My choice of talents and skills come from generally playing a tanking role. Plenty of solo and party choices lots of armor and boost to resistances. Head to toe this guy will stand at the front line taking punishment and dishing more out just like if he was a spartan. This build combined with high vitality and if lucky enough to find all of the wearable + % hit point gear will become a mobile meatshield of destruction. Thank you for reading and I hope it is clear from the link why the choices were made with my explination.
My wizard build that maximizes frost damage. Higher damage to frozen/chilled target passives + frost nova + Ice Armor = lots of chilled targets for (frost) meteor and Blizzard.
Disintegrate for frost resist baddies and electrocute as the AP generator.
I think in one Build More Defensive for monk. http://us.battle.net...XdVk!ZdY!ZaYbbb
For Get lvl fast,
and build finally http://us.battle.net...jWkg!Zce!caZbaZ
This build its for me and all diablo 3 game,Get healing,damage(balance) and high Defensive.
Exclusive for Rare MObs Encouters.
Good Evasion rate too.
Here is what i think might be the goodest PVP Spec for a Witch Doctor. I will explain in details every spells effects and runestones effects i've pick !
Lets starts with the :
One of the classes who i think will be the most overpower in pvp !
Spell number 1 : Spirit Walk with a runestone Healing Journey , Spirit Walk allows you to enter a spirit realm for 2 seconds and with the Healing Journey gives you 11% of your health every seconds while Spirit Walk active.
Spell number 2 : Mass Confusion with a runestone Paranoia , Mass Confusion is one of the over power skill in diablo 3 at the moment , caused to have more a crowd control vs your enemies and increase the damage with Paranoia which cause 30 % additional damage.
Spell number 3 : Horrify with a runestone Phobia , Horrify causes a AOE fear enemies 12 yards for 2 seconds, add a runestone Phobia which increase the fear duration until 9 seconds !
Spell number 4 : Hex with a runestone Jinx, Hex summons a fetish shaman for 8 seconds and will hex enemies into chickens and will take 20 % additional damage, Jinx increases the hexed target 50% additional target.
Spell number 5 : Haunt with a runestone Grapsing Spirit, An enemie with spirit dealing 500% weapon damage as Arcane for 15 seconds, if the enemie dies the Haunt will jump on another alive target! Grapsing Spirit , slows the target haunted for 37% .
Spell number 6 : Big Bad Voodo with a runestone Slam Dance, Big Bad Voodo summons a fetish which will increase movement and attack speed for all allies in the area by 15 % lasting 20 seconds ! ( Which is overpower ! ) Slam dance , increases damage by 30 %.
Passive Skills :
- Circle of Life : Whenever a enemie dies within a 12 yards there is 5 % of summoning zombie dog .
- Fetish Sycophants : Whenever you cast a Physical Realm spell you have 3 % of summoning a dagger-wielding fetish to fight by your side for 60 seconds !
- Rush of Essence : Spirit spells returns 125 % of their mana cost for 10 seconds ( Haunt , Horrify , Mass Confusion , Soul Harvest , Spirit Barrage , Spirit Walk )
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
All in all, i would choose Witch Doctor, who is way more dominant , has more crowd control and who sounds the most OVER POWER at the moment until proven otherwise !
Hope this helps you a lot and enjoy my spec in PVP !!
I plan on using this build because I think it will be fun. Having all of the summons up as much as possible seems like a hilarious way to play the game with my friends.
I am new to Diablo and I am not too sure about what I am doing yet build wise, but I put together this Witch Doctor (because it's the class that intrigues me most) as a PVE build mostly concentrating on AoE damage. I think if I do get a beta key, it will be the first thing I test out.
this is my demon hunter pve build 50-50 single target multi target 1 escape skill fine enough if i had been in beta i would tell more but guess what i cant so i hope to try this build in beta .
(how come people right tons of things about inferno and all skillz ? i realy dont get it, with just beta ? its a mystery)
The idea behind the build is simple: have a build which requires the least effort from the player's hands (number of clicks). At number (1) I put zombie dogs with poison dmg rune, and at number (2) gargantuan also with poison dmg rune. That choice was obvious since the pets attack on their on. With them doing poison dmg I can benefit from the passive which decrease dmg done by targets poisoned by me (which I'll really need since I don't have any cc in this build).
I got corpse spiders with the queen rune. The tooltip got screwed after the new calculator was implemented, but in it's previous version the spider queen lasted 16 sec. So it's a spell I only have to recast every 16 sec. I also got spirit barrage with the manitou rune. It means the spirit will be attacking my enemies for 20 sec, when I'll have to recast.
Finally, for the last two active, I got grasp of the dead to help me group up the mobs (with even better utility with the unbreakable rune) and haunt with the rune to make it last longer so I don't have to recast that often.
For passives I got some really nice dmg reduction (via poison dmg frpom my pets) and extra defense and offense with zombie handler.
That's it. I know the build won't be viable in inferno, but it'll be funny to see how far I can go with that. The dmg won't be so bad actually since my pets, manitou, spider and haunt will all be attacking at the same time. I think they can add up to some ok dmg.
The goal of the build is to maximize arcane damage. Magic missile with attunement and astral presence should help ensure a rapidly replenishing arcane power pool. Arcane torrent, slow time, familiar, arcane dynamo and glass cannon are all runed/chosen to maximize damage increases on all monsters affected. Fast teleport to get around/out of trouble and disintegrate with exploding enemies sounds like the controlled chaos which makes diablo fun.
This is a barbarian- wrath of the berserker max uptime build. The center on this build is based on having a Mighty type of weapon. AND only if every single hit from a fury generating ability will give the fury bonus from having the mighty weapon. This largely seems to be more of an aoe-centered build for this reason. It probably won't be as viable single target.
Bash- this rune make it aoe cone to utilize a mighty weapon. If there is more than 2 targets, it is better.
Weapon throw- this rune to expend all fury in a single attack.
Overpower- this rune to generate a massive amount of fury per target, even more if the mighty weapon perk works out for each hit on each enemy.
Leap attack- this rune in order to get two attacks out of a single leap, if in enemies of course.
Furious Charge- this rune to get lots of fury per target, even more so with the mighty weapon perk.
Wrath of the berserker- obvious reason
Passive:
Weapons Master: for using mighty weapon types
Boon of Bul'Kathos: To shorten the CD of Wrath- depending on how the fury generation goes in practice, this might be switched to No-escape, or if fury gen is perfectly fine without no-escape, it might be brawler- since this is more of an aoe build.
This build is designed for play with a partner ranged DPS (In this case my fiance - AoE Wizard)
The build is centered around gather in as many demons as I can (keep them off the wizard)
I use leap attack with the call of areat -
warcry for the armor and health
revenge and OP should be spammed like crazy - they should defintely be up and when they arent there will be massive fury to feed continuous hammers -
I might even remove bash if it turns out I can generate enough fury without it - I have it in there for initial engagements when leap attack is on cd
as long as I continue to punish the group they should be slowed and stunned enough for large scale meteors to land from my partner -
Always loved to run with the crowd of helpers.
Therefore, I believe that the build of the data can easily pass any difficulty, because the army is easier to go through the game than the one;) http://us.battle.net...YSkT!bWg!cccZcc
Very very best build.
When you meet a crowd of enemies, your crowd (dog + zombies) running in the attack, while you stand aside and slow down enemies, just throw the bomb.
If necessary, you can blow up a dog (a very big loss). Maybe some dogs will rejoice and create their own kind, then again, they can blow up .. Just come to the aid is always a wall of zombies.
This build is designed to bring all the fun attributes and game mechanics of League of Legends’ favorite Night Hunter: Vayne. Vayne is my favorite AD carry, and those of you who play League of Legends will feel right at home when using my following build. The Vayne-Demon Hunter build I created, is designed specifically for PVP—it is mostly based on mobility and single target damage.
MOUSE SKILS both primary and secondary skills are designed to allow the demon hunter to burst out damage, yet snare the enemy.
Primary: Entangling Shot with Bounty Hunter Rune Entangling Shot is perfect for PVP; it does a good amount of damage while keeping targets snared. The Bounty Hunter rune enables the Demon Hunter to life steal. Entangling Shot with the Bounty Hunter rune gives the player stability and survibility for any PVP scenario.
Secondary:Fan of Knives with Hail of Knives Rune Fan of Knives is perfect for PVP. Great damage and the snare effect that can be used against close target(s). The Hail of Knives rune amplifies the damage and increases the radius of the skill.
ACTION BAR SKILLS (VAYNE STYLE) the action bar skills are all based on Vayne’s abilities and summoner’s spells.
1:Vault with Tumble Rune Vault is Vayne’s tumble, it keeps you mobile: a close gaper or a swift exit to safety. By having the Tumble rune your immediate second Vault will cost less, ensuring you to spam it twice if need be.
2. Preparation with Battle Scars Rune Preparation with the Battle Scars rune works like both “Heal” and “Clarity” from League of Legends. You refill Discipline and Health at the same time.
3. Impale with Impact Rune Impale with Impact rune is Vayne’s Condemn: it is single target nuke attack with a push back and a stun.
4. Smoke Screen with lingering Fog Rune Smoke Screen is Vayne’s ultimate: Final Hour. Smoke Screen, just like Final Hour, turns you invisible. The Lingering Fog rune will allow you to stay in stealth longer.
Passives
1 .Sharpshooter Increases the change to crit by 3%.
2. Cult of Weak With Entangling Shot and Fan of Knives there will be a lot of snare. “Cult of Weak” will increase your damage against those snared targets.
3.Perfectionist Reduces the cost of Discipline abilities and by both Tumble and Smoke Screen, it is a must.
Rollback Post to RevisionRollBack
“Being skilled isn’t all that’s it’s made out to be. When you’re strong, you become arrogant and withdrawn. Even if what you sought after was your dream” –Itachi Uchiha
Having never played a Diablo game previously I had to go about reading up on different classes and the issues they might be facing in the more difficult areas of the game. The DH tickled my fancy so I decided to give it a go for an inferno build.
I read about issues with hatred generation and so went about tackling that through the grenades instead of using other abilities that would cost a lot of hatred. Between hungering arrow and grenades I don't think there would be a huge issue there.
Inferno seems to be all about playing it smart instead of running and gunning and so survivability is key. Whereas the Barbarian can take many hits to the face, the Demon Hunter looks like she excels at mobility so I tried to emphasize that in this build. For those tricky spots where you can help but take a hit, I tacked on the gloom rune to Shadow Power which is already a great defensive cooldown. Still, I wasn't sure if it was worth taking it over Preparation as that Discipline regen can help promote greater mobility in the face of high incoming damage.
As said though, I've never played any prequels to this game and so am going off of hearsay and what I've read. Here's to hoping I can get a taste of what the game is like early and a possibility of shaping any changes before its release.
Bola Shot/Immanent Doom Rune: decent AOE and Single Target damage, and a hatred generator. Primary damage dealer when out of hatred.
Entangling Shot/Heavy Burden Rune: for the slow with extra slow duration.
Caltrops/Hooked Spines Rune: More or less an o shit button particularly when being chased by very fast enemies, runed for 80% slowing, making even the quickest monsters sluggish. will always drop while retreating to keep chasing enemies back while I blast them. Also great for keeping them in place so I can drop Marked for Death on top of them while they can barely move.
Marked For Death/Valley of Death Rune: Descent boost to damage in an area. The only reason why I prefer the valley of death over the contagion is the contagion only spreads to 2 nearby monsters and the valley of death dropped over a 80% slow runed caltrops can tag a lot more than 2 a lot faster allowing quicker more deadly AOE, same goes for bosses, holding them in the spot for as long as possible with caltrops and marking the ground under them. Of course I can switch to a different rune if this isn't working well.
Preparation/Battle Scars rune: This build relies a good deal on Caltrops and Marked for Death for slowing and extra damage, So I will likely be running low on Discipline quite often, and that is what this is for. I chose the battle scars rune as another possible o shit button. heals me and allows me to drop more traps to help me escape. very versitile.
Impale/Chemical Burn Rune: This will be my primary single target damage dealer. I chose the chemical burn rune over the over-penetration rune because that would turn the skill to more of an AOE type instead of the single target which is what I will use it for and the chemical burn makes it do 350% damage over 2 seconds which is pretty good. this will be my boss killer.
Passives:
Steady Aim: I plan to be as far away from enemies as possible at all times with this build, so it's basically a free 20% damage boost most of the time. And also Blizzard yards are seem like they are about 6 inches so this 10 yard radius is like a couple feet if you eyeball it, unless everyone in sanctuary is 20 feet tall. either way 10 yards is quite a small distance game wise. (Blizzard needs to revise the distance measurements)
Cull the Weak: This build relies on the slows of entangling shot and caltrops to keep enemies away, so why not take a skill that does more damage when they are slowed.
Archery: Just another Damage buff, doesn't matter what kind of ranged weapon I am using it will still be a good damage booster.
under ideal circumstances this build will slow monsters and add an additional 65% total extra damage to my attacks against them, or 50% extra with 5% extra crit chance/50% extra crit Damage, using bow, crossbow or hand crossbows respectively, but I plan to use two-handed ranged instead of dual wielding crossbows.
EDIT: This build is designed with Solo play in mind.
Rollback Post to RevisionRollBack
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is the link to the skills/talents.
My choice of talents and skills come from generally playing a tanking role. Plenty of solo and party choices lots of armor and boost to resistances. Head to toe this guy will stand at the front line taking punishment and dishing more out just like if he was a spartan. This build combined with high vitality and if lucky enough to find all of the wearable + % hit point gear will become a mobile meatshield of destruction. Thank you for reading and I hope it is clear from the link why the choices were made with my explination.
My wizard build that maximizes frost damage. Higher damage to frozen/chilled target passives + frost nova + Ice Armor = lots of chilled targets for (frost) meteor and Blizzard.
Disintegrate for frost resist baddies and electrocute as the AP generator.
My other passives increase damage and AP.
http://us.battle.net...XdVk!ZdY!ZaYbbb
For Get lvl fast,
and build finally
http://us.battle.net...jWkg!Zce!caZbaZ
This build its for me and all diablo 3 game,Get healing,damage(balance) and high Defensive.
Exclusive for Rare MObs Encouters.
Good Evasion rate too.
Here is what i think might be the goodest PVP Spec for a Witch Doctor. I will explain in details every spells effects and runestones effects i've pick !
Lets starts with the :
One of the classes who i think will be the most overpower in pvp !
Witch Doctor : http://us.battle.net/d3/en/calculator/witch-doctor#UdejcQ!fbU!aacZcZ
Spell number 1 : Spirit Walk with a runestone Healing Journey , Spirit Walk allows you to enter a spirit realm for 2 seconds and with the Healing Journey gives you 11% of your health every seconds while Spirit Walk active.
Spell number 2 : Mass Confusion with a runestone Paranoia , Mass Confusion is one of the over power skill in diablo 3 at the moment , caused to have more a crowd control vs your enemies and increase the damage with Paranoia which cause 30 % additional damage.
Spell number 3 : Horrify with a runestone Phobia , Horrify causes a AOE fear enemies 12 yards for 2 seconds, add a runestone Phobia which increase the fear duration until 9 seconds !
Spell number 4 : Hex with a runestone Jinx, Hex summons a fetish shaman for 8 seconds and will hex enemies into chickens and will take 20 % additional damage, Jinx increases the hexed target 50% additional target.
Spell number 5 : Haunt with a runestone Grapsing Spirit, An enemie with spirit dealing 500% weapon damage as Arcane for 15 seconds, if the enemie dies the Haunt will jump on another alive target! Grapsing Spirit , slows the target haunted for 37% .
Spell number 6 : Big Bad Voodo with a runestone Slam Dance, Big Bad Voodo summons a fetish which will increase movement and attack speed for all allies in the area by 15 % lasting 20 seconds ! ( Which is overpower ! ) Slam dance , increases damage by 30 %.
Passive Skills :
- Circle of Life : Whenever a enemie dies within a 12 yards there is 5 % of summoning zombie dog .
- Fetish Sycophants : Whenever you cast a Physical Realm spell you have 3 % of summoning a dagger-wielding fetish to fight by your side for 60 seconds !
- Rush of Essence : Spirit spells returns 125 % of their mana cost for 10 seconds ( Haunt , Horrify , Mass Confusion , Soul Harvest , Spirit Barrage , Spirit Walk )
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
All in all, i would choose Witch Doctor, who is way more dominant , has more crowd control and who sounds the most OVER POWER at the moment until proven otherwise !
Hope this helps you a lot and enjoy my spec in PVP !!
Morzgore
http://us.battle.net/d3/en/calculator/witch-doctor#YfkjTP!Wbg!cccccb
I am new to Diablo and I am not too sure about what I am doing yet build wise, but I put together this Witch Doctor (because it's the class that intrigues me most) as a PVE build mostly concentrating on AoE damage. I think if I do get a beta key, it will be the first thing I test out.
AoE Doctor
Hokuto Shinken: Hyakuretsu Ken!
Hokuto Shinken Monk.
A fun build around the fact that some skills look like the attack Kenshiro uses in Hokuto No Ken (Fist of the North Star in the US)
Way of the Hundred Fists... yep, that's Hyakurestu Ken in japanese.
Exploding Palm... guess that's when the guy explodes
I tried create a build around this theme and make it playable.
Most likely a fast weapon with crit is needed, dual katar or something like that.
Omae wa mo... shinde iru!
this is my demon hunter pve build 50-50 single target multi target 1 escape skill fine enough if i had been in beta i would tell more but guess what i cant so i hope to try this build in beta .
(how come people right tons of things about inferno and all skillz ? i realy dont get it, with just beta ? its a mystery)
The build: http://us.battle.net/d3/en/calculator/witch-doctor#dZYTbg!Wad!bZZYZc
The idea behind the build is simple: have a build which requires the least effort from the player's hands (number of clicks). At number (1) I put zombie dogs with poison dmg rune, and at number (2) gargantuan also with poison dmg rune. That choice was obvious since the pets attack on their on. With them doing poison dmg I can benefit from the passive which decrease dmg done by targets poisoned by me (which I'll really need since I don't have any cc in this build).
I got corpse spiders with the queen rune. The tooltip got screwed after the new calculator was implemented, but in it's previous version the spider queen lasted 16 sec. So it's a spell I only have to recast every 16 sec. I also got spirit barrage with the manitou rune. It means the spirit will be attacking my enemies for 20 sec, when I'll have to recast.
Finally, for the last two active, I got grasp of the dead to help me group up the mobs (with even better utility with the unbreakable rune) and haunt with the rune to make it last longer so I don't have to recast that often.
For passives I got some really nice dmg reduction (via poison dmg frpom my pets) and extra defense and offense with zombie handler.
That's it. I know the build won't be viable in inferno, but it'll be funny to see how far I can go with that. The dmg won't be so bad actually since my pets, manitou, spider and haunt will all be attacking at the same time. I think they can add up to some ok dmg.
The goal of the build is to maximize arcane damage. Magic missile with attunement and astral presence should help ensure a rapidly replenishing arcane power pool. Arcane torrent, slow time, familiar, arcane dynamo and glass cannon are all runed/chosen to maximize damage increases on all monsters affected. Fast teleport to get around/out of trouble and disintegrate with exploding enemies sounds like the controlled chaos which makes diablo fun.
build is for solo pve MF grind. shock pulse to pull and gather enemies and frost nova to trap and blizard / conflag for aoe kills!
This is a barbarian- wrath of the berserker max uptime build. The center on this build is based on having a Mighty type of weapon. AND only if every single hit from a fury generating ability will give the fury bonus from having the mighty weapon. This largely seems to be more of an aoe-centered build for this reason. It probably won't be as viable single target.
Bash- this rune make it aoe cone to utilize a mighty weapon. If there is more than 2 targets, it is better.
Weapon throw- this rune to expend all fury in a single attack.
Overpower- this rune to generate a massive amount of fury per target, even more if the mighty weapon perk works out for each hit on each enemy.
Leap attack- this rune in order to get two attacks out of a single leap, if in enemies of course.
Furious Charge- this rune to get lots of fury per target, even more so with the mighty weapon perk.
Wrath of the berserker- obvious reason
Passive:
Weapons Master: for using mighty weapon types
Boon of Bul'Kathos: To shorten the CD of Wrath- depending on how the fury generation goes in practice, this might be switched to No-escape, or if fury gen is perfectly fine without no-escape, it might be brawler- since this is more of an aoe build.
Animosity- more fury gen/larger fury cap
defensive poison build for the witch doctor. trying to recreate (somewhat) a poison necro which i thoroughly enjoyed in d2
BARB REVENGE OP Build
This build is designed for play with a partner ranged DPS (In this case my fiance - AoE Wizard)
The build is centered around gather in as many demons as I can (keep them off the wizard)
I use leap attack with the call of areat -
warcry for the armor and health
revenge and OP should be spammed like crazy - they should defintely be up and when they arent there will be massive fury to feed continuous hammers -
I might even remove bash if it turns out I can generate enough fury without it - I have it in there for initial engagements when leap attack is on cd
as long as I continue to punish the group they should be slowed and stunned enough for large scale meteors to land from my partner -
looking forward to my revenge OP! build :-)
oh .. and a possible beta key :-)
Storm
Designed for spamming orbs and maximum output with arcane regen/replenish properties.
Always loved to run with the crowd of helpers.
Therefore, I believe that the build of the data can easily pass any difficulty, because the army is easier to go through the game than the one;)
http://us.battle.net...YSkT!bWg!cccZcc
Very very best build.
When you meet a crowd of enemies, your crowd (dog + zombies) running in the attack, while you stand aside and slow down enemies, just throw the bomb.
If necessary, you can blow up a dog (a very big loss). Maybe some dogs will rejoice and create their own kind, then again, they can blow up .. Just come to the aid is always a wall of zombies.
This build is designed to bring all the fun attributes and game mechanics of League of Legends’ favorite Night Hunter: Vayne. Vayne is my favorite AD carry, and those of you who play League of Legends will feel right at home when using my following build. The Vayne-Demon Hunter build I created, is designed specifically for PVP—it is mostly based on mobility and single target damage.
http://us.battle.net...VhZj!Tcf!cbYbaZ
MOUSE SKILS both primary and secondary skills are designed to allow the demon hunter to burst out damage, yet snare the enemy.
Primary: Entangling Shot with Bounty Hunter Rune
Entangling Shot is perfect for PVP; it does a good amount of damage while keeping targets snared. The Bounty Hunter rune enables the Demon Hunter to life steal. Entangling Shot with the Bounty Hunter rune gives the player stability and survibility for any PVP scenario.
Secondary: Fan of Knives with Hail of Knives Rune
Fan of Knives is perfect for PVP. Great damage and the snare effect that can be used against close target(s). The Hail of Knives rune amplifies the damage and increases the radius of the skill.
ACTION BAR SKILLS (VAYNE STYLE) the action bar skills are all based on Vayne’s abilities and summoner’s spells.
1: Vault with Tumble Rune
Vault is Vayne’s tumble, it keeps you mobile: a close gaper or a swift exit to safety. By having the Tumble rune your immediate second Vault will cost less, ensuring you to spam it twice if need be.
2. Preparation with Battle Scars Rune
Preparation with the Battle Scars rune works like both “Heal” and “Clarity” from League of Legends. You refill Discipline and Health at the same time.
3. Impale with Impact Rune
Impale with Impact rune is Vayne’s Condemn: it is single target nuke attack with a push back and a stun.
4. Smoke Screen with lingering Fog Rune
Smoke Screen is Vayne’s ultimate: Final Hour. Smoke Screen, just like Final Hour, turns you invisible. The Lingering Fog rune will allow you to stay in stealth longer.
Passives
1 .Sharpshooter
Increases the change to crit by 3%.
2. Cult of Weak
With Entangling Shot and Fan of Knives there will be a lot of snare. “Cult of Weak” will increase your damage against those snared targets.
3. Perfectionist
Reduces the cost of Discipline abilities and by both Tumble and Smoke Screen, it is a must.
A build that tries to maximize doing AOE dmg, keeping up health, and staying away from people.
http://us.battle.net/d3/en/calculator/demon-hunter#aSVdfl!bTZ!aaYZaY
I read about issues with hatred generation and so went about tackling that through the grenades instead of using other abilities that would cost a lot of hatred. Between hungering arrow and grenades I don't think there would be a huge issue there.
Inferno seems to be all about playing it smart instead of running and gunning and so survivability is key. Whereas the Barbarian can take many hits to the face, the Demon Hunter looks like she excels at mobility so I tried to emphasize that in this build. For those tricky spots where you can help but take a hit, I tacked on the gloom rune to Shadow Power which is already a great defensive cooldown. Still, I wasn't sure if it was worth taking it over Preparation as that Discipline regen can help promote greater mobility in the face of high incoming damage.
As said though, I've never played any prequels to this game and so am going off of hearsay and what I've read. Here's to hoping I can get a taste of what the game is like early and a possibility of shaping any changes before its release.
http://us.battle.net...YUhZ!Yce!cbaZbZ
Skill reasons:
Actives:
Bola Shot/Immanent Doom Rune: decent AOE and Single Target damage, and a hatred generator. Primary damage dealer when out of hatred.
Entangling Shot/Heavy Burden Rune: for the slow with extra slow duration.
Caltrops/Hooked Spines Rune: More or less an o shit button particularly when being chased by very fast enemies, runed for 80% slowing, making even the quickest monsters sluggish. will always drop while retreating to keep chasing enemies back while I blast them. Also great for keeping them in place so I can drop Marked for Death on top of them while they can barely move.
Marked For Death/Valley of Death Rune: Descent boost to damage in an area. The only reason why I prefer the valley of death over the contagion is the contagion only spreads to 2 nearby monsters and the valley of death dropped over a 80% slow runed caltrops can tag a lot more than 2 a lot faster allowing quicker more deadly AOE, same goes for bosses, holding them in the spot for as long as possible with caltrops and marking the ground under them. Of course I can switch to a different rune if this isn't working well.
Preparation/Battle Scars rune: This build relies a good deal on Caltrops and Marked for Death for slowing and extra damage, So I will likely be running low on Discipline quite often, and that is what this is for. I chose the battle scars rune as another possible o shit button. heals me and allows me to drop more traps to help me escape. very versitile.
Impale/Chemical Burn Rune: This will be my primary single target damage dealer. I chose the chemical burn rune over the over-penetration rune because that would turn the skill to more of an AOE type instead of the single target which is what I will use it for and the chemical burn makes it do 350% damage over 2 seconds which is pretty good. this will be my boss killer.
Passives:
Steady Aim: I plan to be as far away from enemies as possible at all times with this build, so it's basically a free 20% damage boost most of the time. And also Blizzard yards are seem like they are about 6 inches so this 10 yard radius is like a couple feet if you eyeball it, unless everyone in sanctuary is 20 feet tall. either way 10 yards is quite a small distance game wise. (Blizzard needs to revise the distance measurements)
Cull the Weak: This build relies on the slows of entangling shot and caltrops to keep enemies away, so why not take a skill that does more damage when they are slowed.
Archery: Just another Damage buff, doesn't matter what kind of ranged weapon I am using it will still be a good damage booster.
under ideal circumstances this build will slow monsters and add an additional 65% total extra damage to my attacks against them, or 50% extra with 5% extra crit chance/50% extra crit Damage, using bow, crossbow or hand crossbows respectively, but I plan to use two-handed ranged instead of dual wielding crossbows.
EDIT: This build is designed with Solo play in mind.