This is my monk build for solo/duo loot grinding/fun killing in inferno.
Its basically built to move from one group of monsters to the next without slowing down and being able to stay alive.
-with blazing wrath I basically always have 15% more damage and a nice heal every 15 seconds
-spinning flame kick will be my primary spirit dump and seems like awesome fun
-ill use fists of thunder for a normal group of mobs and save way of the hundred fists (with windforce flurry) for bosses to get that huge damage boost to bring it down
-it should be interesting to see how many groups i could one shot with seven-sided strike sudden assault and get quick loot every 30 seconds
-when near death experience goes off i can quickly use breath of heaven and be at a safer health to maneuver the rest of the fight.
-mantra of retaliation with 60% reflection of all damage is pretty nice for killing just about anything
Cant wait till release and this game consumes my life haha
Frenzy: Maniac
For early fury gen and single target damage and attack speed. I have always felt that hitting hard is good, but hitting hard and fast? That's better.
Whirlwind: Volcanic Eruption
It's Whirlwind, but with FIRE! It's too classic not to take. Not only that, but mobility and damage is always a good thing. Also should work well in conjunction with what I had planned for Furious Charge.
Furious Charge: Stamina
My initial thought with Furious Charge and Whirlwind was to charge through a pack then cut a path back through with Whirlwind. With the Stamina rune it means that charging through will generate the fury required to shred them on the way back. As well, if its a big group it means more fury. Between the two it should provide all the mobility that could be required.
Call of the Ancients: Korlic's Might
What could be better than one Barb Furiously Charging through a group of enemies? Two of course, and as one can't guarantee two Barbarians in a grouping I figured why not supply my own?
Ignore Pain: Contempt for Weakness
Shrug off damage? Why yes, yes please! And with Contempt for Weakness making them suffer for attacking me, absolutely! Sounds like a great plan.
Overpower: Crushing Advance
With this and one of my passives, I figured why not keep up the theme. If I'm going to be attacked anyway my enemies shall suffer for it. I had originally thought to take as much passive critical strike as possible to allow for Overpower spam, but after some consideration and deciding on Contempt for Weakness for Ignore Pain, I liked the thought of keeping up the thorns trend.
Tough as Nails.
More armor is never a bad thing. More armor that increases thorns damage by fifty percent: how could you go wrong? Especially when you have thorns damage in Ignore Pain with Contempt for Weakness and Overpower with Crushing Advance. Makes my Barb tougher and more damaging just for attacking him while he is charging through you and your friends or slashing his way back with Whirlwind.
Superstition.
What's a Barbarians worst nightmare? In my humble opinion, non physical ranged damage. So with superstition you are tacking less damage from all non physical sources and generating fury from it as well.
Relentless
Free Whirlwind and damage taken reduced by fifty percent. With a thirty second cool down on Ignore Pain, I figured that if I sink below twenty percent life this should proc then activate ignore pain on top of it have free skills while reflecting a majority of the incoming damage. Seems like a cool idea to me.
After thoughts
I also figured that with all my active skills I should have more than enough damage output and could focus on some survivability with my passives. So increased armor and more thorns damage from Tough as Nails. Decreased non physical damage from Superstition as well as some passive fury generation. And fifty percent reduced damage combined with Ignore pain and zero fury cost for Whirlwind. Critical for Overpower can be obtained from gear and gems. And I have also toyed with the Idea of dropping Frenzy if Furious Charge runed for Stamina proves to be enough fury generation for another fury spender.
Side note
I have played WoW for way to long. It was incredibly difficult and I had to fix the error on more than one occasion of referring to Fury as Rage instead........ yeesh.
This is an inferno oriented barb build meant to crit like there is no tomorrow and take a serious beating.
Skills and their justifications:
Frenzy with Maniac rune: Basic fury generator that will increase damage and attack speed. (+ I loved my D2 frenzy barb)
Hammer of the Ancients with Birthright rune: Fury spender with increased crit chance to provide synergy with Battle Fury's rune, Ferocity.
Threatening Shout with Grim Harvest rune: Reduce enemy damage and give more chance to get treasure (I assume that includes health globes?)
War Cry with Invigorate rune: No brainier here, tons of armor and hp +regen. Vital for any Inferno group if you ask me.
Battle Rage with Ferocity rune: Increased damage and crit chance and with Hammer of the Ancients' increased crit chance it should make this shout last much longer.
Wrath of the Berserker with Slaughter rune: Cooldown which gives +damage +dodge +move speed and most importantly +crit change for more Battle Rage synergy.
Passive Skills:
Tough as Nails: Even more armor to provide and extremely tanky barb build.
Inspiring Presence: Double Shout duration will greatly improve all three of my shouts, and the HP regen doesn't hurt.
Animosity: This build will be using Hammer of the Ancients as much as possible so the increased fury regen is vital for the consistent crits.
This is my Barbarian PVP build. 2 defensive skills that allow you to run away/towards your enemies and stun them. Other Skills such as bash and Seismic are runed with STUN. CC effects are always VERY powerful in PVP. So this build is built around HEAVY CC and high base crit for dmg.
This is a witch doctor build just for funsies, just based off of videos of the beta and reading the tooltips. It is mostly physical realm abilities, spiders, zombies, zombie bears, locusts, I'm gonna have critters running all over the place.
Hi, this is my WD build for PvE. The idea behind this build is to have loads of damage over time effects that whittle away large groups of enemies. There still is an attack spell for smaller groups, and multiple summons to aid with tanking, but the main goal is lots of damage over time that effects larger groups.
I call the build "The Ward Round", as all monsters will see is a large group coming at them with all kinds of hurt up their sleeves.
Active Skills
Haunt: Resentful Spirit. This is a tad buggy in the new version of the skills calculator, although based on the prior skillrune it seems Resentful Spirit does a larger %Damage over a shorter time. Perfect for smaller monster groups and for casting when everthing else is up and running.
Locust Swarm: Cloud of Insects. In a similar style to Haunt, this skill does DoT to a large group over now 4 seconds thanks to Cloud of Insects. It's the skill you will be casting to large groups at the start of the fight. Alongside...
Spirit Barrage: Manitou. This is a cast and forget skill (spectre lasts 20 seconds), that will stay over your character firing bolts at monsters. The idea is to whittle away at the front line, adding to the effects of Haunt and Locust swarm.
Summon Zombie Dogs: Burning Dogs. This is for some tanking and more Dot thanks to Burning Dogs. Will also help whittle away the front line. See the theme here?
Gargantuan: Big Stinker. Same as Burning Dogs, just with a funnier name.
Soul Harvest: Swallow Your Soul. Gains Intelligence and Mana from larger groups especially. I like!
Passive Skills
Zombie Handler: Additional Dog and more life for the pets. A no-brainer.
Rush of Essence: Get almost a third of your mana back from spirit spells. Allows for more castings of Haunt mostly, though the aim is to free up a potential reliance of mana providing items.
Pierce the Veil: I can see some benefits of getting increased damage from pets, which can be cast in between battles, where the additional mana costs aren't an issue. This will also work well with the spirit spells alongside Rush of Essence, as the return from Rush of Essence seems to be a percentage. More Mana spent = more returned. I think this choice is a tad risky, but I can see it working with my other choices.
I hope that you all like the build's ideas, give it a try if you so desire. Enjoy!
I'm going with the Witch Doctor.
Here's the build: http://us.battle.net/d3/en/calculator/witch-doctor#dikQYT!WTY!ccYcYY
Honestly this is just something I think I'll play with for a bit.
It's got both summons and the skills to buff them.
Haunt is for the constant damage and mana.
Wall of zombies (pile on) and Acid cloud (corpse bomb) for my strong hitting abilities.
My oh shi* button is the mass confusion with mass hallucination for an added bit of damage.
We'll see what I need to tinker with once I get into Hell and Inferno mode.
But I'm quite excited to see how it will all play out!
I tried to select skills which seem to make most sense or look like may be interesting. I.e. some skills don't appear to be useful, like Hot Pursuit, which activates only if you have full Hatred. I prefer to choose skills which are the most useful when they are needed, i.e. when fighting.
A very defensive-oriented Wizard build intended for hardcore. Arcane Orb serves as the main nuke while the runed Magic Missile provides a boost to AP regeneration while maintaining DPS. All the other spells provide defense or mobility.
PVE and a bit of PVP build for the higher levels like Hell and Inferno. Uses things like piercing trident to get as much damage out as possible, with some avoidance and projectile reflection in Instant Karma in Serenity.
This is a witch doctor build based on using zombie dogs and Gargantuan to hold off enemies while damage over time spells are applied. Mana issues should be alleviated by the use of Spiritual attunement and Haunt (draining spirit). Survivability will be increased by the use of zombie handler and jungle fortitude. Tricky situations can be avoideed using Mass confusion. This build may be a bit slow going, but it should be consistant and reliable.
Simply put the point of this build is to mash Frenzy. All other skills are situational, which helps.
1. Skills
Frenzy (Maniac) - Main purpose of this build. Single target damage designed to stack attack speed and damage. Used almost exclusively.
Leap Attack (Iron Impact )- Used to either jump into combat or once in combat and realize death is imminient, jump out. Either way, when you land, your character gains 300% armor for four seconds.
War cry (Invigorate)- used for survivability (50% armor) and life leech/regen (890/second).
Battle rage (Marauder's Rage)- increased Crit (3%) and 30% increased damage (runed). Used as often as possible and most definitly before fighting elites/bosses.
Revenge (Retribution) - When surrounded by enemies and leap attack is on cooldown revenge will activate allowing you to clear a path of enemies while regaining 5% max life for each enemy. Very useful.
Weapon Throw (Throwing Hammer) - Low on health and need a ranged attack with a high % stun. This is an escape mechanism and also a elite/boss attack. Bosses and elites can be stunned, so this fits great.. Adds ranged ability to an otherwise melee class.
Passives:
Berserker Rage. At full fury all dmg increased by 25%
Brawler: As long as 3 enemies are within 8 yds all dmg increased by 30%.
Weapons Master: Depending on weapon choice, increased damage/or attack speed. (Both great for killing) and valued higher than crit/fury gain.
2. Items (Not updated) Unfortunately, since the items portion of this game has not been updated I can only include a strategic decision for this build. I broke this next section into weapons since they right now control the most important part of the build.
A. Swords/Daggers (15% dmg increase from Passive) Find the highest DPS weapon you can since all attacks are based off weapon damage.
B.Polearms/Spears/Scythes (15% attack speed from Passive)
3. Math (probably incorrect)- Since I have no idea how the numbers game will work I will attempt to dazzle you with numbers.
Frenzy with the rune I selected gives a stacking buff called frenzy that increases all damage by 4%, for a total of 20%. If your selected weapons are swords/daggers, that is another 15%dmg increase. If you pop battle rage add another 30%. If you are at full fury, add another 25%. If you have at least 3 enemies within 8 yards (as melee who won't) add another 30%.
I was told these percents are additive so lets assume they are
20% + 15% + 30% + 25% + 30%= 120% + frenzy normal attack damage is 110% weapon damage.
If the only attack you did was frenzy on a target, you would normally do 230% weapon damage along with a 75% increase to attack speed, a 50% increase to armor, a 10% increased health pool and regenerate 890 life/second.
4. Playstyle
I prefer frenzy as my left click because it will be used the most. I chose Leap attack as my right click because it is faster than trying to find a keyboard button in a sticky situation. Less thinking = more living and killing.
The rest of the skills could be reorganized however you please based on how you would like to play.
A: Adventuring (Random Killing) - Frenzy attack mobs, battle rage, war cry if needed, revenge and frezy some more.
B: Elites/Bosses - Before entering battle, Battle rage, then leap attack in to gain 350% armor. Stack your frenzy on the boss and revenge if it is up. Leap attack back onto the mob and war cry if needed. Weapon throw can be used to kite for free shots on boss while allowing cooldowns to reset. Leap attack away from battle and spend all remaining rage on weapon throws at the boss.
5. Enjoy. There are many variations of this build. As long as the build has the passives and frenzy with the two shouts, its end goal remains the same.
About:
My demon hunter focuses on movement abilities such as Strafe and Evasive fire. Coupled with my passives increasing movement speed and adding more opportunities for Hatred/Discipline gain (via health globes) it makes for a very quick run-and-gun style not ment for taking on bosses.
Raven skill is spec'd into ferret so I always have a pet out collecting + the extra gold find. This build is ment for running through packs and getting as much money as possible as quick as possible, whether it is viable or not only time will tell.
This is my hardcore Witch Doctor build made just for inferno difficulty. It's skills need level 43 to complete so hell difficulty will become too easy for you!
With the followers above, the runes you choose and the passive skills you have, your zombie dogs will have tank like abilities that will stay longer and can deal terrible terrible damage.
Your secondary skill will be Unbreakable Grasp of the Dead which slows your enemies by %80 which is awesome.
Hex spell will also support your dogs healing them and turn enemies into harmless beings.
You have dogs so why dont you blast them? Hell yes! Sacrifice them!
Big Bad Voodoo skill also increases the damage and burst your dogs speed which is awesome.
4 minnion is never enough for a true commander! Commanders must rule an ARMY! Use Fetish Army to destroy your enemies faster!
Jungle Fortitude and Zombie Handler passives will support your dogs while Tribal Rites support your other 3 skills to help your dogs more and more!
Melee-range fighter with strong aoe skills and desent defense. Got some escape abilities for shit-happens situations.
Sinergy from Ice armor (chilling aura) + Black Ice. Meteor + Teleport + Expoisive blast main damage spells. Wave of Force as damage and control, and Unstable anomaly as save.
This is my monk build for solo/duo loot grinding/fun killing in inferno.
Its basically built to move from one group of monsters to the next without slowing down and being able to stay alive.
-with blazing wrath I basically always have 15% more damage and a nice heal every 15 seconds
-spinning flame kick will be my primary spirit dump and seems like awesome fun
-ill use fists of thunder for a normal group of mobs and save way of the hundred fists (with windforce flurry) for bosses to get that huge damage boost to bring it down
-it should be interesting to see how many groups i could one shot with seven-sided strike sudden assault and get quick loot every 30 seconds
-when near death experience goes off i can quickly use breath of heaven and be at a safer health to maneuver the rest of the fight.
-mantra of retaliation with 60% reflection of all damage is pretty nice for killing just about anything
Cant wait till release and this game consumes my life haha
http://us.battle.net/d3/en/calculator/demon-hunter#ZXiQeU!YdT!bZYZcY
This build is great because it optimizes success due to critical hits, all you need to do is buff your CH chance.
http://us.battle.net/d3/en/calculator/barbarian#WQihUj!VeT!Zccbcb
Starting from the top.
Frenzy: Maniac
For early fury gen and single target damage and attack speed. I have always felt that hitting hard is good, but hitting hard and fast? That's better.
Whirlwind: Volcanic Eruption
It's Whirlwind, but with FIRE! It's too classic not to take. Not only that, but mobility and damage is always a good thing. Also should work well in conjunction with what I had planned for Furious Charge.
Furious Charge: Stamina
My initial thought with Furious Charge and Whirlwind was to charge through a pack then cut a path back through with Whirlwind. With the Stamina rune it means that charging through will generate the fury required to shred them on the way back. As well, if its a big group it means more fury. Between the two it should provide all the mobility that could be required.
Call of the Ancients: Korlic's Might
What could be better than one Barb Furiously Charging through a group of enemies? Two of course, and as one can't guarantee two Barbarians in a grouping I figured why not supply my own?
Ignore Pain: Contempt for Weakness
Shrug off damage? Why yes, yes please! And with Contempt for Weakness making them suffer for attacking me, absolutely! Sounds like a great plan.
Overpower: Crushing Advance
With this and one of my passives, I figured why not keep up the theme. If I'm going to be attacked anyway my enemies shall suffer for it. I had originally thought to take as much passive critical strike as possible to allow for Overpower spam, but after some consideration and deciding on Contempt for Weakness for Ignore Pain, I liked the thought of keeping up the thorns trend.
Tough as Nails.
More armor is never a bad thing. More armor that increases thorns damage by fifty percent: how could you go wrong? Especially when you have thorns damage in Ignore Pain with Contempt for Weakness and Overpower with Crushing Advance. Makes my Barb tougher and more damaging just for attacking him while he is charging through you and your friends or slashing his way back with Whirlwind.
Superstition.
What's a Barbarians worst nightmare? In my humble opinion, non physical ranged damage. So with superstition you are tacking less damage from all non physical sources and generating fury from it as well.
Relentless
Free Whirlwind and damage taken reduced by fifty percent. With a thirty second cool down on Ignore Pain, I figured that if I sink below twenty percent life this should proc then activate ignore pain on top of it have free skills while reflecting a majority of the incoming damage. Seems like a cool idea to me.
After thoughts
I also figured that with all my active skills I should have more than enough damage output and could focus on some survivability with my passives. So increased armor and more thorns damage from Tough as Nails. Decreased non physical damage from Superstition as well as some passive fury generation. And fifty percent reduced damage combined with Ignore pain and zero fury cost for Whirlwind. Critical for Overpower can be obtained from gear and gems. And I have also toyed with the Idea of dropping Frenzy if Furious Charge runed for Stamina proves to be enough fury generation for another fury spender.
Side note
I have played WoW for way to long. It was incredibly difficult and I had to fix the error on more than one occasion of referring to Fury as Rage instead........ yeesh.
~ Ruuk
This is a PVE DPS spec for the monk. Giving maximum dps for himself and helping other class along with the buffs.
This is an inferno oriented barb build meant to crit like there is no tomorrow and take a serious beating.
Skills and their justifications:
Frenzy with Maniac rune: Basic fury generator that will increase damage and attack speed. (+ I loved my D2 frenzy barb)
Hammer of the Ancients with Birthright rune: Fury spender with increased crit chance to provide synergy with Battle Fury's rune, Ferocity.
Threatening Shout with Grim Harvest rune: Reduce enemy damage and give more chance to get treasure (I assume that includes health globes?)
War Cry with Invigorate rune: No brainier here, tons of armor and hp +regen. Vital for any Inferno group if you ask me.
Battle Rage with Ferocity rune: Increased damage and crit chance and with Hammer of the Ancients' increased crit chance it should make this shout last much longer.
Wrath of the Berserker with Slaughter rune: Cooldown which gives +damage +dodge +move speed and most importantly +crit change for more Battle Rage synergy.
Passive Skills:
Tough as Nails: Even more armor to provide and extremely tanky barb build.
Inspiring Presence: Double Shout duration will greatly improve all three of my shouts, and the HP regen doesn't hurt.
Animosity: This build will be using Hammer of the Ancients as much as possible so the increased fury regen is vital for the consistent crits.
This is my Barbarian PVP build. 2 defensive skills that allow you to run away/towards your enemies and stun them. Other Skills such as bash and Seismic are runed with STUN. CC effects are always VERY powerful in PVP. So this build is built around HEAVY CC and high base crit for dmg.
This is a witch doctor build just for funsies, just based off of videos of the beta and reading the tooltips. It is mostly physical realm abilities, spiders, zombies, zombie bears, locusts, I'm gonna have critters running all over the place.
My frost wizard spec. FUll of goody slows and ice
Here is the build http://us.battle.net/d3/en/calculator/witch-doctor#dhgYTR!WUe!ZYcYYa
I call the build "The Ward Round", as all monsters will see is a large group coming at them with all kinds of hurt up their sleeves.
Active Skills
Haunt: Resentful Spirit. This is a tad buggy in the new version of the skills calculator, although based on the prior skillrune it seems Resentful Spirit does a larger %Damage over a shorter time. Perfect for smaller monster groups and for casting when everthing else is up and running.
Locust Swarm: Cloud of Insects. In a similar style to Haunt, this skill does DoT to a large group over now 4 seconds thanks to Cloud of Insects. It's the skill you will be casting to large groups at the start of the fight. Alongside...
Spirit Barrage: Manitou. This is a cast and forget skill (spectre lasts 20 seconds), that will stay over your character firing bolts at monsters. The idea is to whittle away at the front line, adding to the effects of Haunt and Locust swarm.
Summon Zombie Dogs: Burning Dogs. This is for some tanking and more Dot thanks to Burning Dogs. Will also help whittle away the front line. See the theme here?
Gargantuan: Big Stinker. Same as Burning Dogs, just with a funnier name.
Soul Harvest: Swallow Your Soul. Gains Intelligence and Mana from larger groups especially. I like!
Passive Skills
Zombie Handler: Additional Dog and more life for the pets. A no-brainer.
Rush of Essence: Get almost a third of your mana back from spirit spells. Allows for more castings of Haunt mostly, though the aim is to free up a potential reliance of mana providing items.
Pierce the Veil: I can see some benefits of getting increased damage from pets, which can be cast in between battles, where the additional mana costs aren't an issue. This will also work well with the spirit spells alongside Rush of Essence, as the return from Rush of Essence seems to be a percentage. More Mana spent = more returned. I think this choice is a tad risky, but I can see it working with my other choices.
I hope that you all like the build's ideas, give it a try if you so desire. Enjoy!
Here's the build: http://us.battle.net/d3/en/calculator/witch-doctor#dikQYT!WTY!ccYcYY
Honestly this is just something I think I'll play with for a bit.
It's got both summons and the skills to buff them.
Haunt is for the constant damage and mana.
Wall of zombies (pile on) and Acid cloud (corpse bomb) for my strong hitting abilities.
My oh shi* button is the mass confusion with mass hallucination for an added bit of damage.
We'll see what I need to tinker with once I get into Hell and Inferno mode.
But I'm quite excited to see how it will all play out!
http://us.battle.net...VURh!Zfe!Z.ZZaa
I tried to select skills which seem to make most sense or look like may be interesting. I.e. some skills don't appear to be useful, like Hot Pursuit, which activates only if you have full Hatred. I prefer to choose skills which are the most useful when they are needed, i.e. when fighting.
A very defensive-oriented Wizard build intended for hardcore. Arcane Orb serves as the main nuke while the runed Magic Missile provides a boost to AP regeneration while maintaining DPS. All the other spells provide defense or mobility.
PVE and a bit of PVP build for the higher levels like Hell and Inferno. Uses things like piercing trident to get as much damage out as possible, with some avoidance and projectile reflection in Instant Karma in Serenity.
This is a witch doctor build based on using zombie dogs and Gargantuan to hold off enemies while damage over time spells are applied. Mana issues should be alleviated by the use of Spiritual attunement and Haunt (draining spirit). Survivability will be increased by the use of zombie handler and jungle fortitude. Tricky situations can be avoideed using Mass confusion. This build may be a bit slow going, but it should be consistant and reliable.
-Gerahben
Simply put the point of this build is to mash Frenzy. All other skills are situational, which helps.
1. Skills
Frenzy (Maniac) - Main purpose of this build. Single target damage designed to stack attack speed and damage. Used almost exclusively.
Leap Attack (Iron Impact )- Used to either jump into combat or once in combat and realize death is imminient, jump out. Either way, when you land, your character gains 300% armor for four seconds.
War cry (Invigorate)- used for survivability (50% armor) and life leech/regen (890/second).
Battle rage (Marauder's Rage)- increased Crit (3%) and 30% increased damage (runed). Used as often as possible and most definitly before fighting elites/bosses.
Revenge (Retribution) - When surrounded by enemies and leap attack is on cooldown revenge will activate allowing you to clear a path of enemies while regaining 5% max life for each enemy. Very useful.
Weapon Throw (Throwing Hammer) - Low on health and need a ranged attack with a high % stun. This is an escape mechanism and also a elite/boss attack. Bosses and elites can be stunned, so this fits great.. Adds ranged ability to an otherwise melee class.
Passives:
Berserker Rage. At full fury all dmg increased by 25%
Brawler: As long as 3 enemies are within 8 yds all dmg increased by 30%.
Weapons Master: Depending on weapon choice, increased damage/or attack speed. (Both great for killing) and valued higher than crit/fury gain.
2. Items (Not updated) Unfortunately, since the items portion of this game has not been updated I can only include a strategic decision for this build. I broke this next section into weapons since they right now control the most important part of the build.
A. Swords/Daggers (15% dmg increase from Passive) Find the highest DPS weapon you can since all attacks are based off weapon damage.
B.Polearms/Spears/Scythes (15% attack speed from Passive)
3. Math (probably incorrect)- Since I have no idea how the numbers game will work I will attempt to dazzle you with numbers.
Frenzy with the rune I selected gives a stacking buff called frenzy that increases all damage by 4%, for a total of 20%. If your selected weapons are swords/daggers, that is another 15%dmg increase. If you pop battle rage add another 30%. If you are at full fury, add another 25%. If you have at least 3 enemies within 8 yards (as melee who won't) add another 30%.
I was told these percents are additive so lets assume they are
20% + 15% + 30% + 25% + 30%= 120% + frenzy normal attack damage is 110% weapon damage.
If the only attack you did was frenzy on a target, you would normally do 230% weapon damage along with a 75% increase to attack speed, a 50% increase to armor, a 10% increased health pool and regenerate 890 life/second.
4. Playstyle
I prefer frenzy as my left click because it will be used the most. I chose Leap attack as my right click because it is faster than trying to find a keyboard button in a sticky situation. Less thinking = more living and killing.
The rest of the skills could be reorganized however you please based on how you would like to play.
A: Adventuring (Random Killing) - Frenzy attack mobs, battle rage, war cry if needed, revenge and frezy some more.
B: Elites/Bosses - Before entering battle, Battle rage, then leap attack in to gain 350% armor. Stack your frenzy on the boss and revenge if it is up. Leap attack back onto the mob and war cry if needed. Weapon throw can be used to kite for free shots on boss while allowing cooldowns to reset. Leap attack away from battle and spend all remaining rage on weapon throws at the boss.
5. Enjoy. There are many variations of this build. As long as the build has the passives and frenzy with the two shouts, its end goal remains the same.
Build: Speed Gold Runs
Link: http://us.battle.net/d3/en/calculator/demon-hunter#aeXdRQ!Wbf!bcZZbY
About:
My demon hunter focuses on movement abilities such as Strafe and Evasive fire. Coupled with my passives increasing movement speed and adding more opportunities for Hatred/Discipline gain (via health globes) it makes for a very quick run-and-gun style not ment for taking on bosses.
Raven skill is spec'd into ferret so I always have a pet out collecting + the extra gold find. This build is ment for running through packs and getting as much money as possible as quick as possible, whether it is viable or not only time will tell.
Follower: Templar (You will notice the other two are unspec'd - because I will be using the templar)
Build: Support
Link: http://us.battle.net/d3/en/calculator/follower#0101
I will join HC group with this and basically troll and let other die...
This is my troll build
http://us.battle.net/d3/en/calculator/barbarian#jQYSUh!Sfe
You can all it troll PVE build...
Yes I am just doing this for the beta key, like the rest of the people... But srsly I will fu*k ppl up in HC...
This is my hardcore Witch Doctor build made just for inferno difficulty. It's skills need level 43 to complete so hell difficulty will become too easy for you!
Followers
With the followers above, the runes you choose and the passive skills you have, your zombie dogs will have tank like abilities that will stay longer and can deal terrible terrible damage.
Your secondary skill will be Unbreakable Grasp of the Dead which slows your enemies by %80 which is awesome.
Hex spell will also support your dogs healing them and turn enemies into harmless beings.
You have dogs so why dont you blast them? Hell yes! Sacrifice them!
Big Bad Voodoo skill also increases the damage and burst your dogs speed which is awesome.
4 minnion is never enough for a true commander! Commanders must rule an ARMY! Use Fetish Army to destroy your enemies faster!
Jungle Fortitude and Zombie Handler passives will support your dogs while Tribal Rites support your other 3 skills to help your dogs more and more!
Melee-range fighter with strong aoe skills and desent defense. Got some escape abilities for shit-happens situations.
Sinergy from Ice armor (chilling aura) + Black Ice. Meteor + Teleport + Expoisive blast main damage spells. Wave of Force as damage and control, and Unstable anomaly as save.
Uploaded with ImageShack.us
http://us.battle.net/d3/en/calculator/wizard#aZWmlk!XgT!caZZaZ