Bash (Instigation) is purely for fury generation at melee range combined with Furious Charge (Juggernaut) to smash through masses of creatures and get to a certain location + generate additional fury. All this on the mouse for continuous fury generation.
Hammer of the ancients ( Rolling Thunder) combined with Whirlwind (Dust Devils) to spend all that cumulated fury in pure "aoe" damage.
This spec assumes huge amounts of mobs, therefore Revenge (Vengeance is Mine) and Brawler will always be up, and Pound of Flesh will make globes heal for more while/after dealing with the hordes of enemies.
Animosity will allow to generate and stack more fury to constantly dps throughout, and finally Wrath of the Berserker (Thrive of Chaos) for dps boost when single targeting (e.g bosses), or for aoe if necessary.
The basis behind this is holding the large aoe groups on me while my friends (who are playing ranged classes) unload on them.
Cleave - Reaping Swing: This is my only fury generator off of cooldowns, since I am going to be in the thick of aoe it will do decent damage and net some fast fury.
Whirlwind - Eye of the Storm: This will be my fury spender. If the move resembles that of Diablo 2 it will be useful to escape unfavorable situations as well as life steal for sustain. I use Eye of the Storm so that I can make sure this move is near-spammable.
Overpower - Revel: I will be in the thick of tons of enemies and so will be using overpower on cooldown. I take Revel to make sure I stay alive while my friends finish off our foes.
Revenge - Provocation: Similar to Overpower, a huge aoe move. With the provocation rune, and my tanky approach, this will be active often.
Leap Attack - Call of Arreat: Gotta have leap, walking down stairways is so mainstream. In all seriousness Leap will be used to get in the middle of these intended aoe packs. The rune to then have everything nearby pulled to you makes sure you have lots of targets for cleave, whirlwind, overpower, and revenge.
Ground Stomp - Wrenching Smash: Similar to leap attacks use, this will pull those aoe packs in tight while also giving you some defense.
Passives:
Brawler - Due to the AOE focus of the build, this will almost always be active
Tough as Nails - Defense and DPS boost
Superstition - When something is too far away for you to get it into the aoe ball, make sure it doesn't hurt you too much.
I will most likely focus on some defense, including shield use, and life steal.
The idea of this build is a self sustained Life Leeching monstrosity. I believe that further difficulties will provide a large amount of enemies attacking and for solo gameplay I want all the possible healing possibilities. I plan to Dual weild 2handers for the highest damage possible.
PRIMARY
Frenzy - Triump Rune
This will be my main damage dealer skill and will allow me to use slow weapons for their damage with out much fear of their slow speed. Triumph will also heal me when I get kills and since it heals no matter what I kill I've no worry about other damaging abilities.
SECONDARY
Rend - Bloodlust Rune
With the AoE effect of this, I'm picturing myself being surrounded in higher difficulties so the self sustained heal from Bloodlust will keep me alive longer.
DEFENSIVE
Ignore Pain - Ignorance is Bliss Rune
This ability will be my "OH I'M ABOUT TO DIE" ability. Using it if I get low then be able to get back to normal-safe HP due to the Rune.
TACTICS
Warcry - Invigorate Rune
Being able to buff myself and my allies with Warcry is great. But also it proves great for solo play to give me more Life while it's active and more Regen.
MIGHT
Revenge - Provocation Rune
This ability is nice for its heal - gives me an additional ability to use and Provocation allows me to use it more often. Again being surrounded I expect to use this often while keeping up my Frenzy Buff. RAGE
Earthquake - Mountain's Call Rune
This ability is for its massive damage - somewhat of a last resort ability if I need to quickly heal(Bloodthirst) or just to clear out a large mass of enemies. With Mountain's Call I can use this ability more often but using it wisely may make the Rune not really needed. PASSIVES
Bloodthirst - This ability works with all of my damage abilities and if working properly when I use Earthquake I can count on Earthquake giving me an even larger amount of health back.
Brawler - I am expecting to be surrounded by enemies, but I don't want to be there for too long trying to kill them so any damage increasing abilities work great.
Berserker's Rage - I am expecting to be at full rage 99% of the time. Since only Rend and Warcry use Fury I can count on the increase in damage from this ability more.
In the end all my abilities synergize in a way to give me more damage which give me more health which allows me to live through tough things which should allow me to clear things quickly.
Obviously some of the choices are speculation on the skills since the higher level skills and runes are as of yet untested. I'm pretty confident that runes power levels are going to change. For example Haunt has a rune that makes it do 0 arcane damage over 0 seconds...clearly that is not correct.
The build is more about casting damage spells, spirit barrage, locust swarm ( speculating that it will be good ), and fire bats. While using the gargantuan and grasp of the dead for control. Soul harvest has been buffed by the change to the intelligence providing resist so not only is it a damage buff but a defensive buff.
I've wanted to use firebomb but the recent damage reduction to only 100% damage made me switch to firebats with the dire bat rune. I figure the direbat rune will turn firebats into a psuedo bone spirit from diablo 2 which I always liked.
The passive I've chosen maintain the damage caster theme providing % damage increases and blood ritual to help offset the mana cost increase of pierce the veil.
You leap into a group of mobs, then use ground stomp to pull and stun then, whirlind to kill, cleave for cooldown and CotA for final blows, you got youself a meat feast of mobs.
The idea behind this build is to do crazy amounts of sustainable AOE damage for magic find grinding. Most AOE skills are chosen, along with minion buffs.
Active skills:
1. Caltrops is my main slow skill which I have runed for reduced discipline cost
2. Spike traps is my hatred generator and I runed it for more damage. Works wonders combined with Caltrops
3. Multishot is my first discipline regenerator which works wonders on slowed groups of monsters (see Caltrops again)
4. Rapid Fire is my main dps skill for harder monsters and bosses and is runed for 80% slow
5. Preparation is my first defence skill; a 45 second instantly full discipline and 60% heal skill
6. Smoke Screen is my second defence skill; vanish for 2 seconds with additional hatred regeneration (and 60% run speed, see passives)
Passive skills:
3. Tactical Advantage gives me 60% movement speed when I use Smoke Screen for easy getaways
2. Vengenance for increased hatred pool and extra hatred/discipline regen on health globes
3. Perfectionist for 20% reduced discipline cost. Caltrops now only costs 5 discipline
I hope to crowd control large groups of monsters while I maintain dps output with traps/rapid fire. I aditionally have quick resource regenerations and two pretty strong defence skills.
This build is mostly designed as a full group healer for high end PVE. The monk here is specialized in maximizing the healing done to the other menmber of the group and reducing the damage done by the enemies.
The basic cycle is to to criple every mobs in close range... if too many enemies stay attack you keeping a certain distance just use cyclone strike to pull them toward you followed by a blinding flash and inner sanctuary to sutrvive the blast. In meantime abuse of your healing spells (mantra of healing and breath of heaven).
This build is meant for PvE Demon hunter whit Bow and quiver.
For hatred generator I take Hungering Arrow / Shatter Shot rune, I take this because I don't need Bola Shot for AOE or Tangling Shot for slow and the split offers good boost to the damage.
I take Impale / Chemical Burn for single target nuke and the rune effect for relieble damage.
I take Caltrops / Hooked Spines for simply slowing enemy's.
I take Marked for Death / Valley of Death, this is intendet to be used along side whit Caltrops as they have same AOE radius
I take Cluster Arrow / Maelstrom as my burst AOE damage dealer and Maelstrom for added benefit of life steal and damage.
I take Multi Shot / Suppression Fire for low cost AOE and the rune to recharge disabling for Caltrops / Marked for Death compo.
Passives:
Archery for Bow to give 15% more damage.
Cull the Weak for adding +15% damage to Valley of Death's +15% damage and Hooked Spines 80% Slow
Custom Engineering so that I do not need to cast Caltrops and Marked for Death so often
Witch Doctor build for hardcore mode. It has minions to tank for you and also focuses on reducing damage and healing yourself. Damage may be on the low side, but in hardcore mode slow and steady wins the race.
This is a high damage wizard build. The passive skills increase damage, while shortening cooldowns, allowing for a high dps while Prodidgy gives the arcane power required to coninue casting.
Lclick - Plague of Toads (Addling Toads) <-- dmg & CC
Rclick - Locust Swarm (Devouring Swarm) <-- dmg & mana regen
1 - Summon Zombie Dogs (Leeching Beasts) <-- tanks & heals
2 - Gargantuan (Restless Giant) <-- super tank for elites & bosses
3 - Fetish Army (Devoted Following) <-- burst DPS or AOE pack distraction
4 - Big Bad Voodoo (Ghost Trance) <-- burst DPS support & heals
Basically this is a pet-support build that has a combination of Zombie Dogs, the Gargantuan and the Fetish Army... not to mention the Addling Toads as a primary attack, for confusing the enemies & dealing substantial damage to them. Locust Swarm (Devouring Swarm) setup to be the mana regen tool that both has an AOE component and it can spread to additional targets from a single cast, increasing the mana regen potency (I hope). Big Bad Voodoo will heal me, my buddies and my pets, and is on a reduced cooldown with Tribal Rites.
Jungle Fortitude for myself and the variety of pets will keep us alive longer during the harder difficulties, and Vermin acts as my damage buff to Toads & Locusts. Tribal Rites will also work well with my Devoted Following rune in Fetish Army to keep it as close to a 1 minute cooldown as possible, for burst DPS situations (or "oh snap" moments).
Overall, I feel this build will suit my playstyle best as a Pet/Support/CC class, and it is geared towards PvE solo or group play.
I am by no means an expert but I tried to design a WD build that will allow me to survive solo play on Inferno. I included a lot of pet summons (zombie dogs, gargantuan, and festish army) to act as distractors, meat shields, and damage dealers simultaneously. The Leeching Beasts skill rune even adds a vital life leech function that will be invaluable in higher difficulties. To that end I also added Cosuming Spirit to Haunt (my primary 1vs1 spell). I added Firebomb with the Pyrogeist rune for some good ol'fashioned AOE damage to help my pets with large mobs. I also added Grasp of the Dead with the Unbreakable Grasp rune to (hopefully) allow my pets to run circles around most enemies. I added the Jungle Fortitude, Zombie Handler, and Fierce Loyalty passives to increase my pets viability end-game.
This is my build for a PvE Demon hunter with high survivability without sacrificing damage:
I chose Bola Shot for my Hatred generator due to its minor AoE, and went with Volatile Explosions for the rune to make the AoE more effective. Rapid Fire is my secondary attack because it has a high output for single targets such as bosses and champions and with the Fire Support rune it makes it a good skill for packs of mobs as well.
Vault and Caltrops are my first and second action bar skills because I plan on using them very often. My play style will be to run up to a group, lay the Caltrops, and vault away to start attacking. The Jagged spikes and Action Shot runes on these attacks add damage to both of the skills. These will make it so I will always be doing damage, even when I'm setting up for Bola Shot and Rapid Fire.
Finally I have chosen cluster arrow and Marked for Death. Cluster arrow will be my primary AoE when encountering small groups. I chose the Maelstrom rune because it increases the damage, but more importantly it will heal me, allowing me to avoid death with ease in a pack of small fast mobs. Marked for Death will be used on boss monsters as well as packs of unique monsters. I picked the Valley for Death rune to make the debuff an AoE in order to work better against multiple unique monsters.
For the passive skills I chose Steady Aim, Cull the Weak, and Archery. These skills work very well together to increase my ranged damage, rounding out my build. Using the Caltrops and Vault in unison, I will always be a good distance from slowed monsters, and will almost always be getting the benefits from these passive skills wile increasing my survivability.
http://us.battle.net/d3/en/calculator/barbarian#ahZQRP!agW!acaaac
Explanation:
Bash (Instigation) is purely for fury generation at melee range combined with Furious Charge (Juggernaut) to smash through masses of creatures and get to a certain location + generate additional fury. All this on the mouse for continuous fury generation.
Hammer of the ancients ( Rolling Thunder) combined with Whirlwind (Dust Devils) to spend all that cumulated fury in pure "aoe" damage.
This spec assumes huge amounts of mobs, therefore Revenge (Vengeance is Mine) and Brawler will always be up, and Pound of Flesh will make globes heal for more while/after dealing with the hordes of enemies.
Animosity will allow to generate and stack more fury to constantly dps throughout, and finally Wrath of the Berserker (Thrive of Chaos) for dps boost when single targeting (e.g bosses), or for aoe if necessary.
http://us.battle.net/d3/en/calculator/barbarian#bdUQeP!Zdc!aaZbcb
No less than three different ways to make enemies explode, which I find impossible to resist. Plus stacking crit bonuses and a lot of self-healing.
As skills are free to change this will be my basis for my barbarian.
Skills allocation may change on such variables as:
Single player Vs Co-Op
Gear quality
Single target (boss) Vs Groups
The basis behind this is holding the large aoe groups on me while my friends (who are playing ranged classes) unload on them.
Cleave - Reaping Swing: This is my only fury generator off of cooldowns, since I am going to be in the thick of aoe it will do decent damage and net some fast fury.
Whirlwind - Eye of the Storm: This will be my fury spender. If the move resembles that of Diablo 2 it will be useful to escape unfavorable situations as well as life steal for sustain. I use Eye of the Storm so that I can make sure this move is near-spammable.
Overpower - Revel: I will be in the thick of tons of enemies and so will be using overpower on cooldown. I take Revel to make sure I stay alive while my friends finish off our foes.
Revenge - Provocation: Similar to Overpower, a huge aoe move. With the provocation rune, and my tanky approach, this will be active often.
Leap Attack - Call of Arreat: Gotta have leap, walking down stairways is so mainstream. In all seriousness Leap will be used to get in the middle of these intended aoe packs. The rune to then have everything nearby pulled to you makes sure you have lots of targets for cleave, whirlwind, overpower, and revenge.
Ground Stomp - Wrenching Smash: Similar to leap attacks use, this will pull those aoe packs in tight while also giving you some defense.
Passives:
Brawler - Due to the AOE focus of the build, this will almost always be active
Tough as Nails - Defense and DPS boost
Superstition - When something is too far away for you to get it into the aoe ball, make sure it doesn't hurt you too much.
I will most likely focus on some defense, including shield use, and life steal.
The idea of this build is a self sustained Life Leeching monstrosity. I believe that further difficulties will provide a large amount of enemies attacking and for solo gameplay I want all the possible healing possibilities. I plan to Dual weild 2handers for the highest damage possible.
PRIMARY
Frenzy - Triump Rune
This will be my main damage dealer skill and will allow me to use slow weapons for their damage with out much fear of their slow speed. Triumph will also heal me when I get kills and since it heals no matter what I kill I've no worry about other damaging abilities.
SECONDARY
Rend - Bloodlust Rune
With the AoE effect of this, I'm picturing myself being surrounded in higher difficulties so the self sustained heal from Bloodlust will keep me alive longer.
DEFENSIVE
Ignore Pain - Ignorance is Bliss Rune
This ability will be my "OH I'M ABOUT TO DIE" ability. Using it if I get low then be able to get back to normal-safe HP due to the Rune.
TACTICS
Warcry - Invigorate Rune
Being able to buff myself and my allies with Warcry is great. But also it proves great for solo play to give me more Life while it's active and more Regen.
MIGHT
Revenge - Provocation Rune
This ability is nice for its heal - gives me an additional ability to use and Provocation allows me to use it more often. Again being surrounded I expect to use this often while keeping up my Frenzy Buff.
RAGE
Earthquake - Mountain's Call Rune
This ability is for its massive damage - somewhat of a last resort ability if I need to quickly heal(Bloodthirst) or just to clear out a large mass of enemies. With Mountain's Call I can use this ability more often but using it wisely may make the Rune not really needed.
PASSIVES
Bloodthirst - This ability works with all of my damage abilities and if working properly when I use Earthquake I can count on Earthquake giving me an even larger amount of health back.
Brawler - I am expecting to be surrounded by enemies, but I don't want to be there for too long trying to kill them so any damage increasing abilities work great.
Berserker's Rage - I am expecting to be at full rage 99% of the time. Since only Rend and Warcry use Fury I can count on the increase in damage from this ability more.
In the end all my abilities synergize in a way to give me more damage which give me more health which allows me to live through tough things which should allow me to clear things quickly.
http://us.battle.net/d3/en/calculator/witch-doctor#ghZRVT!ZeX!ZaZYaY
Obviously some of the choices are speculation on the skills since the higher level skills and runes are as of yet untested. I'm pretty confident that runes power levels are going to change. For example Haunt has a rune that makes it do 0 arcane damage over 0 seconds...clearly that is not correct.
The build is more about casting damage spells, spirit barrage, locust swarm ( speculating that it will be good ), and fire bats. While using the gargantuan and grasp of the dead for control. Soul harvest has been buffed by the change to the intelligence providing resist so not only is it a damage buff but a defensive buff.
I've wanted to use firebomb but the recent damage reduction to only 100% damage made me switch to firebats with the dire bat rune. I figure the direbat rune will turn firebats into a psuedo bone spirit from diablo 2 which I always liked.
The passive I've chosen maintain the damage caster theme providing % damage increases and blood ritual to help offset the mana cost increase of pierce the veil.
http://us.battle.net/d3/en/calculator/barbarian#bQXdRj!dgW!ZYZZaZ
How it's supposed to work:
You leap into a group of mobs, then use ground stomp to pull and stun then, whirlind to kill, cleave for cooldown and CotA for final blows, you got youself a meat feast of mobs.
Hope you guys like ti!
http://us.battle.net/d3/en/calculator/witch-doctor#ehPiXj!bde!cacabZ
The idea behind this build is to do crazy amounts of sustainable AOE damage for magic find grinding. Most AOE skills are chosen, along with minion buffs.
My main focus is crowd control in a 4 man group, in particular slowing the enemies.
http://us.battle.net/d3/en/calculator/demon-hunter#TcRYhj!abf!bZbYbb
Active skills:
1. Caltrops is my main slow skill which I have runed for reduced discipline cost
2. Spike traps is my hatred generator and I runed it for more damage. Works wonders combined with Caltrops
3. Multishot is my first discipline regenerator which works wonders on slowed groups of monsters (see Caltrops again)
4. Rapid Fire is my main dps skill for harder monsters and bosses and is runed for 80% slow
5. Preparation is my first defence skill; a 45 second instantly full discipline and 60% heal skill
6. Smoke Screen is my second defence skill; vanish for 2 seconds with additional hatred regeneration (and 60% run speed, see passives)
Passive skills:
3. Tactical Advantage gives me 60% movement speed when I use Smoke Screen for easy getaways
2. Vengenance for increased hatred pool and extra hatred/discipline regen on health globes
3. Perfectionist for 20% reduced discipline cost. Caltrops now only costs 5 discipline
I hope to crowd control large groups of monsters while I maintain dps output with traps/rapid fire. I aditionally have quick resource regenerations and two pretty strong defence skills.
Hardcore here I go.
This build is designed around dodge. i think this would make you to fast and to much dodge to be hit very much.
build is designed for tankiness and healing with some burst damage for my group of friends i'll be playing with.
take deadly reach with foresight for range and damage increase.
seven-sided strike with sudden assault for gap closer and increased damage and as a spirit dump.
mantra of healing with boon of protection for heals and to aid my friends i'll be playing with.
dashing strike with blinding speed for damage and to make me tanky.
breath of heaven with circle of life for bigger heals.
way of the hundred fists with blazing fists for damage and gap closer.
http://us.battle.net/d3/en/calculator/monk#VXRSYh!afd!ZZcaYa
This build is mostly designed as a full group healer for high end PVE. The monk here is specialized in maximizing the healing done to the other menmber of the group and reducing the damage done by the enemies.
The basic cycle is to to criple every mobs in close range... if too many enemies stay attack you keeping a certain distance just use cyclone strike to pull them toward you followed by a blinding flash and inner sanctuary to sutrvive the blast. In meantime abuse of your healing spells (mantra of healing and breath of heaven).
This build is meant for PvE Demon hunter whit Bow and quiver.
For hatred generator I take Hungering Arrow / Shatter Shot rune, I take this because I don't need Bola Shot for AOE or Tangling Shot for slow and the split offers good boost to the damage.
I take Impale / Chemical Burn for single target nuke and the rune effect for relieble damage.
I take Caltrops / Hooked Spines for simply slowing enemy's.
I take Marked for Death / Valley of Death, this is intendet to be used along side whit Caltrops as they have same AOE radius
I take Cluster Arrow / Maelstrom as my burst AOE damage dealer and Maelstrom for added benefit of life steal and damage.
I take Multi Shot / Suppression Fire for low cost AOE and the rune to recharge disabling for Caltrops / Marked for Death compo.
Passives:
Archery for Bow to give 15% more damage.
Cull the Weak for adding +15% damage to Valley of Death's +15% damage and Hooked Spines 80% Slow
Custom Engineering so that I do not need to cast Caltrops and Marked for Death so often
Witch Doctor build for hardcore mode. It has minions to tank for you and also focuses on reducing damage and healing yourself. Damage may be on the low side, but in hardcore mode slow and steady wins the race.
This is a high damage wizard build. The passive skills increase damage, while shortening cooldowns, allowing for a high dps while Prodidgy gives the arcane power required to coninue casting.
http://us.battle.net/d3/en/calculator/witch-doctor#chYTPj!aZi!YZcZZY
Lclick - Plague of Toads (Addling Toads) <-- dmg & CC
Rclick - Locust Swarm (Devouring Swarm) <-- dmg & mana regen
1 - Summon Zombie Dogs (Leeching Beasts) <-- tanks & heals
2 - Gargantuan (Restless Giant) <-- super tank for elites & bosses
3 - Fetish Army (Devoted Following) <-- burst DPS or AOE pack distraction
4 - Big Bad Voodoo (Ghost Trance) <-- burst DPS support & heals
Basically this is a pet-support build that has a combination of Zombie Dogs, the Gargantuan and the Fetish Army... not to mention the Addling Toads as a primary attack, for confusing the enemies & dealing substantial damage to them. Locust Swarm (Devouring Swarm) setup to be the mana regen tool that both has an AOE component and it can spread to additional targets from a single cast, increasing the mana regen potency (I hope). Big Bad Voodoo will heal me, my buddies and my pets, and is on a reduced cooldown with Tribal Rites.
Jungle Fortitude for myself and the variety of pets will keep us alive longer during the harder difficulties, and Vermin acts as my damage buff to Toads & Locusts. Tribal Rites will also work well with my Devoted Following rune in Fetish Army to keep it as close to a 1 minute cooldown as possible, for burst DPS situations (or "oh snap" moments).
Overall, I feel this build will suit my playstyle best as a Pet/Support/CC class, and it is geared towards PvE solo or group play.
my first D3 build, Demon Hunter slow + aoe damage
I am by no means an expert but I tried to design a WD build that will allow me to survive solo play on Inferno. I included a lot of pet summons (zombie dogs, gargantuan, and festish army) to act as distractors, meat shields, and damage dealers simultaneously. The Leeching Beasts skill rune even adds a vital life leech function that will be invaluable in higher difficulties. To that end I also added Cosuming Spirit to Haunt (my primary 1vs1 spell). I added Firebomb with the Pyrogeist rune for some good ol'fashioned AOE damage to help my pets with large mobs. I also added Grasp of the Dead with the Unbreakable Grasp rune to (hopefully) allow my pets to run circles around most enemies. I added the Jungle Fortitude, Zombie Handler, and Fierce Loyalty passives to increase my pets viability end-game.
aoe aoe aoe
This is my build for a PvE Demon hunter with high survivability without sacrificing damage:
I chose Bola Shot for my Hatred generator due to its minor AoE, and went with Volatile Explosions for the rune to make the AoE more effective. Rapid Fire is my secondary attack because it has a high output for single targets such as bosses and champions and with the Fire Support rune it makes it a good skill for packs of mobs as well.
Vault and Caltrops are my first and second action bar skills because I plan on using them very often. My play style will be to run up to a group, lay the Caltrops, and vault away to start attacking. The Jagged spikes and Action Shot runes on these attacks add damage to both of the skills. These will make it so I will always be doing damage, even when I'm setting up for Bola Shot and Rapid Fire.
Finally I have chosen cluster arrow and Marked for Death. Cluster arrow will be my primary AoE when encountering small groups. I chose the Maelstrom rune because it increases the damage, but more importantly it will heal me, allowing me to avoid death with ease in a pack of small fast mobs. Marked for Death will be used on boss monsters as well as packs of unique monsters. I picked the Valley for Death rune to make the debuff an AoE in order to work better against multiple unique monsters.
For the passive skills I chose Steady Aim, Cull the Weak, and Archery. These skills work very well together to increase my ranged damage, rounding out my build. Using the Caltrops and Vault in unison, I will always be a good distance from slowed monsters, and will almost always be getting the benefits from these passive skills wile increasing my survivability.
Link to the build: http://us.battle.net/d3/en/calculator/demon-hunter#bcVYPU!Yce!abbbbZ