I made this wizard build to be geared towards normal PvE. I believe it's well balanced in dealing decent damage, taking advantage of defensive skills, and having party support. I plan on playing with friends most of the time and I feel that the runes that I've chosen for the skills compliments co-op play very well.
This build for Ice Wizard that focus on deal damage with cold skills. All runs, skills and passive skills do this build more powerfull. And ofcourse teleport, awesome imba skill and Archon, cause they so unbeatable in StarCraft2.
The main focus is to deal arcane damage, which ties into Temporal Flux as one of my passives for my synergy to slow down any incoming targets.
My signature spell for easy targets or when I'm out arcane power is Magic Missile with seeker rune, which would increase damage as well as guarantee my chance of hitting the target. Arcane Orb Nova and Disintegrate Volatility are my damage dealers along with Familiar Sparkflint to increase the damage of all my spells.
I have Teleport Wormhole to escape certain situations and to move about. Slow Time with Time Warp will help prevent any enemies will getting too close to me in case I can't use teleport and if they're in the bubble, I'll deal much more damage to eliminate them faster.
I listed my first passive earlier and the second passive I choose of the three slots is Astral Presence, which will increase the arcane regeneration time as I plan to spam Arcane Orb along with Disintegrate. The last passive is glass cannon to increase my damage, which may or may not stack with Familiar Sparkflint and Slow Time with Time Warp, but the damage boost is still very significant.
I do lack defense, but I may swap out Slow Time for an armor if needed, especially in higher difficulties and also may depend on the stats of any gear that I obtain throughout the game.
1H+Shield Barbarian build ment to keep heat from your teammateas and take as much beating as possible. Runed jump+threatening shout allow to gather enemies in a tight spot providing easier AOE for your teammates.
Demon Hunter build based around Cull the Weak (slowing) and Marked for Death debuffs. I intend to play PvE solo, but want the Marked for Death debuff in groups.
For small groups of monsters or big bad bosses, the Companion (Spider) will slow them down giving me the 15% extra damage from Cull the Weak and I can just mow em down with Impale/Hungering Arrow (I'd also throw up a Mark on big bads).
For larger groups, I'll throw Caltrops around, a couple of Marks, and then Multishot (which glyphed will give me back the discipline, while benefitting from Cull the Weak and the contagious Marks jumping around).
The two other passives I chose: Archery because I don't know what weapons I'll use (though I feel like fast weapons may benefit most, given I don't have vault for mobility I'll want to move-fire-move-fire-move). Hot Pursuit was really because I want to play solo and running to my next kill is important.
If I don't find the Spider particularly useful, I was going to change it to a bat to get my Hatred up faster (and thus, more time with Hot Pursuit). I was also thinking of using the Templar as my companion, and getting his ability which snares anything that hits him (again, replacing the need for the spider), and his final ability also boosts my hatred regen a little. We'll see.
Also, I did consider Entangling Shot runed for 4 targets, but I think I prefer the higher single target damage of Hungering Arrow. I also considered Evasive Fire (which I think works better with faster weapons), but the marginal extra damage on the first shot doesn't seem like it would keep up with Hungering Arrow (and, if enemies get up in my grill, I'd be throwing Caltrops at my feet and a Mark up to help bring them down).
its a build for team play, with big bad voodoo buff.
its also centered around the passive that lowered enemies attack when affected by poison, so all my spell is runed with the posion if possible.
also my haunt will be my mana regen spell, poison dart on left click and 3 summon spell : dogs, gargatuan and wall of zombies
This will probably be my solo build, I like to be able to keep stuff as a distance as much as possible while I deal damage. I chose a few different schools of spells for nostalgia(hydra) and being able to deal with whatever situation I get put in. Though since I have not gotten a beta invite, thus haven't played d3 yet who knows how well it'll work but that's what I feel will work best for what I'm going for and how I'm envisioning it happening.
Thanks for the opportunity to receive a beta invite, happy killing to those who receive one.
This build is for PVE Barba. Through Cleave to quickly generate fury, and the mainly damage comes from Hammer of the Ancients. The rests are buffs and defensive skill.
This is my idea for a Sentry - Chain of Torment build for a Demon Hunter I call Chain of Command.
It's kind of a quirky build but everything integrates pretty nicely together.
It's based on a few assumptions about Sentry/Chain of Torment:
1. There is no cooldown for Sentry (there isn't) or a limit on the total number Sentries that can be on the field at once (I'm assuming it's only limited by Discipline, since for other traps like Spike Trap is specifies a limit of 3 at once)
2. That using the Evasive Fire backflip and Vault don't "break the chain" to your Sentries in some way (don't see why it would).
Primary damage will be inflicted by the Chains through casting as many as possible sentries, then using Vault and Evasive Fire to move around quickly and avoid taking hits, plus Caltrops to snare, and of course by the Sentry damage. Due to high use of many Discipline skills, I've included several discpline cost reducers and generators to keep it full.
I chose Evasive Fire with Surge because it generates 4 hatred per shot compared to 3 for other generators, plus the backflip will keep me out of harms way and give a speed boost from the Tactical Advantage passive. The Surge is to reduce the Discipline cost of the backflip to 2.
Secondary: Vault / Tumble
This will be key for mobility as well as making sure my Chains are inflicting lots of damage. The tumble is for Discipline cost reduction as a key to this build will be based on spamming tumble. Like the backflip, this will also give me a speed boost with Tactical Advantage.
First Hotkey:Sentry / Chain of Torment
This will be the primary damage dealer. I'll drop 5 or more Sentries at 20% weapon damage each along with 5 chains at 40% weapon damage per second. If the Sentry attack speed is based on my own attack speed, I'll likely go for high attack speed dual crossbows, but if the Sentry attack speed is independent, I'll aim for the highest damage 2 hand bow or crossbow I can get with a quiver to add more damage.
Second Hotkey: Multishot / Supression Fire
This skill is here mainly for the +1 Discipline after every enemy hit ability from the Supression Fire rune. According to the video preview of this skill, it appears to fire about 10 arrows, so this will be my primary method for recharging my discipline to lay more sentries.
Third Hotkey: Caltrops / Carved Stakes
This is here for its snare ability with the carved stakes for cost reduction. I considered using the Jagged Spikes (45% weapon damage) rune instead, but I would rather save the Discipline for more Sentries.
Fourth Hotkey: Shadow Power / Night Bane
This skill will be for healing in case of emergency. I am assuming that the damage done by my Sentries will also provide the life-steal from Shadow Power. The Night Bane rune will provide Hatred as well, so I can continue with the Multishot.
Passive 1: Custom Engineering
Double the duration of both my Sentries and Caltrops
Passive 2: Tactical Advantage
The speed boost this will provide for both Evasive Fire and Vault will be a big help for staying away from Monsters.
Passive 3: Perfectionist
The cost reduction of 20% to all Discipline spells will be a big help for dropping more Senties.
Follower: Templar
I think almost all Demon Hunters would use this follower. Skill would be Intervene (to bail me out of trouble, then I should be able to vault away and heal with Shadow Power), loyalty for healing, Charge for stun, Inspire for the Hatred and Discipline.
Combat flow:
Entering an area with monsters I'd immediately spam as many Sentries as I can afford arranged in a way that optimizes Chain of Torment damage also (this will take some time to master I'm sure), followed by spamming of multishot to recharge my Discipline and make room for more Sentries. If monsters get close I'll either vault or evasive fire to get away, all the while building discipline with multishot and dropping Sentries. As needed I'll drop Caltrops to snare monsters (especially bosses) and use Shadow Power to recharge health and hatred as needed, besides using Evasive Fire to generate hatred as well.
Weapon Choice:
As I said it will depend on the mechanics of the Sentry. If it has the same attack speed as my weapon, I may go for higher speed (dual xbows). If it is independent I'll go for max 2 hand damage with a bow or xbow with a quiver to add damage. I'd also want to keep a few other bows on me that deal damage differently (elemental, arcane, whatever) for dealing with immunes.
Not sure if this build would work...depends largely on the mechanics of the Sentry (would the Sentries and Chains share the life steal from Shadow Power? Elemental damage from my weapon? Chance to Critical Strike?), but if it works like I think it will, this might be a viable Trap class for Inferno. Required level is 48 (44 without Tumble).
The basic of the build involve trying to keep the majority of enemies in front of your character.
-Using Cyclone strike(runed to conflagaration for extra crowd control) to try and group up the eneimies
-Using Tempest Rush (Runned to flurry) for the slowing effect
The rest of the build is based off what i feel are the monks two best frontal cone type damage moves
-Crippling wave runed for extra damage to all sources
-Wave of light Runed for as much extra damage as you can get from it.
I also took exploding palm for some low health Direct damage with the exploding corpses for addational AOE and CC
For the mantra and Passives I chose to take more defensive themed ones as I did not a take a true defensive skill (though I thought of taking Inner Sancutary for extra CC and rounding up crowds of baddies)
Healing mantra runed for extra health back I think this is really OP and will help keep me alive.
Resolve For when the eneimes get to close to reduce damage will also help with tempest rush
Transcendance for even more healing
Near Death experience for an Oops button
I plan to try this or a very similar build and see how far I can get when I first start out with D3. I feel this build may be a little heal heavy and I might change around the passives a bit but that the active skills should work out well.
The point of this build is for pvp, Would in my oppinion be appropriate for a partner as a barbarian with me being the witch doctor. Having the 4 zombie dogs attack, and do poison damage over time while I also use numbing dart to keep more poison active. Maybe poison like in some games interrupt spells im not sure so it would be effective against both melee, spell range. Poisoning or slowing with corpse spiders while getting attacked by zombie dogs if a barbarian to keep him away from me or slowing poisoning and being attacked by zombie dogs to pursay the wizard while my partner barbarian bashes his head in. If I read them properly just to end it quicker with a boom sac off my zombie dogs and also cast a zombie charger for a last big bang. I think since there isnt much healing from what ive seen with classes on youtube and announcements, I would use big bad voodoo to help my melee partner with some haste if a barbarian and have the ghost trance for that bit of health. Using summoning spells I should have that chance to pull off the heal. For passives I chose Jungle fortitude for that extra time alive which sometimes can be hard being a caster. Zombie Handler for that extra dog for bigger explosion with sacrifice which next of Kin also has a chance to bring one back which could help incase it doesnt kill him off. Death Trance just like jungle fortitude for that extra bit of survival. With all honestly I dont know if this would even work but I will definately test it once the real pvp and game hits. I am unsure of all the mechanics of all the spells but super excited for pvp and hope I get a key to try this out with my little man. Thanks guys hope you enjoy my witch doctor pvp build for 2v2 or bigger
This is my build for the demon hunter (http://us.battle.net/d3/en/calculator/demon-hunter#WeViPh!Zcf!aZZZaY) no beta yet so i am not sure of the damage output, but the slow/snare kite build looks fun for pvp and possibly for the boss one normally could not solo. any and all input appreciated!
One of the focuses of this build is the increased AoE damage I would probably have to do, as seeing the boss fight of the Skeleton King caused me to believe that many fights would probably have a decent amount of adds to worry about. The AoE power of this build would defeat extra adds quickly and focus the power of Impale against the main boss. Also some light survivability options, but mostly focused upon damage dealing.
It is also focused upon using the Bow with a Quiver so it ignores some crit modifier runes.
The companion used would be the Templar to tank as many enemies as possible.
Active Skills Evasive Fire - Covering Fire Rune
I decided while creating this build that 15 yard backflip would be more than enough usually, mainly as Vault's 35 yard range may create more problems than solutions as it may fly you straight into other yards due to having to turn and picking a direction. Covering Fire would also help with any extra enemies that would appear.
Impale - Chemical Burn
Impale would be the main single target damage dealing attack. Chemical Burn is also the rune to use to add total damage to the main target.
Multishot - Full Broadsword
Multishot would be the main AoE attack, Full Broadside rune would simply add more damage hurrying the deaths of multiple mobs.
Companion - Bat Companion
The change to the Bat Companion is so that it would be easier to generate the hatred needed to attacking with Impale and Multi-Shot more often.
Marked For Death - Death Toll
While this build is focused upon staying away from the enemies, i would assume that there is AoE going on that would be unavoidable, and while a 1% heal from Death Toll wouldn't be too much, it would help with survivability somewhat.
Rain of Vengeance - Anathema
Rain of Vengeance would be the main cooldown attack that is used in this build. Anathema seems to be the one that does the most damage out of all the runes, so it would be used above the other runes for this reason.
Passive Skills Vengeance
More Hatred means more attacks, the extra hatred gained from health globes would also help with the use of attacks.
Steady Aim
Evasive Fire would keep enemies away at least 10 yards, but the main use of this is that when the adds are down, the Demon Hunter would be able to stay away far enough to keep attacking and get the 20% damage bonus.
Archery
The 15% increased bow damage would be very useful, focused away from needing a lot of crit, instead on increasing base damage as much as possible.
I wanted to create a wizard with nice ap-reg and maximum dmg-output for groups and single-target in the hope, that i can survive without an armor or any else survival-skill --> kill enemies befor they come to close to hit me! ;-)
High arcane-power-regeneration:
- attunement-rune for magic missiles
- passiv skill: prodigy (so we get 8 AP per magic missile)
- passiv skill: astral presence
I hope that this combination should be enough regeneration that i can use mostly the "real" damage-spells instead of the signature spell
AE-Dmg for mob-groups:
- arcane-orb with obliteration-rune (even more ae-boom to 325%)
Single-Target-Dmg and Support for Bosses and stronger single enemies:
- Ray of Frost with snow blast-rune (increased dmg to 260%)
- Hydra for support
More over-all Damage:
- Familiar with Sparkflint-rune (15% more damage for all attacks)
- passiv Skill: Glass Cannon (15% more damage for all attacks)
well, and at least the Archon with decreased cooldown-rune. I'm not sure how powerful the archon will be, but i plan with this skill for situations where i seem to be overrunned by hordes of enemies..... and perhaps it could be a good boss-killer too.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/barbarian#WTihRg!dUh!aZbcaY
My aim with this build is high survivability while being able to maintain good damage.
I made this wizard build to be geared towards normal PvE. I believe it's well balanced in dealing decent damage, taking advantage of defensive skills, and having party support. I plan on playing with friends most of the time and I feel that the runes that I've chosen for the skills compliments co-op play very well.
This build for Ice Wizard that focus on deal damage with cold skills. All runs, skills and passive skills do this build more powerfull. And ofcourse teleport, awesome imba skill and Archon, cause they so unbeatable in StarCraft2.
The main focus is to deal arcane damage, which ties into Temporal Flux as one of my passives for my synergy to slow down any incoming targets.
My signature spell for easy targets or when I'm out arcane power is Magic Missile with seeker rune, which would increase damage as well as guarantee my chance of hitting the target. Arcane Orb Nova and Disintegrate Volatility are my damage dealers along with Familiar Sparkflint to increase the damage of all my spells.
I have Teleport Wormhole to escape certain situations and to move about. Slow Time with Time Warp will help prevent any enemies will getting too close to me in case I can't use teleport and if they're in the bubble, I'll deal much more damage to eliminate them faster.
I listed my first passive earlier and the second passive I choose of the three slots is Astral Presence, which will increase the arcane regeneration time as I plan to spam Arcane Orb along with Disintegrate. The last passive is glass cannon to increase my damage, which may or may not stack with Familiar Sparkflint and Slow Time with Time Warp, but the damage boost is still very significant.
I do lack defense, but I may swap out Slow Time for an armor if needed, especially in higher difficulties and also may depend on the stats of any gear that I obtain throughout the game.
http://us.battle.net/d3/en/calculator/wizard#aZjSlg!ZXY!caZbaZ
1H+Shield Barbarian build ment to keep heat from your teammateas and take as much beating as possible. Runed jump+threatening shout allow to gather enemies in a tight spot providing easier AOE for your teammates.
Demon Hunter build based around Cull the Weak (slowing) and Marked for Death debuffs. I intend to play PvE solo, but want the Marked for Death debuff in groups.
For small groups of monsters or big bad bosses, the Companion (Spider) will slow them down giving me the 15% extra damage from Cull the Weak and I can just mow em down with Impale/Hungering Arrow (I'd also throw up a Mark on big bads).
For larger groups, I'll throw Caltrops around, a couple of Marks, and then Multishot (which glyphed will give me back the discipline, while benefitting from Cull the Weak and the contagious Marks jumping around).
The two other passives I chose: Archery because I don't know what weapons I'll use (though I feel like fast weapons may benefit most, given I don't have vault for mobility I'll want to move-fire-move-fire-move). Hot Pursuit was really because I want to play solo and running to my next kill is important.
If I don't find the Spider particularly useful, I was going to change it to a bat to get my Hatred up faster (and thus, more time with Hot Pursuit). I was also thinking of using the Templar as my companion, and getting his ability which snares anything that hits him (again, replacing the need for the spider), and his final ability also boosts my hatred regen a little. We'll see.
Also, I did consider Entangling Shot runed for 4 targets, but I think I prefer the higher single target damage of Hungering Arrow. I also considered Evasive Fire (which I think works better with faster weapons), but the marginal extra damage on the first shot doesn't seem like it would keep up with Hungering Arrow (and, if enemies get up in my grill, I'd be throwing Caltrops at my feet and a Mark up to help bring them down).
hey! heres my witchdoctor build
its a build for team play, with big bad voodoo buff.
its also centered around the passive that lowered enemies attack when affected by poison, so all my spell is runed with the posion if possible.
also my haunt will be my mana regen spell, poison dart on left click and 3 summon spell : dogs, gargatuan and wall of zombies
This will probably be my solo build, I like to be able to keep stuff as a distance as much as possible while I deal damage. I chose a few different schools of spells for nostalgia(hydra) and being able to deal with whatever situation I get put in. Though since I have not gotten a beta invite, thus haven't played d3 yet who knows how well it'll work but that's what I feel will work best for what I'm going for and how I'm envisioning it happening.
Thanks for the opportunity to receive a beta invite, happy killing to those who receive one.
random monk build,
gl every one
Healer/Support/MinorAoE monk
This build is for PVE Barba. Through Cleave to quickly generate fury, and the mainly damage comes from Hammer of the Ancients. The rests are buffs and defensive skill.
this is what i think a AoE tanking barb shouyld go for a lot of health regen and fury generation for them killer AoE moves
It's kind of a quirky build but everything integrates pretty nicely together.
It's based on a few assumptions about Sentry/Chain of Torment:
1. There is no cooldown for Sentry (there isn't) or a limit on the total number Sentries that can be on the field at once (I'm assuming it's only limited by Discipline, since for other traps like Spike Trap is specifies a limit of 3 at once)
2. That using the Evasive Fire backflip and Vault don't "break the chain" to your Sentries in some way (don't see why it would).
Primary damage will be inflicted by the Chains through casting as many as possible sentries, then using Vault and Evasive Fire to move around quickly and avoid taking hits, plus Caltrops to snare, and of course by the Sentry damage. Due to high use of many Discipline skills, I've included several discpline cost reducers and generators to keep it full.
Here is the Build:
http://us.battle.net/d3/en/calculator/demon-hunter#XViRYl!aUf!cYbbYa
Primary: Evasive Fire / Surge
I chose Evasive Fire with Surge because it generates 4 hatred per shot compared to 3 for other generators, plus the backflip will keep me out of harms way and give a speed boost from the Tactical Advantage passive. The Surge is to reduce the Discipline cost of the backflip to 2.
Secondary: Vault / Tumble
This will be key for mobility as well as making sure my Chains are inflicting lots of damage. The tumble is for Discipline cost reduction as a key to this build will be based on spamming tumble. Like the backflip, this will also give me a speed boost with Tactical Advantage.
First Hotkey: Sentry / Chain of Torment
This will be the primary damage dealer. I'll drop 5 or more Sentries at 20% weapon damage each along with 5 chains at 40% weapon damage per second. If the Sentry attack speed is based on my own attack speed, I'll likely go for high attack speed dual crossbows, but if the Sentry attack speed is independent, I'll aim for the highest damage 2 hand bow or crossbow I can get with a quiver to add more damage.
Second Hotkey: Multishot / Supression Fire
This skill is here mainly for the +1 Discipline after every enemy hit ability from the Supression Fire rune. According to the video preview of this skill, it appears to fire about 10 arrows, so this will be my primary method for recharging my discipline to lay more sentries.
Third Hotkey: Caltrops / Carved Stakes
This is here for its snare ability with the carved stakes for cost reduction. I considered using the Jagged Spikes (45% weapon damage) rune instead, but I would rather save the Discipline for more Sentries.
Fourth Hotkey: Shadow Power / Night Bane
This skill will be for healing in case of emergency. I am assuming that the damage done by my Sentries will also provide the life-steal from Shadow Power. The Night Bane rune will provide Hatred as well, so I can continue with the Multishot.
Passive 1: Custom Engineering
Double the duration of both my Sentries and Caltrops
Passive 2: Tactical Advantage
The speed boost this will provide for both Evasive Fire and Vault will be a big help for staying away from Monsters.
Passive 3: Perfectionist
The cost reduction of 20% to all Discipline spells will be a big help for dropping more Senties.
Follower: Templar
I think almost all Demon Hunters would use this follower. Skill would be Intervene (to bail me out of trouble, then I should be able to vault away and heal with Shadow Power), loyalty for healing, Charge for stun, Inspire for the Hatred and Discipline.
Combat flow:
Entering an area with monsters I'd immediately spam as many Sentries as I can afford arranged in a way that optimizes Chain of Torment damage also (this will take some time to master I'm sure), followed by spamming of multishot to recharge my Discipline and make room for more Sentries. If monsters get close I'll either vault or evasive fire to get away, all the while building discipline with multishot and dropping Sentries. As needed I'll drop Caltrops to snare monsters (especially bosses) and use Shadow Power to recharge health and hatred as needed, besides using Evasive Fire to generate hatred as well.
Weapon Choice:
As I said it will depend on the mechanics of the Sentry. If it has the same attack speed as my weapon, I may go for higher speed (dual xbows). If it is independent I'll go for max 2 hand damage with a bow or xbow with a quiver to add damage. I'd also want to keep a few other bows on me that deal damage differently (elemental, arcane, whatever) for dealing with immunes.
Not sure if this build would work...depends largely on the mechanics of the Sentry (would the Sentries and Chains share the life steal from Shadow Power? Elemental damage from my weapon? Chance to Critical Strike?), but if it works like I think it will, this might be a viable Trap class for Inferno. Required level is 48 (44 without Tumble).
Let me know what you think!
This is my idea for a Monk Build,
http://us.battle.net/d3/en/calculator/monk#WeVTRh!aYV!cbccba
The basic of the build involve trying to keep the majority of enemies in front of your character.
-Using Cyclone strike(runed to conflagaration for extra crowd control) to try and group up the eneimies
-Using Tempest Rush (Runned to flurry) for the slowing effect
The rest of the build is based off what i feel are the monks two best frontal cone type damage moves
-Crippling wave runed for extra damage to all sources
-Wave of light Runed for as much extra damage as you can get from it.
I also took exploding palm for some low health Direct damage with the exploding corpses for addational AOE and CC
For the mantra and Passives I chose to take more defensive themed ones as I did not a take a true defensive skill (though I thought of taking Inner Sancutary for extra CC and rounding up crowds of baddies)
Healing mantra runed for extra health back I think this is really OP and will help keep me alive.
Resolve For when the eneimes get to close to reduce damage will also help with tempest rush
Transcendance for even more healing
Near Death experience for an Oops button
I plan to try this or a very similar build and see how far I can get when I first start out with D3. I feel this build may be a little heal heavy and I might change around the passives a bit but that the active skills should work out well.
The point of this build is for pvp, Would in my oppinion be appropriate for a partner as a barbarian with me being the witch doctor. Having the 4 zombie dogs attack, and do poison damage over time while I also use numbing dart to keep more poison active. Maybe poison like in some games interrupt spells im not sure so it would be effective against both melee, spell range. Poisoning or slowing with corpse spiders while getting attacked by zombie dogs if a barbarian to keep him away from me or slowing poisoning and being attacked by zombie dogs to pursay the wizard while my partner barbarian bashes his head in. If I read them properly just to end it quicker with a boom sac off my zombie dogs and also cast a zombie charger for a last big bang. I think since there isnt much healing from what ive seen with classes on youtube and announcements, I would use big bad voodoo to help my melee partner with some haste if a barbarian and have the ghost trance for that bit of health. Using summoning spells I should have that chance to pull off the heal. For passives I chose Jungle fortitude for that extra time alive which sometimes can be hard being a caster. Zombie Handler for that extra dog for bigger explosion with sacrifice which next of Kin also has a chance to bring one back which could help incase it doesnt kill him off. Death Trance just like jungle fortitude for that extra bit of survival. With all honestly I dont know if this would even work but I will definately test it once the real pvp and game hits. I am unsure of all the mechanics of all the spells but super excited for pvp and hope I get a key to try this out with my little man. Thanks guys hope you enjoy my witch doctor pvp build for 2v2 or bigger
http://us.battle.net/d3/en/calculator/monk#QgjekZ!bYU!cY.Zca
basically this build is made for speed, high volume of hits an a short space of time while being able to move in and out of battle with ease
2w Frenzy aoe barb
http://us.battle.net...RQUk!bYe!bZYZcY
One of the focuses of this build is the increased AoE damage I would probably have to do, as seeing the boss fight of the Skeleton King caused me to believe that many fights would probably have a decent amount of adds to worry about. The AoE power of this build would defeat extra adds quickly and focus the power of Impale against the main boss. Also some light survivability options, but mostly focused upon damage dealing.
It is also focused upon using the Bow with a Quiver so it ignores some crit modifier runes.
The companion used would be the Templar to tank as many enemies as possible.
Active Skills
Evasive Fire - Covering Fire Rune
I decided while creating this build that 15 yard backflip would be more than enough usually, mainly as Vault's 35 yard range may create more problems than solutions as it may fly you straight into other yards due to having to turn and picking a direction. Covering Fire would also help with any extra enemies that would appear.
Impale - Chemical Burn
Impale would be the main single target damage dealing attack. Chemical Burn is also the rune to use to add total damage to the main target.
Multishot - Full Broadsword
Multishot would be the main AoE attack, Full Broadside rune would simply add more damage hurrying the deaths of multiple mobs.
Companion - Bat Companion
The change to the Bat Companion is so that it would be easier to generate the hatred needed to attacking with Impale and Multi-Shot more often.
Marked For Death - Death Toll
While this build is focused upon staying away from the enemies, i would assume that there is AoE going on that would be unavoidable, and while a 1% heal from Death Toll wouldn't be too much, it would help with survivability somewhat.
Rain of Vengeance - Anathema
Rain of Vengeance would be the main cooldown attack that is used in this build. Anathema seems to be the one that does the most damage out of all the runes, so it would be used above the other runes for this reason.
Passive Skills
Vengeance
More Hatred means more attacks, the extra hatred gained from health globes would also help with the use of attacks.
Steady Aim
Evasive Fire would keep enemies away at least 10 yards, but the main use of this is that when the adds are down, the Demon Hunter would be able to stay away far enough to keep attacking and get the 20% damage bonus.
Archery
The 15% increased bow damage would be very useful, focused away from needing a lot of crit, instead on increasing base damage as much as possible.
Wizard-Build:
http://us.battle.net...Zilm!cXY!YabZab
High arcane-power-regeneration:
- attunement-rune for magic missiles
- passiv skill: prodigy (so we get 8 AP per magic missile)
- passiv skill: astral presence
I hope that this combination should be enough regeneration that i can use mostly the "real" damage-spells instead of the signature spell
AE-Dmg for mob-groups:
- arcane-orb with obliteration-rune (even more ae-boom to 325%)
Single-Target-Dmg and Support for Bosses and stronger single enemies:
- Ray of Frost with snow blast-rune (increased dmg to 260%)
- Hydra for support
More over-all Damage:
- Familiar with Sparkflint-rune (15% more damage for all attacks)
- passiv Skill: Glass Cannon (15% more damage for all attacks)
well, and at least the Archon with decreased cooldown-rune. I'm not sure how powerful the archon will be, but i plan with this skill for situations where i seem to be overrunned by hordes of enemies..... and perhaps it could be a good boss-killer too.