This build specializes in melee combat against a large group of enemies providing an almost infinite health/fury gain and extending the duration of Wrath of the Berserker
Each skill is carefully hand picked and compliments one another (Theoretically)
Overpower + Momentum rune has the potential to be a infinite source of Fury (More fury generated increases wrath of the berserkers duration)
War cry with invigorate rune greatly increases max HP and armor + the hp regen per second combined with other rune effects almost makes you the immortal king himself
Battle rage with with Marauders rage Increases damage output significantly, crit chance helps abolish Overpower's cooldown
Revenge with Vengeance is mine not only increases hp return but also gives additional fury when procured
Finally, Wrath of the berserker with thrive on chaos rune helps extends the duration of the buff, thus maintaning the crit and aspd bonus till all enemies are wiped out
Passives;
Weapons Master - with 2 mighty one handed weapons, maintaining WotB duration is a piece of cake
Brawler - since this build is effective against a large group of enemies... the extra 30% beefs up your aoe skills
Berserker's Rage - Since this build generates fury like crazy, maintaining the 25% damage bonus is effortless
Cons of this skill set;
Needs a lot of enemies in order for it to be fully maximized
Needs also to focus on high def gears for survival in other game modes
1 on 1 Boss battles isn't its specialty
Well this is my theoretical build based on the skill info available to us! thanks!
This is my Barbarian "Bring it on" build. I designed it around being able to reduce damage taken to both the barbarian but also fellow players to certain extent. Along with keeping the enemies off of them and on me.
Bash: For generating fury of course with instigation for an extra 6 fury making it 12 fury generated per bash.
Threatening shout: Reduces the damage enemies will do and I put on demoralize to make all enemies affected attack me.
Revenge: I took this as damage dealer but more so for the 5% life I gained by for each enemy hit with it and add provocation to increase the chance to 30%
War Cry: I took this for the armor increase to both myself and my allies and used Charge on for to increase the fury I get from using it to 60
Wrath of the Beserker: Since I tried to design the build around keeping the damage on me and off my allies I took this for when it gets rough and added Striding Giant for 60% dodge when it's activated.
Ancient Spear: I chose this as another "GET THIS OFF OF ME" ability for my allies and added Harpoon to make piece multiple enemies pull them back to me.
Superstition: For the reduction of all non-physical damage, and the chance to generate fury when struck by such attacks. I only took bash(granted with the extra 6 fury) spear of the ancients and War cry as my fury generators.
Tough as nails: Was an obvious choice for the type of build i'm trying to do5 0% more armor!
Juggernaut: 20% reduced duration on control impairing effects seemed like another obvious choice along with the chance to gain 15% health
This is my voodoo witch doctor build. This to me is about the most terrifying part of act three from diablo 2 and making it happen all the time....Attack of the fetishes!!!!! These little buggers mixed with some nice offensive nukes provide quite a large amount of killing power.
Spirit Barrage (primary damage spell) and Haunt (dot) with Soul Harvest (damage boost), Horrify (escape), Grasp of the Dead (damage/snare) and Wall of Zombies (panic button). Mass Confusion would work in place of Wall of Zombies if you prefer.
The Petless Witch Doctor needs every damage boost and bit of mana regeneration possible. Initially I think mana management will be tricky for a chain-casting Witch Doctor. The build above uses tons of mana boosts in the form of runes and passive skills. Over time with better gear ( + mana and +mana/kill or +mana/crit type suffixes) some or all of the +mana runes can be removed for either increased damage, slows, armor, or health return.
Additionally, if regen is sufficient the Rush of Essence passive can be changed out for
Jungle Essence - flat damage reduction
Circle of Life - Free zombie dogs
Grave Injustice - Health + Mana regen and reduced Cooldowns
When gearing up, I assume each item desired by the WD would have +intellect (for damage). Other suffixes might be crit, mana, regen, resist, etc. This can turn the other, possibly unwanted suffixes into extra damage in a way most builds can't.
Also, the build has some excellent synergies from Grasp of the Dead runed for health globes plus Gruesome Feast for mana regen and 10%-50% intellect bonus (which is also increased by Soul Harvest).
I'm looking forward to trying this build and following behind either my templar or a barb/monk.
Obviously meant to be a supportive role, i think i've hit all the major skill necessary for a healer.
ACTIVE SKILLS:
Way of the Hundred Fists(Spirited Salvo): Nice aoe spirit generator. Considering replacing the skill with Crippling Wave(Concussion) if more CC is needed.
Breath of Heaven(Circle of Life): Obvious heal is obvious.
Inner Sanctuary(Safe Haven): Every healing build needs this.
Cyclone Strike(Soothing Breeze): A risky move as it pulls all enemies toward you but the heal is nice.
Mystic Ally(Air Ally): Another nice spirit generator plus the added damage is something you can't ignore/
Mantra of Healing(Sustenane): As a healer, I would be crazy not to have this.
PASSIVE SKILLS:
Chant of Resonance: With only one spirit generator (not counting if air ally procs), we need all the spirit we can get.
Exalted Soul: More spirit to play around with. A+
Guiding Light: +damage to everyone i heal? Yes please
Obviously its just a theory craft but Im pretty sure this will be a staple healer build with minor tweeks here and there.
Electrocute is the main skill, it seems to kill enemies fast and arcs. I love the chain lighting rune since it delivers 6x the coverage. Its a good way to finish a pack of enemies without wasting any arcane power.
Blizzard is my secondary skill. I love cold skills and this one covers a good area. I think it also has a chilling effect but I'm not sure. I like to cast spells alot so I put in a snowbound rune to reduce arcane power usage. If it doesn't chill monsters I would swap this with the Tap the Source Arcane Orb variant.
Slow Time is my next skill. I use it for its movement speed reduction and ranged attack protection. I add a time warp rune to increase damage which will help decimate foes quicker. The downfall of this build might be the damage output, but I can't say that yet!
Arcane Orb makes a good trajectory skill. I want something long ranged and powerful I can throw at foes so I chose this. To reduce costs I attached a Tap the source rune. I want to spam this baby.
Energy armor is a good way to add defense. I am not too cool with the glass cannon concept so I'd rather increase my defense and take a few blows. I added a Energy tap rune to increase my arcane power so I can spam more skills.
Explosive blast is a great skill with slow time and when foes get too close. I added a Short fuse rune to eliminate the waiting time. I want instant explosion.
Passives are:
1. Astral Presence: To increase arcane pool and regeneration for more use of arcane orb and explosive blast
2. Blur: Reduces melee damage. Enough said I want to survive.
3. Paralysis: Since electrocute is my main skill, I want to take advantage and stun enemies once in a while. With chain lighting this might be activated sooner. This helps to slow them down and keep me safe.
Summons to tank. Controlling spells such as grasp of the dead and horrify. Soul Harvest for dps buff along with the "oh shit!" healing rune. Last but not least, Firebats with extra damage at long range to stay away from the nasties.
Passives all focus on damage reduction or lowering cooldowns with spirit vessel.
My first character at release will be a support/healing monk. I have a static group of three others who will be filling the role of "Damage Dealers". While most of this wont really apply untill inferno (possibly Hell), I have put myself in the role of healing and providing mostly support for the others in the group.
Reasoning (To keep it short, will only explain why I chose my primary):
Primary:
I boxed the main reasons I chose this skill for use. Since I will spend most time supporting and doing a bit of damage dealing, I found this to be the best choice. With this I can Attack multiple targets leaving a dot on them. If they die, they will explode dealing AoE Damage based on the mobs health. In Inferno I have a feeling mob HP will be pretty high, making this a rather devistating AoE ability. Also, I can jump in and place the dot on the mob just before it dies, causing the explosion which not only deals damage but will generate spirit for me as well.
All in all, this build is built souly for the purpouse of farming Hell / Inferno mode, which is my ultimate goal with Diablo 3. This build will allow me to optomize my healing as well as giving me a few options for damaging durring phases of low incoming damage.
This is my end game (hell and inferno) pve build for D3. This spec has a combination of powerful aoe abilities that have been runed to make them equally effective as single target damage. The rune for overpower, when combined with Ignore Pain and the Relentless passive skill makes this spec very durable against instant high burst incoming damage, and is complemented with the Pound of Flesh passive. The Ruthlessness passive makes this spec even more effective, because it goes hand in hand with the Hammer of the Ancients and Overpower abilities. All in all, this spec is about dealing very high potential damage while enabling a high chance to survive powerful burst damage from enemies.
Want to combine some lightning and cold stuff to see how it it works out together, a la D2. Also really want to try out the synergy between Forked Lightning on Electrocute and Deep Freeze on Frost Nova. Thanks, and good luck to everyone in the beta contest!
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
This is sort of an AoE tank build for the barbarian with the Leap Attack and Call of Arreat runeskill, the barbarian can jump in and start mowing down hordes of enemies.
For the mouse skill I have choosen a Cleave attack and Hammer of Ancients, both are AoE and can help the barbarian damage multiple enemy at once, because he is always in the front line and taking multiple hits from various sources, I have chosen all the damage mitigation passives.
With the Cleave and Revenge generating fury, the Barbarian can spam the Hammer of Ancients and also throw in an Earthquake whenever it is off cooldown.
This build is designed for the witch doctor class, and it is primarily aimed at an endgame PvE standpoint. The build incorporates everything one needs in PvE. Solid direct damage, fantastic AoE and control, and utility for group synergy.
For direct damage you have Zombie Charger with Explosive Beast for the additional direct damage
For AoE you have acid rain with slow burn for the increased duration. Tack on Grasp of the Dead with unbreakable grasp and you have an 80% slow that mobs have get to sift through as acid rains down upon them. I have to admit that corpse bomb is pretty tempting here as well, but without trying it ingame who really knows?
For Utility you add in Soul Harvest for the 130 int buff per mob for 60 seconds. Time will tell if this is worth it. Add in Mass confusion for some more control (in the form of chaos haha), but the 20% additonal dmg debuff gives it some synergy with acid rain.
Finally, Big Bad Voodoo gives this build some tricks to be utilized in groups. Ghost trance, slam dance, and rain dance all sound like pretty awesome ruins - so it really depends on group makeup for what works the best. I choose ghost trance for the extra healing possibly needed for inferno, but the extra 10% damage could be nice as well. Rain dance is great, but I felt I had enough passive skills to handle mana control, and it doesn't benefit any class outside of Witch Doctors.
For Passive Skills I choose:
-Grave Injustice
Diablo has been known for the hordes it pits you against. 1% on max mana and 1 second off CD off every dead mob? Why not.
-Bad Medicine
Seeing as much of the build utilizes poison damage, might as well embrace it.
-Spiritual Attunement
Mana regeneration and max mana increased by 20% in a build that might be pretty mana intensive.
That sums up my build and some of my thoughts. I have no idea how truly effective or ineffective it may be, and the only way I can find out is when live rolls around. Good luck to everyone with the beta access. I have looked forward to this game for a long long long time and I'm sure everyone here feels the same!
PvE build for co-op play - designed for fun and screwing around more than min/maxing
The idea is that you would place the sticky trap only to generate hatred, use vault to deal damage and position yourself with the passive hatred spenders dealings a large chunk of damage.
While I built this I kept wondering if the chakram and fan of knives runes work while you tumble. Guess I'll have to wait to find out. =)
My Diablo III build for the barbarian. I call it the Iron Man because he is probably near-impossible (despite the fact that he's running around with only a fraction of his max life).
PASSIVES:
Relentless reduces all damage by 50% when below 20% life, and also reduces all fury costs to zero. This means that you can use all of your fury attacks with ZERO fury cost.
Tough as nails increases your armor, and superstition negates non-physical damage.
With these passives, you pretty much invulnerable when below 20% life... So you'll be running around with 20% life at all times. Avoid health globes and potions.
ACTIVES: Seismic Slam with Stagger:
In my honest opinion, this is the best skill to use that doesn't have a cooldown. It deals 155 weapon damage (almost the same damage as Bash except with a crazy AOE) Since your attacks cost no fury, you can basically spam the hell out of this skill, and since you don't necessarily have to kill stuff in melee range, it's easier for you to avoid health globes.
The 70% chance to stun is also a huge plus. It makes you even more durable. Mobs can't hurt you when they're stunned. 70% is also a huge number. You are SPAMMING this skill. No monster will ever be not stunned.
Whirlwind with Eye of the Storm:
This is your fury generator, believe it or not. The skill will cost absolutely nothing, and with the Eye of the Storm rune you will actually gain 1 fury for each time you hit an enemy. Use this every so often to keep your fury up, just in case you mess something up and end up without the ability to use any of your skills.
Sprint with Marathon:
Your mobility skill. No cooldown. When you're out of combat and exploring a dungeon or something, use Sprint to run around places. Since you don't have to spend any fury and there is no cooldown, you can use this skill indefinitely.
War Cry with Impunity:
It's not a bad thing to be a little overkill with your defenses. You are, in fact, running around with only a fraction of your life.
Battle Rage with Marauder's rage:
You have unlimited fury, why not? This should be on whenever you're in combat.
Earthquake:
Your "might" skill is your own personal preference, but I'd prefer a damaging attack that does 1600% weapon damage over a puny little buff.
This build specializes in melee combat against a large group of enemies providing an almost infinite health/fury gain and extending the duration of Wrath of the Berserker
Each skill is carefully hand picked and compliments one another (Theoretically)
http://us.battle.net/d3/en/calculator/barbarian#WUSeRP!XgY!aYbYac
Frenzy with triumph rune provides aspd buff + health gain
Overpower + Momentum rune has the potential to be a infinite source of Fury (More fury generated increases wrath of the berserkers duration)
War cry with invigorate rune greatly increases max HP and armor + the hp regen per second combined with other rune effects almost makes you the immortal king himself
Battle rage with with Marauders rage Increases damage output significantly, crit chance helps abolish Overpower's cooldown
Revenge with Vengeance is mine not only increases hp return but also gives additional fury when procured
Finally, Wrath of the berserker with thrive on chaos rune helps extends the duration of the buff, thus maintaning the crit and aspd bonus till all enemies are wiped out
Passives;
Weapons Master - with 2 mighty one handed weapons, maintaining WotB duration is a piece of cake
Brawler - since this build is effective against a large group of enemies... the extra 30% beefs up your aoe skills
Berserker's Rage - Since this build generates fury like crazy, maintaining the 25% damage bonus is effortless
Cons of this skill set;
Needs a lot of enemies in order for it to be fully maximized
Needs also to focus on high def gears for survival in other game modes
1 on 1 Boss battles isn't its specialty
Well this is my theoretical build based on the skill info available to us! thanks!
There you go
This is my Barbarian "Bring it on" build. I designed it around being able to reduce damage taken to both the barbarian but also fellow players to certain extent. Along with keeping the enemies off of them and on me.
Bash: For generating fury of course with instigation for an extra 6 fury making it 12 fury generated per bash.
Threatening shout: Reduces the damage enemies will do and I put on demoralize to make all enemies affected attack me.
Revenge: I took this as damage dealer but more so for the 5% life I gained by for each enemy hit with it and add provocation to increase the chance to 30%
War Cry: I took this for the armor increase to both myself and my allies and used Charge on for to increase the fury I get from using it to 60
Wrath of the Beserker: Since I tried to design the build around keeping the damage on me and off my allies I took this for when it gets rough and added Striding Giant for 60% dodge when it's activated.
Ancient Spear: I chose this as another "GET THIS OFF OF ME" ability for my allies and added Harpoon to make piece multiple enemies pull them back to me.
Superstition: For the reduction of all non-physical damage, and the chance to generate fury when struck by such attacks. I only took bash(granted with the extra 6 fury) spear of the ancients and War cry as my fury generators.
Tough as nails: Was an obvious choice for the type of build i'm trying to do5 0% more armor!
Juggernaut: 20% reduced duration on control impairing effects seemed like another obvious choice along with the chance to gain 15% health
This is my voodoo witch doctor build. This to me is about the most terrifying part of act three from diablo 2 and making it happen all the time....Attack of the fetishes!!!!! These little buggers mixed with some nice offensive nukes provide quite a large amount of killing power.
Build link http://us.battle.net/d3/en/calculator/witch-doctor#gdRWZk!eUc!acaccb
Quick skill rundown
Spirit Barrage (primary damage spell) and Haunt (dot) with Soul Harvest (damage boost), Horrify (escape), Grasp of the Dead (damage/snare) and Wall of Zombies (panic button). Mass Confusion would work in place of Wall of Zombies if you prefer.
The Petless Witch Doctor needs every damage boost and bit of mana regeneration possible. Initially I think mana management will be tricky for a chain-casting Witch Doctor. The build above uses tons of mana boosts in the form of runes and passive skills. Over time with better gear ( + mana and +mana/kill or +mana/crit type suffixes) some or all of the +mana runes can be removed for either increased damage, slows, armor, or health return.
Additionally, if regen is sufficient the Rush of Essence passive can be changed out for
Jungle Essence - flat damage reduction
Circle of Life - Free zombie dogs
Grave Injustice - Health + Mana regen and reduced Cooldowns
When gearing up, I assume each item desired by the WD would have +intellect (for damage). Other suffixes might be crit, mana, regen, resist, etc. This can turn the other, possibly unwanted suffixes into extra damage in a way most builds can't.
Also, the build has some excellent synergies from Grasp of the Dead runed for health globes plus Gruesome Feast for mana regen and 10%-50% intellect bonus (which is also increased by Soul Harvest).
I'm looking forward to trying this build and following behind either my templar or a barb/monk.
Aisher
http://us.battle.net/d3/en/calculator/monk#QXSRkh!cdf!YZacba
Obviously meant to be a supportive role, i think i've hit all the major skill necessary for a healer.
ACTIVE SKILLS:
Way of the Hundred Fists(Spirited Salvo): Nice aoe spirit generator. Considering replacing the skill with Crippling Wave(Concussion) if more CC is needed.
Breath of Heaven(Circle of Life): Obvious heal is obvious.
Inner Sanctuary(Safe Haven): Every healing build needs this.
Cyclone Strike(Soothing Breeze): A risky move as it pulls all enemies toward you but the heal is nice.
Mystic Ally(Air Ally): Another nice spirit generator plus the added damage is something you can't ignore/
Mantra of Healing(Sustenane): As a healer, I would be crazy not to have this.
PASSIVE SKILLS:
Chant of Resonance: With only one spirit generator (not counting if air ally procs), we need all the spirit we can get.
Exalted Soul: More spirit to play around with. A+
Guiding Light: +damage to everyone i heal? Yes please
Obviously its just a theory craft but Im pretty sure this will be a staple healer build with minor tweeks here and there.
http://us.battle.net/d3/en/calculator/witch-doctor#fQSTjY!Wce!YZZacb
The goal is to have as many Zombie Dogs active as possible (4), while sacrificing them to do the killing.
by edgythezombie
A build for a Wizard that takes advantage of slowing down enemies to deliver damage, and does it without using much arcane resource!
http://us.battle.net/d3/en/calculator/wizard#ePgZOh!XUV!abZZbb
Electrocute is the main skill, it seems to kill enemies fast and arcs. I love the chain lighting rune since it delivers 6x the coverage. Its a good way to finish a pack of enemies without wasting any arcane power.
Blizzard is my secondary skill. I love cold skills and this one covers a good area. I think it also has a chilling effect but I'm not sure. I like to cast spells alot so I put in a snowbound rune to reduce arcane power usage. If it doesn't chill monsters I would swap this with the Tap the Source Arcane Orb variant.
Slow Time is my next skill. I use it for its movement speed reduction and ranged attack protection. I add a time warp rune to increase damage which will help decimate foes quicker. The downfall of this build might be the damage output, but I can't say that yet!
Arcane Orb makes a good trajectory skill. I want something long ranged and powerful I can throw at foes so I chose this. To reduce costs I attached a Tap the source rune. I want to spam this baby.
Energy armor is a good way to add defense. I am not too cool with the glass cannon concept so I'd rather increase my defense and take a few blows. I added a Energy tap rune to increase my arcane power so I can spam more skills.
Explosive blast is a great skill with slow time and when foes get too close. I added a Short fuse rune to eliminate the waiting time. I want instant explosion.
Passives are:
1. Astral Presence: To increase arcane pool and regeneration for more use of arcane orb and explosive blast
2. Blur: Reduces melee damage. Enough said I want to survive.
3. Paralysis: Since electrocute is my main skill, I want to take advantage and stun enemies once in a while. With chain lighting this might be activated sooner. This helps to slow them down and keep me safe.
http://us.battle.net/d3/en/calculator/witch-doctor#VRYTZW!aVh!aZaaaa
Summons to tank. Controlling spells such as grasp of the dead and horrify. Soul Harvest for dps buff along with the "oh shit!" healing rune. Last but not least, Firebats with extra damage at long range to stay away from the nasties.
Passives all focus on damage reduction or lowering cooldowns with spirit vessel.
http://us.battle.net/d3/en/calculator/witch-doctor#hXYSjP!aZf!aaaZbY
It has decent protection with Locust Swarm - Bad Medicine sinergy and good damage potential with Sacrifice runed with Next of Kin.
My first character at release will be a support/healing monk. I have a static group of three others who will be filling the role of "Damage Dealers". While most of this wont really apply untill inferno (possibly Hell), I have put myself in the role of healing and providing mostly support for the others in the group.
The Build:
http://us.battle.net/d3/en/calculator/monk#WXShig!fVd!Zaacbb
Reasoning (To keep it short, will only explain why I chose my primary):
All in all, this build is built souly for the purpouse of farming Hell / Inferno mode, which is my ultimate goal with Diablo 3. This build will allow me to optomize my healing as well as giving me a few options for damaging durring phases of low incoming damage.
Also, companion skills:
http://us.battle.net/d3/en/calculator/follower#1110!1110!0000
http://us.battle.net/d3/en/calculator/barbarian#bZdUiP!aZU!YZYaZZ
Hard to really make a solid build without ever trying the game, but I feel this will be my biggest time spender
I named this build, "Kids and Wife in Tears", they won't be seeing much of me.
http://us.battle.net/d3/en/calculator/wizard#aSXQfm!YXZ!accaZc
Want to combine some lightning and cold stuff to see how it it works out together, a la D2. Also really want to try out the synergy between Forked Lightning on Electrocute and Deep Freeze on Frost Nova. Thanks, and good luck to everyone in the beta contest!
This build I envision as being just a quick get in and get out. The coolest combo for a Demon Hunter I think!
This is sort of an AoE tank build for the barbarian with the Leap Attack and Call of Arreat runeskill, the barbarian can jump in and start mowing down hordes of enemies.
For the mouse skill I have choosen a Cleave attack and Hammer of Ancients, both are AoE and can help the barbarian damage multiple enemy at once, because he is always in the front line and taking multiple hits from various sources, I have chosen all the damage mitigation passives.
With the Cleave and Revenge generating fury, the Barbarian can spam the Hammer of Ancients and also throw in an Earthquake whenever it is off cooldown.
This build is designed for the witch doctor class, and it is primarily aimed at an endgame PvE standpoint. The build incorporates everything one needs in PvE. Solid direct damage, fantastic AoE and control, and utility for group synergy.
For direct damage you have Zombie Charger with Explosive Beast for the additional direct damage
For AoE you have acid rain with slow burn for the increased duration. Tack on Grasp of the Dead with unbreakable grasp and you have an 80% slow that mobs have get to sift through as acid rains down upon them. I have to admit that corpse bomb is pretty tempting here as well, but without trying it ingame who really knows?
For Utility you add in Soul Harvest for the 130 int buff per mob for 60 seconds. Time will tell if this is worth it. Add in Mass confusion for some more control (in the form of chaos haha), but the 20% additonal dmg debuff gives it some synergy with acid rain.
Finally, Big Bad Voodoo gives this build some tricks to be utilized in groups. Ghost trance, slam dance, and rain dance all sound like pretty awesome ruins - so it really depends on group makeup for what works the best. I choose ghost trance for the extra healing possibly needed for inferno, but the extra 10% damage could be nice as well. Rain dance is great, but I felt I had enough passive skills to handle mana control, and it doesn't benefit any class outside of Witch Doctors.
For Passive Skills I choose:
-Grave Injustice
Diablo has been known for the hordes it pits you against. 1% on max mana and 1 second off CD off every dead mob? Why not.
-Bad Medicine
Seeing as much of the build utilizes poison damage, might as well embrace it.
-Spiritual Attunement
Mana regeneration and max mana increased by 20% in a build that might be pretty mana intensive.
That sums up my build and some of my thoughts. I have no idea how truly effective or ineffective it may be, and the only way I can find out is when live rolls around. Good luck to everyone with the beta access. I have looked forward to this game for a long long long time and I'm sure everyone here feels the same!
http://us.battle.net...Zegh!VXf!ZcbcZZ
PvE build for co-op play - designed for fun and screwing around more than min/maxing
The idea is that you would place the sticky trap only to generate hatred, use vault to deal damage and position yourself with the passive hatred spenders dealings a large chunk of damage.
While I built this I kept wondering if the chakram and fan of knives runes work while you tumble. Guess I'll have to wait to find out. =)
My Diablo III build for the barbarian. I call it the Iron Man because he is probably near-impossible (despite the fact that he's running around with only a fraction of his max life).
PASSIVES:
Relentless reduces all damage by 50% when below 20% life, and also reduces all fury costs to zero. This means that you can use all of your fury attacks with ZERO fury cost.
Tough as nails increases your armor, and superstition negates non-physical damage.
With these passives, you pretty much invulnerable when below 20% life... So you'll be running around with 20% life at all times. Avoid health globes and potions.
ACTIVES:
Seismic Slam with Stagger:
In my honest opinion, this is the best skill to use that doesn't have a cooldown. It deals 155 weapon damage (almost the same damage as Bash except with a crazy AOE) Since your attacks cost no fury, you can basically spam the hell out of this skill, and since you don't necessarily have to kill stuff in melee range, it's easier for you to avoid health globes.
The 70% chance to stun is also a huge plus. It makes you even more durable. Mobs can't hurt you when they're stunned. 70% is also a huge number. You are SPAMMING this skill. No monster will ever be not stunned.
Whirlwind with Eye of the Storm:
This is your fury generator, believe it or not. The skill will cost absolutely nothing, and with the Eye of the Storm rune you will actually gain 1 fury for each time you hit an enemy. Use this every so often to keep your fury up, just in case you mess something up and end up without the ability to use any of your skills.
Sprint with Marathon:
Your mobility skill. No cooldown. When you're out of combat and exploring a dungeon or something, use Sprint to run around places. Since you don't have to spend any fury and there is no cooldown, you can use this skill indefinitely.
War Cry with Impunity:
It's not a bad thing to be a little overkill with your defenses. You are, in fact, running around with only a fraction of your life.
Battle Rage with Marauder's rage:
You have unlimited fury, why not? This should be on whenever you're in combat.
Earthquake:
Your "might" skill is your own personal preference, but I'd prefer a damaging attack that does 1600% weapon damage over a puny little buff.
http://us.battle.net/d3/en/calculator/monk#aZXjVk!bdg!aZccac
For me this build is a fast kill on mobs as i want to clear the whole game as fast as possible and want to complete the story right away.