogs:
The Vermin passive puts a sting on his bats for enemies closeby, and on his locusts for those far away; while they both eat up mana fast, the good doctor has ways of getting it back.
Spirit Walk with Honored Guest regains 30% of his total mana while walking out of or into battle fast.
Mass Confusion disables a large area of enemies, and its Devolution skill rune is this Witch Doctor's sole source of Zombie Dog spawns, so he should take out as many enemies as he can with locusts during the 12 seconds of enemy paranoia that Mass Confusion provides.
Wall of Zombies, modified to Pile On, provides a focused and large amount of damage with which to combat and knock back fatties.
The Gargantuan, modified to Restless Giant, beefs up against elite enemies.
The Fierce Loyalty passive does what it says: it gives the dogs and Gargantuan the thorny and health-regenerative properties possessed by the Witch Doctor.
With every enemy killed closeby, Grave Injustice regains health, regains mana, and reduces the cooldown of Spirit Walk, Wall of Zombies, and Gargantuan summons, which is why I opted for a short-ranged version of Firebats. This concept is the heart of the build, hence the Yosemite Sam-quoted name, Lily-Livered Varmint, as the 'Doc must get up-close and personal with his small creatures to benefit all his other abilities.
my low level aoe wizzard, looking to make mountains o gold very fast after initial release!
A PVP Demon Hunter for groups. Melee weapon mixed with lots of traps. Set up the field and then have your team lure in the opposition.
Smokescreen and stunning impale for troublemakers.
This is my solo Demon hunter build. Its all about kiting enemies to group them up with Evasive Fire and Vault (with Trail of Cinders), then unleashing ungodly amounts of AOE in the form of Multishot with Full Broadside and Rain of Vengance with Dark cloud. Impale is there for Single target (and smaller group) DPS with Overpenetration to provide some multi target utility in keeping with my theme.
I've rounded out the passives with Steady Aim, Brooding and Tactical Advantage. These three should give some nice synergy keeping my health topped up, moving with quite the speed boost and a nice damage buff to boot.
AOE Barbarian build. Primary terget is groups of enemies, Most skill generate fury, so it will be most time near full. This will increase profit from passive skill. Also self healing alows to survive big numbers of enemies. This build will have problem with solo target, so before bosses it will need a respec.
http://eu.battle.net/d3/en/calculator/barbarian#aTdRgX!ZgX!ccZaaZ
I just wanted to design a really nice and simple Monk build which uses blizzards skill groups to allocate each of the 6 active skills. Interesting to see how difficult it will be to choose skills in the real game as they become unlocked. I chose 3 beneficial passives that together, increase damage, increase health regen and increase armor.
Link to build: http://us.battle.net/d3/en/calculator/monk#bcXfQg!gXc!bbbacc
This is a survival witch doctor build I have been looking at. The plan is to do sustained damage and just be unkillable with all the healing the pets and skills give you.
Obviously the build is very speculative and most definitely not the only one I've thought of and will change as I play the game to accompany the play style's of those I play with the majority of the time. I will now try to put each skill in one of the three category's I've listed for myself, as that is the theme I want to follow and will always try to justify any choice I've made and wrangle it in towards that central structure.
Guerrilla Warfare : Simply to be able to hit hard and fast, dumping all my Spirit as quickly as possible and being able to retreat and generate my Spirit back up effectively. This alone is the reason I will be choosing 2 handed weapons, as they allow my spirit dumps hit like a truck
Way of the Hundred fists falls under this category simply for the Blazing Fists effect, which increases movement and attack speed, allowing me to regenerate my spirit that much faster and be where I need to be easier. Also the high percent weapon damage is a bit higher then other generators.
Wave of Light is my main Spirit dump, it does an immense amount of damage in a short period of time, 480% weapon damage over a decent area in about 2 seconds with a 2 handed weapon will surely leave a mark. Pillar of the ancients rune affect will allow me to cast the skill and run away while it does the remaining damage, casting 2-3 consecutively will surely lay the hurt
Which leads me to Seven Sided Strike, it's another high percent damage skill to take advantage of the high damage of my 2 handed weapon. Adding the Sudden Assault rune affect adds to the damage, 1007% up from 777%, but more importantly gives me the ability to teleport to the location I need to be. Also the cooldown is actually beneficial as it gives time to build up my Spirit.
Mobility : This category has some obvious over lap with the previous, but I think it's extremely important so I gave it it's own category, not only to emphasize how important it is to others, but to remind myself how much of a pillar it is to my build.
The Sudden Assault affect on Seven Sides Strike, I don't need to get into any more depth as I've previously discussed this.
Same goes for the Blazing Fists on Way of the Hundred Fists.
I chose the passive Fleet footed, there may seem to be more beneficial passive's, and you are probably right. If I find myself getting hit too hard or getting killed at all, I will change it to a more defensive passive, but as it stands now it falls in line with what i'm holding important the general philosophy of the build.
Support/Survivability : You can't deal damage if you are dead and neither can your team. There are many ways to go about supporting your team and keeping them alive, and I chose to focus on directly affecting the damage my team deals and receives with a touch of hindering mobility.
Crippling wave was chosen to be the third strike of my spirit generator combo's. This will briefly slow the movement of the enemies effected allowing me or my team to easier run away or simply keeping them away from the ranged focused characters. It will also benefit my melee team mates as they will be able to run down the pesky mobs that flee And of course they will do less damage with the Concussion rune affect, which helps everyone in a very obvious way.
Picking a Mantra is one of the more difficult choices a Monk has to make in my opinion, I went with Mantra of Conviction with the Intimidation rune affect. This adds to the support and survivability in 2 obvious ways, monsters deal less damage and allies deal more damage, making the fights shorter. Sometimes the best defense is a good offense
I chose the Resolve passive as i'll be doing a decent amount of AoE damage and will be in the thick of things, getting to where I need to be and putting the hurt on while making mobs deal a significantly less amount of damage in combination with Crippling Wave.
I put Serenity in the last spot simply because it was cheap and is generally more of a filler at the moment. I always like to leave one skill slot empty while making a build so I can go into the actual game with a build and have freedom to choose a skill to make up for what i'm lacking, whether it be spirit generation, survivability, mobility or even damage. Though I do love the Reap What is Sown rune affect for when i'm being focused