Well, i don't have much to describe. This demon hunter build is pvm, i expect it to be useful in any difficulty, it's prepared to get full hatred really fast, run faster, and evade enemies at an incredible speed. I made this build to be fast as hell, i prefer this than brute force and a heavy armor
The basic concept is to make as many pretty colors as possible, so as to better attract ponies. Everyone knows that ponies love bright flashy things, so a wizard as base just makes sense... they'll come wandering over from hither and yon and the wizard will offer them snacks and subjugate them to his will. With more ponies comes more power, and with more power comes the ability to defeat the forces of hell once and for all!
My build is a pve spec http://us.battle.net/d3/en/calculator/barbarian#aZhSUj!gcd!aYaaYa based on fury gain and damage done. As we all seen the video that you will die in the game, I figure to balance out how much fury I can gain and to deal as much damage as I can to a group of enemies.
Bash simplies adds 12 fury rather than 6 to use my secondary attack which is Hammer of the Ancients. I like Hammer of the Ancients because it deals massive damage for low cost of fury and with its rune Thunderstrike, I'm able to stun enemies if I kill them with this spell. Furious Charge pretty much self explained with increasing the damage done. War Cry (with increasing the armor 100%) is the barbarians favourite spell. Increasing the damage rather than using other runes you ask, well comes Hell Mode, I don't want to be a twig and break easily. Of course, increasing and regenerating health works quite well, but I will use a passive skill for that. Overpower is just good, hitting all enemies for 260% with no fury cost and if crit, resets the cooldown, is a spell to have. Notice I also put fury gain with that just because of the usage of Hammer of the Ancients. Last but not least, Call of the Ancients. I'm liking this spell, because you get help and will be going through modes a bit faster. Not sure how fast their attack speed are, but as you can do the math, 60% times 3 times per second of the attack within 15 sec. With the rune I provided, increases the damage done and benefits each Ancient with Armor.
Passive Skills Brawler- More enemies = more damage! Inspriring Presence - This is minor help of life regeneration plus the duration of the skill so I won't have to use it every minute. Bloodthirst- Loving the health here, feels like a ret pally healing itself. With my spells increasing damage done, relying on this for extra heals if pots don't drop.
This is a Softcore theme build for a "Cryomancer," a wizard that focuses solely on ice spells.
Ray of Frost becomes the "signature" spell and as such has Cold Blood to make it cost no Arcane Power.
Frost Nova's freezing effect increases damage received. Ice Armor and Blizzard are modified with a chance to freeze enemies and take full advantadge of the Black Ice passive ability.
Hydra and Meteor are changed to their ice damage variants (Frost Hydra and Comet) more for flavor than anything else.
With no actual Signature spells being used, the Cryomancer relies on Power Hungry and Astral Presence passives for arcane power generation.
While not the "best" build in terms of power, the build can prove annoying in a PvP environment and would be an excellent support build for group PvE play. In solo play it may lack the utility and diversity to crawl through the depths of the game with ease.
This is mostly a trash/grinding build. Large damage to multiple mobs with passive and active health regen. Some movement abilities for getting to casters. Little single damage abilities so may not be great against bosses.
It's usage is pretty simple. Just cast Haunt on 3-4 targets, then channel them in the face with Firebats.
---------
Haunt (Draining Spirit) is a great source of secondary mana regeneration. Costing only 15 mana, and returning 30. [Net: 15 mana over 15 seconds]
Firebats (Direbats) is your main dps skill. The WitchDoctor's base mana regeneration is 25 mps (yes, I pioneered "mps") while Firebats costs 27 mps. [The passive "Vermin" increases overall damage when using Firebats, NOT weapon damage]
Grasp of the Dead (Unbreakable Grasp). Being that all the other skill variations fail pretty hard. I chose this to help keep enemies at "arms length". Doing so will increase survivability and the effectiveness of Firebats.
Soul Harvest (Siphon). Strait forward heals and damage.
Pets (Gargy and Dogs).Their main purpose is to tank. The longer they live the more they can tank (hence Zombie Handler).
Exploding Palm skill for my "melee/common left-click attack" (avoiding the word "primary" here), and with a Tempest Rush skill for my "approach/rush right-click attack" (which will actually be my primary (as in initial) attack, but used less often (as in secondary)). Serenity with Ascension for solid all around defense when needed. Sweeping Wind with Cyclone because I want lightning tornadoes! Seven Sided Strike (unless the 777% gets completely nerfed), with Sudden Assault boosting it to 1007% weapon damage. And Near Death passive for my hardcore character.
Side Note: I played with the skill calculator aimlessly before but because of this contest and having to customize and explain a complete build, I have re-found hope for the diversity of builds! Thank you.
Summary: AoE to the death! (pve)
you proboly be a bit of squishy but with the right team to back you up you will deal huge dmg!
Passive choice:
Exalted soul: was taken for the "Wave of light" skill that eat 100 spirit.
Combination strike: got 2 spirit gen that after them I can use dmg skill such as "S-SS" or even use the spirit gen again and earn more dmg.
resolve: make you less squishy
Active choice:
2 spirit gen:
*exploding palm"+"Crippling wave" - both are aoe skills that cause more dmg with their runes ( with passive comination strike they are epic)
*Bliding flash: help you to get out when the situation is not that good+ with rune give you additinal holy dmg.
*Mantra of Conviction: not much to say , plus with the Overawe rune the enemies take more dmg.
*Seven-Sided Strike: one of the main "big dmg" skills + with the rune the explode deal holy dmg (7 yard)
*Wave of Light: with pillar of the ancient rune it's generete massive dmg to the enemies.
I'm aware that there is a spirit problem in this build...but with one more player that back you up you should get the spirit that you need with no problem.
Support and utility monk build. Designed around survivability and healing buffs to maximize effectiveness. This build will be essential to rnd game group success.
This Demon Hunter build is built around a blend of serious AoE and single target damage and will hopefully turn out to be a jack of all trades, but if not, as the blues have been saying, we can just change up our skills whenever we like.
Entangling Shot with Chain Gang rune for handing packs of swarming adds, and then Grenades to blast them down.
Impale runed for 100% more damage as a DoT with Marked for Death runed to give back 3 Hatred should crank out some serious single target damage.
Evasive Fire runed with a further back flip distance appears to always be a useful skill to have in any situation, whether swarmed with enemies or trying to escape one tough dude.
Preparation runed for a 60% heal will be very useful in any clutch situation.
The passives focus on damage, damage, and damage. 20% more when enemies are far from me, extra damage in different forms when I use various ranged weapons, and 15% more when enemies are slowed.
This is a build where a dual-wielding Monk dashes through its enemies, uses Cyclone Strike to gather a big mob around and smashes it down with its Seven-sided strike.
I'm pretty eager to see if this is actually viable. If not frequently used, Breath of Heaven could be replaced by Lashing Tail Kick to strenghten 1v1 fights, or even Blinding Flash to help control the demons surviving to the CS/7SS combo.
This build focuses on a Monk as a support roll in PVP, Mainly played with AOE nukers like Barbarian and Wizard.
Active:
Fists of Thunder - Thunderclap Rune, Provides a short teleport to close distance along with spirit generation.
Crippling Wave - Breaking Wave Rune, Provides AOE Cleave damage and a slow along with a damage increase for all allies on the specified Target, allows other nukers to go all out.
Serenity- Safe Haven Rune, Locks targets in place to allow maximum use of allies AOE Cleave abilities, also provides healing so your allies can be more aggressive and not have to worry so much about their Hit Points.
Breath of Heaven - Blazing Wrath Rune, Provides a heal for allies again so they can be more reckless while in Serenity, but also increases damage done to opponents, again increasing nuking power for your allies.
Mantra of Conviction - Overawe Rune, Provides a 24% permament increase in damage for all enemies within serenity, along with 48% increase for the first 3 seconds after activation.
Seven Sided Strike - Pandemonium Rune, Provides a Giant nuke to use after you place all your debufs on opponents stuck in serenity. Also, have a chance to stun targets in the strike, holding them in place for even longer after serenity expires.
Passives :
Resolve - Attacks cause enemies to do 25% less damage for 2.5 seconds. Helps prevent big burst from opponents like archon formed Wizards. (Helps reduce overall damage while our cool downs reset.
Fleet Footed - Without a true teleport like dashing strike 10% increase movement speed seemed like a requirement for this build, allows you to catch up to opponents and stay on them until you are ready to lock them down in Serenity.
Guiding Light - Whenever you heal someone with a direct heal (Breath of Heaven) you increase yourself and your allies damage by 16%, increasing our nuke damages yet again....
Overall : While locked in serenity we will be constantly healed, have slows and attack speed slower, reduce damage from the enemies and most importantly provide 58% increased damage on all opponents locked in serenity, and provide 31% increased damage for me, and 16% increased damage for all allies in serenity.
This makes for a great Nuke / Survival build when paired with the right teammates.
Pve demon hunter build. Free aoe with bola shot and hatred regen, control with caltrops, single dps with rapid fire, ohh sh.t button with preparation, more aoe with fan of knife and more dps with passives. This will be my main char and i wanna try half of it with beta :/
This is my DH PvE soloing AoE build. I haven't tested it yet because I don't have access to the game. However, this build focuses on AoE.
This should be a good build for clearing large groups of enemies very quickly. It could also prove to be a useful farming/grinding build. That being said this is a higher end build.
This is a very defensive spec, designed to have lots of pets and healing runes. I personally don't mind when fights take a little longer than usual because it allows me to really get a good feel for my character and his combat potential, so this is an ideal spec in that regard. Damage output is sacrificed for stamina and survival.
This is going to be my Fury Barb. Mainly used for PVE. I believe if I have enough rage sustained, I will be able to overwhelm my opponents with massive damage attacks that will make up for less defensive stats.
This monk build is focused on group PvE combat with minor crowd control abilities and also a healing ability. This build is fairly well rounded with no specific role(e.g. tank/damage dealer)tied to it. This role has been based upon the Diablo 3 philosophy of any build being viable and hopefully will be the same in the final game.
This is a relatively simple PvP Monk build. The idea of it is simply hit and not get hit often. It is especially handy in handling casters with the AoE stuns and DoT effects. Nothing fancy. Won't know if this is actually a viable build until I get to try it but for now, it seems to be decent!
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http://us.battle.net...RgaX!ZbW!aacZcb
http://us.battle.net/d3/en/calculator/wizard#bVXlOm!YXf!YYbYcb
The basic concept is to make as many pretty colors as possible, so as to better attract ponies. Everyone knows that ponies love bright flashy things, so a wizard as base just makes sense... they'll come wandering over from hither and yon and the wizard will offer them snacks and subjugate them to his will. With more ponies comes more power, and with more power comes the ability to defeat the forces of hell once and for all!
Bash simplies adds 12 fury rather than 6 to use my secondary attack which is Hammer of the Ancients. I like Hammer of the Ancients because it deals massive damage for low cost of fury and with its rune Thunderstrike, I'm able to stun enemies if I kill them with this spell. Furious Charge pretty much self explained with increasing the damage done. War Cry (with increasing the armor 100%) is the barbarians favourite spell. Increasing the damage rather than using other runes you ask, well comes Hell Mode, I don't want to be a twig and break easily. Of course, increasing and regenerating health works quite well, but I will use a passive skill for that. Overpower is just good, hitting all enemies for 260% with no fury cost and if crit, resets the cooldown, is a spell to have. Notice I also put fury gain with that just because of the usage of Hammer of the Ancients. Last but not least, Call of the Ancients. I'm liking this spell, because you get help and will be going through modes a bit faster. Not sure how fast their attack speed are, but as you can do the math, 60% times 3 times per second of the attack within 15 sec. With the rune I provided, increases the damage done and benefits each Ancient with Armor.
Passive Skills
Brawler- More enemies = more damage!
Inspriring Presence - This is minor help of life regeneration plus the duration of the skill so I won't have to use it every minute.
Bloodthirst- Loving the health here, feels like a ret pally healing itself. With my spells increasing damage done, relying on this for extra heals if pots don't drop.
This is a Softcore theme build for a "Cryomancer," a wizard that focuses solely on ice spells.
Ray of Frost becomes the "signature" spell and as such has Cold Blood to make it cost no Arcane Power.
Frost Nova's freezing effect increases damage received. Ice Armor and Blizzard are modified with a chance to freeze enemies and take full advantadge of the Black Ice passive ability.
Hydra and Meteor are changed to their ice damage variants (Frost Hydra and Comet) more for flavor than anything else.
With no actual Signature spells being used, the Cryomancer relies on Power Hungry and Astral Presence passives for arcane power generation.
While not the "best" build in terms of power, the build can prove annoying in a PvP environment and would be an excellent support build for group PvE play. In solo play it may lack the utility and diversity to crawl through the depths of the game with ease.
Demon Hunter Build that attempts to maximize the use of traps to avoid taking damage. Heavy Aoe with runed Impale and Multishot
This is mostly a trash/grinding build. Large damage to multiple mobs with passive and active health regen. Some movement abilities for getting to casters. Little single damage abilities so may not be great against bosses.
It's usage is pretty simple. Just cast Haunt on 3-4 targets, then channel them in the face with Firebats.
---------
Haunt (Draining Spirit) is a great source of secondary mana regeneration. Costing only 15 mana, and returning 30.
[Net: 15 mana over 15 seconds]
Firebats (Direbats) is your main dps skill. The WitchDoctor's base mana regeneration is 25 mps (yes, I pioneered "mps") while Firebats costs 27 mps.
[The passive "Vermin" increases overall damage when using Firebats, NOT weapon damage]
Grasp of the Dead (Unbreakable Grasp). Being that all the other skill variations fail pretty hard. I chose this to help keep enemies at "arms length". Doing so will increase survivability and the effectiveness of Firebats.
Soul Harvest (Siphon). Strait forward heals and damage.
Pets (Gargy and Dogs).Their main purpose is to tank. The longer they live the more they can tank (hence Zombie Handler).
http://us.battle.net/d3/en/calculator/monk#WeUhig!VUX!baYaca
Exploding Palm skill for my "melee/common left-click attack" (avoiding the word "primary" here), and with a Tempest Rush skill for my "approach/rush right-click attack" (which will actually be my primary (as in initial) attack, but used less often (as in secondary)). Serenity with Ascension for solid all around defense when needed. Sweeping Wind with Cyclone because I want lightning tornadoes! Seven Sided Strike (unless the 777% gets completely nerfed), with Sudden Assault boosting it to 1007% weapon damage. And Near Death passive for my hardcore character.
Side Note: I played with the skill calculator aimlessly before but because of this contest and having to customize and explain a complete build, I have re-found hope for the diversity of builds! Thank you.
http://us.battle.net/d3/en/calculator/monk#WTYjVg!dga!cccacc
Summary: AoE to the death! (pve)
you proboly be a bit of squishy but with the right team to back you up you will deal huge dmg!
Passive choice:
Exalted soul: was taken for the "Wave of light" skill that eat 100 spirit.
Combination strike: got 2 spirit gen that after them I can use dmg skill such as "S-SS" or even use the spirit gen again and earn more dmg.
resolve: make you less squishy
Active choice:
2 spirit gen:
*exploding palm"+"Crippling wave" - both are aoe skills that cause more dmg with their runes ( with passive comination strike they are epic)
*Bliding flash: help you to get out when the situation is not that good+ with rune give you additinal holy dmg.
*Mantra of Conviction: not much to say , plus with the Overawe rune the enemies take more dmg.
*Seven-Sided Strike: one of the main "big dmg" skills + with the rune the explode deal holy dmg (7 yard)
*Wave of Light: with pillar of the ancient rune it's generete massive dmg to the enemies.
I'm aware that there is a spirit problem in this build...but with one more player that back you up you should get the spirit that you need with no problem.
This build is focused around making lightning. Lightning is fun and I like it a lot. Also, I took teleport because it seems cool
Support and utility monk build. Designed around survivability and healing buffs to maximize effectiveness. This build will be essential to rnd game group success.
This Demon Hunter build is built around a blend of serious AoE and single target damage and will hopefully turn out to be a jack of all trades, but if not, as the blues have been saying, we can just change up our skills whenever we like.
Entangling Shot with Chain Gang rune for handing packs of swarming adds, and then Grenades to blast them down.
Impale runed for 100% more damage as a DoT with Marked for Death runed to give back 3 Hatred should crank out some serious single target damage.
Evasive Fire runed with a further back flip distance appears to always be a useful skill to have in any situation, whether swarmed with enemies or trying to escape one tough dude.
Preparation runed for a 60% heal will be very useful in any clutch situation.
The passives focus on damage, damage, and damage. 20% more when enemies are far from me, extra damage in different forms when I use various ranged weapons, and 15% more when enemies are slowed.
Link : http://us.battle.net/d3/en/calculator/monk#aZRgXd!ZdU!ZcZZZc
This is a build where a dual-wielding Monk dashes through its enemies, uses Cyclone Strike to gather a big mob around and smashes it down with its Seven-sided strike.
I'm pretty eager to see if this is actually viable. If not frequently used, Breath of Heaven could be replaced by Lashing Tail Kick to strenghten 1v1 fights, or even Blinding Flash to help control the demons surviving to the CS/7SS combo.
Enjoy!
This build focuses on a Monk as a support roll in PVP, Mainly played with AOE nukers like Barbarian and Wizard.
Active:
Fists of Thunder - Thunderclap Rune, Provides a short teleport to close distance along with spirit generation.
Crippling Wave - Breaking Wave Rune, Provides AOE Cleave damage and a slow along with a damage increase for all allies on the specified Target, allows other nukers to go all out.
Serenity- Safe Haven Rune, Locks targets in place to allow maximum use of allies AOE Cleave abilities, also provides healing so your allies can be more aggressive and not have to worry so much about their Hit Points.
Breath of Heaven - Blazing Wrath Rune, Provides a heal for allies again so they can be more reckless while in Serenity, but also increases damage done to opponents, again increasing nuking power for your allies.
Mantra of Conviction - Overawe Rune, Provides a 24% permament increase in damage for all enemies within serenity, along with 48% increase for the first 3 seconds after activation.
Seven Sided Strike - Pandemonium Rune, Provides a Giant nuke to use after you place all your debufs on opponents stuck in serenity. Also, have a chance to stun targets in the strike, holding them in place for even longer after serenity expires.
Passives :
Resolve - Attacks cause enemies to do 25% less damage for 2.5 seconds. Helps prevent big burst from opponents like archon formed Wizards. (Helps reduce overall damage while our cool downs reset.
Fleet Footed - Without a true teleport like dashing strike 10% increase movement speed seemed like a requirement for this build, allows you to catch up to opponents and stay on them until you are ready to lock them down in Serenity.
Guiding Light - Whenever you heal someone with a direct heal (Breath of Heaven) you increase yourself and your allies damage by 16%, increasing our nuke damages yet again....
Overall : While locked in serenity we will be constantly healed, have slows and attack speed slower, reduce damage from the enemies and most importantly provide 58% increased damage on all opponents locked in serenity, and provide 31% increased damage for me, and 16% increased damage for all allies in serenity.
This makes for a great Nuke / Survival build when paired with the right teammates.
http://us.battle.net/d3/en/calculator/demon-hunter#bcYghQ!Yce!a..bbZ
>>>>==================> Solidhammer <===================<<<
Pve demon hunter build. Free aoe with bola shot and hatred regen, control with caltrops, single dps with rapid fire, ohh sh.t button with preparation, more aoe with fan of knife and more dps with passives. This will be my main char and i wanna try half of it with beta :/
>>>>==================> Solidhammer <===================<<<
This is my DH PvE soloing AoE build. I haven't tested it yet because I don't have access to the game. However, this build focuses on AoE.
This should be a good build for clearing large groups of enemies very quickly. It could also prove to be a useful farming/grinding build. That being said this is a higher end build.
http://us.battle.net...YSkT!bWa!ZZcbaa
This is a very defensive spec, designed to have lots of pets and healing runes. I personally don't mind when fights take a little longer than usual because it allows me to really get a good feel for my character and his combat potential, so this is an ideal spec in that regard. Damage output is sacrificed for stamina and survival.
This is going to be my Fury Barb. Mainly used for PVE. I believe if I have enough rage sustained, I will be able to overwhelm my opponents with massive damage attacks that will make up for less defensive stats.
This monk build is focused on group PvE combat with minor crowd control abilities and also a healing ability. This build is fairly well rounded with no specific role(e.g. tank/damage dealer)tied to it. This role has been based upon the Diablo 3 philosophy of any build being viable and hopefully will be the same in the final game.
This is a relatively simple PvP Monk build. The idea of it is simply hit and not get hit often. It is especially handy in handling casters with the AoE stuns and DoT effects. Nothing fancy. Won't know if this is actually a viable build until I get to try it but for now, it seems to be decent!