So this is my build. pretty much I'm going for an unusual melee wizard who uses knock back slows stuns, and lots of armor and good melee spells to decimate his opponents and b able to withstand a beating
The key to this is to never run out mana while having +40% damage constantly and another +20% in bursts. With the correct gear you should be able to constantly "firebat" without draining your mana.
This will be my Monk's build come release. It pretty much a focused on a good balance of healing and dps. I think this should get me through normal, but as the difficultly increase I'll have to trade out some dps skill for healing ones.
Posion Dart + Haunt (hopefully to bring out the highest single target dmg for boss fights)
Gargantaun and dogs to tank and keep enemies away from my WD.
Sacrifice to boost and deal AOE dmg when necessary.
ever since they announced the barbarian would be coming back in D3 i have played around with builds but for the sheer awesome factor they always have been set with wrath of the berserker, i call this one the close and kill spec it has two means to close distance whether leaping to your enemy or using ancient spear to bring them to you, cleave and bash as primary attacks and hammer as a heavy fury dump. the build is designed to maximize fury for when WotB is active and provide a good basic PvE build to hammer through with good survivability and utility
A support/tank monk. I would use a shield with that build and try to control the enemies, tank the damage as much as I can while protecting my allies, healing them and increasing their damage.
Essentially this Barb build will shine in the higher difficulties by redirecting enemies onto himself while putting out damage and stuns. With a combination of Wrath of the Beserker, lifesteal runes and the passive skill Bloodlust the Barb becomes self-suficient in keeping him/herself tough and alive. The main focus of damage output would be centered around Overpower's proc, which is that the cooldown is reset when it crits. With a horde of enemies around the Barb from using Threatening Shout as a taunt the barb should have no problem landing a critical hit on at least one enemy demon
Shock pulse with rune stone lightning affinity: kind of aoe skill, with lightning affinity, you can earn extra arcane power which will be beneficial for continuous fighting.
Disintegrate with rune stone volatility: doing large damage with certain possibility to cause mob explode after killing it. In inferno level, it will enlarge the effective area and damage done by this skill.
Teleport with rune stone wormhole: teleport. that's it. not necessary to explain LOL
DIamond skin with rune stone enduring skin: Aim at living longer and more comfortable in inferno.
Wave of force with rune stone exploding wave: When you accidentally run into mobs, this is a way to keep them back from you.
Blizzard with rune stone unrelenting storm: For slowing down enemy, hit and run!!!
I made this Demon Hunter build with mobility in mind. This build caters to the way that I played Diablo 2 on an Amazon, which is with a lot kiting. The Diablo 3 Demon Hunter kit is a lot better for this kind of play-style than the Diablo 2 Amazon, so making this build wasn't that hard at all. While the focus is kiting and controlling the movement of your enemies, I also tried to include shot decent damage abilities.
Strengths
I could see this build be very effective in a PvP situation. Continuously snaring one's opponents, while running in circles and pelt them with arrows.
Another place where this build could shine is versus a boss character that is snarable (obviously if the boss is unsnarable there will be a problem). Slow it down, and kite to victory!
Weaknessess
Places where this build would not perform opptimally are areas with large groups of enemies. You'll be able to snare some of them, but unless you can out-run the rest, you're bound to take some damage. In addition, there is not a lot of AoE damage in this build. I included Strafe, for the movement speed as well as the decent damage (and who didn't love the D2 version of Strafe?), but that's as close to AoE as the build comes.
In Summary
This build probably won't perform ideally for leveling (if D3 stays similar to D2's campagin in the swarms of enemies department), but I feel that against snarable bosses and in PvP this build will excel!
Thanks for reading, and good luck to the other contestants!
My talent tree is about what make the Witch docteur so awsome and so stupide at the same time. Imagine your self makeing corps rain, a huge spider that poop little spider to kill ennemie and a huge frog to eat them if there not dead or a tower of zombie falling on them trying to finsih them or transforming your self in a angry chiken and on the top of it you spit snakes to stun them! i mean come on! ;-)
This build makes use of WW as your main monster smasher. The idea is you leap into a group of monsters, stun them with ground stomp, and finish them off with WW. Ignore pain and threating shout can be used for greater survivabiulity in harder game modes.
Signature spell would be electrocute with surge of power to regenerate arcane faster in order to unleash more powerful spells. Meteor would be turned into comet to slow enemies in combination with blizzard. Add to that the black ice passive ability and this is essentially an ice wizard. The rest of the build is to regain arcane faster in order to dish out as much damage as possible.
The point of this build is to be extremely mobile as a Barbarian with some added survivability. Wrath of the Berserker and passives selected for more flat crit rate, hopefully to be able to use Overpower as often as possible for the 7% life steal.
When I made this build, my focus was on keeping my Monk in constant control of his position relative to his enemies, while also supporting his team mates. I plan to play this game with my college roommates, so I felt it was important that my Monk reflect the “team player” spirit. That being said, I’ll get into the specifics a bit.
The backbone of this set is the holy trinity of Dashing Strike, Lashing Tail Kick, and Cyclone Strike. As I said, this set is all about mobility and position control, so Dashing Strike seems like an obvious choice. This skill allows me to transport to any enemy location on my screen more-or-less instantly. With my chosen skill rune, I also have the advantage of slowing enemy movement speed. My roommates will most likely play ranged characters, so it is vital that I keep them out of range of melee attackers. Next up is Cyclone Strike. This skill also allows me to pull enemies away from my ranged teammates, while simultaneously putting the enemies in perfect range for my other attacks. However, this skill is a double-edged sword, as pulling all nearby enemies toward myself opens my Monk up for a counterattack. That is where Lashing Tail Kick comes into play. With the Vulture Claw Kick skill rune, my Monk can blast away all the enemies pulled in by Cyclone Strike with a powerful AOE. The knockback from Lashing Tail Kick thus gives my character some breathing room to avoid attack. In summary, the whole idea behind this triad of attacks is to dash to the middle of a mob of enemies, pull them toward myself and away from my teammates, and then juggle them between close-range and midrange by alternating between Lashing Tail Kick and Cyclone Strike.
This strategy does have issues, of course. All three of my most important skills cost a lot of Spirit to spam. That is where Exploding Palm comes into play. With the Strong Spirit rune, Exploding Palm has the greatest potential for Spirit gain out of all the Spirit generating skills in the Monk’s arsenal. Exploding Palm has good synergy with Cyclone Strike, since Cyclone Strike puts multiple enemies in the perfect position to be hit by an exploding target. Cyclone Strike’s Eye of the Storm rune further aids the Spirit generation problem by nearly halving its Spirit cost. My other Spirit generating skill, Crippling Wave, has a place in this strategy as well. If I am put in a position where I run out of Spirit after a Cyclone Strike, I need a way of protecting myself while also regaining Spirit. Crippling Wave does decent AOE damage to the mob of enemies around my Monk, while also lowering the enemies’ movement speed, attack speed, and damage output, which should buy me time to build up my Spirit for another onslaught.
My final skill, Breath of Heaven, is there for additional team support. Not only does it heal myself and my allies, but it grants me a 15% damage bonus from my chosen skill rune, as well as a 16% damage buff for myself and my teammates from my passive Guiding Light ability. My other two passives, Combination Strike and Resolve, were mostly chosen to offset the relatively low attacking power of my Monk build, as well as to lower enemy damage output to support my team.
“But,” you may be asking yourself, “why are you skipping out on a Mantra and Serenity? Serenity, at least, seems like an obvious choice for a movement-and-position oriented build.” I forwent including a Mantra in my build because, frankly, there’s no room for one. Plus, one of my friends may be playing a Monk, so I’ll let him worry about Mantras. The reason I chose Breath of Heaven over Serenity was that I expect more “Oh, SH*T” moments to be related to taking heavy hits than losing character control, so it seemed smarter to support my team with a direct heal and damage buff rather than 100% damage negation. I may switch out BoH in favor of Serenity with the Tranquility skill rune soon, though, since it provides my team with breathing room to gather health globes and reposition themselves.
And that’s the extent of my build. Any suggestions?
Electrocute is my favorite of the signatures, and both Disintegrate and Arcane Orb will suck your AP dry real quick, thus my choice of rune on Electrocute (as well as Prodigy for one the passives).
Disintegrate's purpose is as my primary single-target nuke, so I chose the Intensify rune to get the most damage possible.
Ever since I saw a preview video of the Wizard using Slow Time then Wave of Force to counter projectiles, I have promised myself that I would use that combo on my Wizard. So there they are. I runed Slow Time to match its cooldown as close as possible to Wave of Force, then runed Wave of Force to help it function additionally as an escape button for large crowds.
Also as an escape method, I have Teleport runed with Wormhole. Pretty self-explanatory.
Archon looks totally awesome, so I have it runed for lower cooldown
4 of my 6 abilities have cooldowns, so I got Critical Mass to help me be more awesome more often, and since I have a bunch of escape methods, Glass Cannon seems like it's all-upside.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/wizard#dXfRkW!UZf!caZcca
The key to this is to never run out mana while having +40% damage constantly and another +20% in bursts. With the correct gear you should be able to constantly "firebat" without draining your mana.
This will be my Monk's build come release. It pretty much a focused on a good balance of healing and dps. I think this should get me through normal, but as the difficultly increase I'll have to trade out some dps skill for healing ones.
This is a defensive build for a level 30 monk. The monk takes a healing role in the party, but still has offensive capabilities.
http://us.battle.net/d3/en/calculator/barbarian#bTZdVS!fhc!accaZa
Details
I will have elective mode on
Primary skill will be Cleave for generating Fury and close in crowd control
Leap attack for secondary, jump into a mob damage and stun then cleave.
Slot 1 will be Hammer of the Ancients for champions and Elites
Slot 2 will be Seismic Slam for range damage and corridors of monsters.
Slot 3 will be Weapon Throw for more range damage and Fury return (see passive) plus crowd control from a distant.
Slot 4 will be War Cry for Armor buff. (2 min duration see Passive)
Passives
No Escape this will increase damage of weapon throw and critical hits will return Fury.
Unforgiven stop fury usage and gain some back.
Inspiring Presence will double the War Cry timer and gain Life.
Follower
It will be the Templer with Heal,
loyalty for life regeneration,
Onslaught for massive damage,
Inspire for 10% Fury regeneration
This build will have a good defense and life regenerating plus damage and range, it should cover most situations.
Good luck to everyone in the build contest.
http://us.battle.net/d3/en/calculator/witch-doctor#adYSTj!aWT!YZccZb
and his Follower build
http://us.battle.net/d3/en/calculator/follower#!!1100
The idea for this build is easy,
Posion Dart + Haunt (hopefully to bring out the highest single target dmg for boss fights)
Gargantaun and dogs to tank and keep enemies away from my WD.
Sacrifice to boost and deal AOE dmg when necessary.
Powerful witch doctor. Toad/dart for main dmg, with dogs tanking and exploding@@@
I love the unique witch doctor play style.
WD for the win!
http://us.battle.net/d3/en/calculator/barbarian#abZdkP!Weh!aZaZac
My demon hunter build is going to be an homage to my favourite character from D2, the bowazon.
The build is focused around hungering arrow (think guided arrow) and multishot (think...multishot).
The rest of the skills are chosen to improve the damage of these abilities and to generate more hatred.
Whether this will be the best build remains to be seen, but what I do know it is will be my most nostalgic build.
A support/tank monk. I would use a shield with that build and try to control the enemies, tank the damage as much as I can while protecting my allies, healing them and increasing their damage.
Essentially this Barb build will shine in the higher difficulties by redirecting enemies onto himself while putting out damage and stuns. With a combination of Wrath of the Beserker, lifesteal runes and the passive skill Bloodlust the Barb becomes self-suficient in keeping him/herself tough and alive. The main focus of damage output would be centered around Overpower's proc, which is that the cooldown is reset when it crits. With a horde of enemies around the Barb from using Threatening Shout as a taunt the barb should have no problem landing a critical hit on at least one enemy demon
Here is my Wizard PVE build:
http://us.battle.net/d3/en/calculator/wizard#bSjXWP!hZf!YbZYcc
Shock pulse with rune stone lightning affinity: kind of aoe skill, with lightning affinity, you can earn extra arcane power which will be beneficial for continuous fighting.
Disintegrate with rune stone volatility: doing large damage with certain possibility to cause mob explode after killing it. In inferno level, it will enlarge the effective area and damage done by this skill.
Teleport with rune stone wormhole: teleport. that's it. not necessary to explain LOL
DIamond skin with rune stone enduring skin: Aim at living longer and more comfortable in inferno.
Wave of force with rune stone exploding wave: When you accidentally run into mobs, this is a way to keep them back from you.
Blizzard with rune stone unrelenting storm: For slowing down enemy, hit and run!!!
Hope you guys like it!
Good luck!
Let the Hunt Begin
I made this Demon Hunter build with mobility in mind. This build caters to the way that I played Diablo 2 on an Amazon, which is with a lot kiting. The Diablo 3 Demon Hunter kit is a lot better for this kind of play-style than the Diablo 2 Amazon, so making this build wasn't that hard at all. While the focus is kiting and controlling the movement of your enemies, I also tried to include shot decent damage abilities.
Strengths
I could see this build be very effective in a PvP situation. Continuously snaring one's opponents, while running in circles and pelt them with arrows.
Another place where this build could shine is versus a boss character that is snarable (obviously if the boss is unsnarable there will be a problem). Slow it down, and kite to victory!
Weaknessess
Places where this build would not perform opptimally are areas with large groups of enemies. You'll be able to snare some of them, but unless you can out-run the rest, you're bound to take some damage. In addition, there is not a lot of AoE damage in this build. I included Strafe, for the movement speed as well as the decent damage (and who didn't love the D2 version of Strafe?), but that's as close to AoE as the build comes.
In Summary
This build probably won't perform ideally for leveling (if D3 stays similar to D2's campagin in the swarms of enemies department), but I feel that against snarable bosses and in PvP this build will excel!
Thanks for reading, and good luck to the other contestants!
http://us.battle.net...Xbck!igZ!cbbZZY
http://us.battle.net/d3/en/calculator/barbarian#QbdgjP!ghS!caZbcb
http://us.battle.net/d3/en/calculator/barbarian#bQdXiY!aWh
How to Play:
This build makes use of WW as your main monster smasher. The idea is you leap into a group of monsters, stun them with ground stomp, and finish them off with WW. Ignore pain and threating shout can be used for greater survivabiulity in harder game modes.
Signature spell would be electrocute with surge of power to regenerate arcane faster in order to unleash more powerful spells. Meteor would be turned into comet to slow enemies in combination with blizzard. Add to that the black ice passive ability and this is essentially an ice wizard. The rest of the build is to regain arcane faster in order to dish out as much damage as possible.
http://us.battle.net/d3/en/calculator/barbarian#WQfhUP!ZYU!cZbZaZ
The point of this build is to be extremely mobile as a Barbarian with some added survivability. Wrath of the Berserker and passives selected for more flat crit rate, hopefully to be able to use Overpower as often as possible for the 7% life steal.
When I made this build, my focus was on keeping my Monk in constant control of his position relative to his enemies, while also supporting his team mates. I plan to play this game with my college roommates, so I felt it was important that my Monk reflect the “team player” spirit. That being said, I’ll get into the specifics a bit.
The backbone of this set is the holy trinity of Dashing Strike, Lashing Tail Kick, and Cyclone Strike. As I said, this set is all about mobility and position control, so Dashing Strike seems like an obvious choice. This skill allows me to transport to any enemy location on my screen more-or-less instantly. With my chosen skill rune, I also have the advantage of slowing enemy movement speed. My roommates will most likely play ranged characters, so it is vital that I keep them out of range of melee attackers. Next up is Cyclone Strike. This skill also allows me to pull enemies away from my ranged teammates, while simultaneously putting the enemies in perfect range for my other attacks. However, this skill is a double-edged sword, as pulling all nearby enemies toward myself opens my Monk up for a counterattack. That is where Lashing Tail Kick comes into play. With the Vulture Claw Kick skill rune, my Monk can blast away all the enemies pulled in by Cyclone Strike with a powerful AOE. The knockback from Lashing Tail Kick thus gives my character some breathing room to avoid attack. In summary, the whole idea behind this triad of attacks is to dash to the middle of a mob of enemies, pull them toward myself and away from my teammates, and then juggle them between close-range and midrange by alternating between Lashing Tail Kick and Cyclone Strike.
This strategy does have issues, of course. All three of my most important skills cost a lot of Spirit to spam. That is where Exploding Palm comes into play. With the Strong Spirit rune, Exploding Palm has the greatest potential for Spirit gain out of all the Spirit generating skills in the Monk’s arsenal. Exploding Palm has good synergy with Cyclone Strike, since Cyclone Strike puts multiple enemies in the perfect position to be hit by an exploding target. Cyclone Strike’s Eye of the Storm rune further aids the Spirit generation problem by nearly halving its Spirit cost. My other Spirit generating skill, Crippling Wave, has a place in this strategy as well. If I am put in a position where I run out of Spirit after a Cyclone Strike, I need a way of protecting myself while also regaining Spirit. Crippling Wave does decent AOE damage to the mob of enemies around my Monk, while also lowering the enemies’ movement speed, attack speed, and damage output, which should buy me time to build up my Spirit for another onslaught.
My final skill, Breath of Heaven, is there for additional team support. Not only does it heal myself and my allies, but it grants me a 15% damage bonus from my chosen skill rune, as well as a 16% damage buff for myself and my teammates from my passive Guiding Light ability. My other two passives, Combination Strike and Resolve, were mostly chosen to offset the relatively low attacking power of my Monk build, as well as to lower enemy damage output to support my team.
“But,” you may be asking yourself, “why are you skipping out on a Mantra and Serenity? Serenity, at least, seems like an obvious choice for a movement-and-position oriented build.” I forwent including a Mantra in my build because, frankly, there’s no room for one. Plus, one of my friends may be playing a Monk, so I’ll let him worry about Mantras. The reason I chose Breath of Heaven over Serenity was that I expect more “Oh, SH*T” moments to be related to taking heavy hits than losing character control, so it seemed smarter to support my team with a direct heal and damage buff rather than 100% damage negation. I may switch out BoH in favor of Serenity with the Tranquility skill rune soon, though, since it provides my team with breathing room to gather health globes and reposition themselves.
And that’s the extent of my build. Any suggestions?
http://us.battle.net/d3/en/calculator/wizard#eSgWjm!bYc!YcYaZb
Electrocute is my favorite of the signatures, and both Disintegrate and Arcane Orb will suck your AP dry real quick, thus my choice of rune on Electrocute (as well as Prodigy for one the passives).
Disintegrate's purpose is as my primary single-target nuke, so I chose the Intensify rune to get the most damage possible.
Ever since I saw a preview video of the Wizard using Slow Time then Wave of Force to counter projectiles, I have promised myself that I would use that combo on my Wizard. So there they are. I runed Slow Time to match its cooldown as close as possible to Wave of Force, then runed Wave of Force to help it function additionally as an escape button for large crowds.
Also as an escape method, I have Teleport runed with Wormhole. Pretty self-explanatory.
Archon looks totally awesome, so I have it runed for lower cooldown
4 of my 6 abilities have cooldowns, so I got Critical Mass to help me be more awesome more often, and since I have a bunch of escape methods, Glass Cannon seems like it's all-upside.