With this special monk build, I was able to achieve great aspects of survivability while still able to maintain good damage out. From having a wide variety of skills, this build can act as either a support character or damage dealer. Due to having aspects of both, this build will be quite reliable for both single PvM and group PvM as well. With multiple healing and utility spells, runed for additional healing, the monk achieves a good amount of survivability and safety for upper level divisions of the game (Nightmare and up). Having a constant stream of spirit from runeskills and passives I would not need to worry about running out of spirit in the heat of combat, and having a constant stream of healing done to the Monk is always a bonus as well.
Exploding Palm (Creeping Demise)- Spirit generators are absolutely necessary for the Monk and this skills is one of my favorites. Having dots will be very useful due to the sheer amount of enemies that will be constantly flowing into my character later on in the game. With the addition of the runeskill, I will be able to place additional dots without the need of using the skill more than necessary, so there will always be a constant flow of damage on at least 3 monsters, as well as the chance of multiple monsters exploding as well. I mean, when has exploding monsters ever been a bad thing?
Way of the Hundred Fists (Windforce Flurry)- Whether this is optimal or not, this is just one of my favorite Monk skills of all time. Maybe it's growing up with Kung-Fu movie, but this is one skill I could not resist from having. Having a second Spirit generator is also necessary for 1) diversity of skills and 2) for different situations. With the inclusion of Windforce Flurry, the skills is more optimal for AoE situations instead of mostly being useful for one on one, or one vs few.
Inner Sanctuary (Safe Haven)- Let's not kid ourselves here. As much as we would love to have all our skills be damage dealers and there being constant action, situations can get pretty sticky sometimes, especially at higher levels. Whenever I, or a group member, get into a close call, whether being low on hp, or by being completely surrounded, this skill is the perfect choice. By keeping monsters out and being healed at the same time, it's like mocking the enemy right in their faces, literally.
Mystic Ally (Eternal Ally)- Haven't you heard the saying? Two is better than one? Well, in this case, it's three is better than two (including follower). Having an extra head in the heat of combat is always a yes please, to me anyways. Especially if there's no chance of them stealing your loot (tee-hee). With the inclusion of Mystic Ally, having an extra damage dealer, or hit taker, is always a good thing, and with Eternal Ally, there's a chance for them to come back when they die in combat! That would leave the minions of Heaven and Hell in constant bewilderment at all times! (And when they're not paying attention, that's the perfect time to make them and a couple friends of theirs explode ;))
Seven-Sided Strike (Sudden Assault)- While having Utility is nice, and very useful in messy situations, there's still this constant craving to kick some enemy booty and dealing massive damage. I mean, relying on others is always nice and all, but nothing is more satisfying than causing some major destruction with your own bare hands, eh? With the inclusion of Sudden Assault, the Monk gets a 2-for-1 special as well! 1) The Monk isn't some kind of sap that has to walk to enemies to literally blow their minds, he gets to teleport to them and do it instead! It's way more satisfying, and can cause a couple chuckles here and then. 2) The Monk obtains an even stronger damage dealing skill, and from my knowledge, more damage, has never once, been a bad thing.
Mantra of Healing (Circular Breathing)- Let's face it, as much as we all feel like we are from time-to-time, we're not invincible. Death is constantly knocking on our door, and I prefer to make sure my door has at least 12-15 deadbolts and a sign that says "Moved to Canada" just to see if he'll fall for it and get those hosers up north instead, maybe even change my name to Rusty Shackleford for extra safe-keeping.. For the off-chance that he doesn't fall for it, I decided that get this skill to having a constant stream of health keeping my Monk at tip-top shape. With the inclusion of Circular Breathing, having a steady income of Spirit will be very beneficial when I am required to constantly cast spirit spenders.
Chant of Resonance (Passive)- Honestly, this is just beneficial to the lack of attention I pay to things, or being so focused on combat, that I forget to reapply my Mantra. An increase from 3 to 7 minutes is very beneficial to my characters survivability, as well as my as my needs. Plus, adding onto the steady income of spirit from 3 per/sec into 5 per/sec is a very beneficial factor for being able to dish out the punishment on those pansy boys from Above and Below.
Combination Strike (Passive)- Always having the same choice, or doing the same thing, is quite bland. But, being rewarded for using multiple skills, now that's exciting! It's the same logic behind going to a Chinese restaurant, whether in a mall or an actual restaurant, it is much more fun than going to a regular food joint. People go to to Chinese food joints to get a 2, or 3, choice meal, instead of being restricted to the singular taste of a 1 choice meal.
Transcendence (Passive)- Being a Monk, it is required to constantly build and spend Spirit, for that is the flow of things and that's how to get things done. By being able to transcend from a normal Monk, to being something amazing, this is necessary, Instead of relying just on Mantra's or Health Globes for healing, you get the same results from just using your regular skills! Spending spirit and getting healed in return? Yes, please!
My Demon Hunter build, lots of fire power and AOE. Generally you should use this with a tank or someone that can take some pounding while you do them in. Not gonna explain too much, just have a look.
My plans are to float around max fury most of the time, pop hammer, followed by overpower to get back to max, then earthquake. Planning to aim for a mostly crit build.
When I first saw the Wizard skills I was kind of disappointed by the lack of fire spells, which is what I'd planned to focus on for the most part. Since I generally prefer elemental spells to 'arcane' stuff, I've decided to go frost instead:
Going with free ray of frost instead of a signature spell, and the rest is mostly aoe ice damage focused. I have energy armour + prismatic for defense, and lots of slows/stuns May swap out mirror image for archon depending on how good it is, but at the moment there is very little info about it. I may also swap out glass cannon for astral presence if the reduced AP from energy armour is a problem.
I made this Demon Hunter build, essentially for pve and flexiblity in pvp, its not perfect, since I really havent played this game, but have seen a ton of videos and gameplay footage.
Recently saw what bola shot and rapidfire can do..and it was jaw dropping, truly full of win.
Not sure what the benefit is in dual wielding vs single, but ive seen a few videos with single wielding
a bow, pretty impressive.
http://us.battle.net/d3/en/calculator/barbarian#aQYSeP!ZhS!abZbaZ
pve oriented build, since i believe bash will work something like old smiter skill on diablo 2, i made a build focused on pure damage with one aoe (if needed).
It´s a build to kill elite/boss givind enemy damage reduction and armor to allies when needed trying to get as much critical as possible and fury regeneration.
PS: it's a life steal dependant build, you must have that on equipment.
This is a mostly PvE general purpose build since we dont know yet exactly how the skills are going to work,amount of enemies on given areas, etc Actives
Primary skill:Magic Missile a AP free signature spell for general use
Secondary skill:Disintegrate kinda "Aoe" with volatility for extra aoe effect Slow time for difficult situations and escapism. Blizzard for a heavy AP spell with high damage for large packs Ice Armor for some shielding and slowing of enemies Archon for a dmg increase cd(i.e a boss fight) Passives Glass canon for the extra dmg assuming youkill most enemies before they land a lot of hits so armor wont be that much needed Astral Presence just for AP regenaration( more AP more harder spells cast) Arcane Dynamo for the extra dmg gain on a non-singature or heavy AP spell after using signature spells
This will be my barbarian PVE build which focuses on mobility with leap attack and sprint, with cleave and whirlwind for clearing. I will be using battle rage and brawler for damage buffs and the leap attack Call of Arreat rune for setting up groups for whirlwind. Wrath of the berserker will be used as a tool used on bosses and harder packs.
This build I'm trying to get the maximum damage out of the Monk class but it comes at a cost. Sacrificing all survivability. All skills and runes were chosen on the basis that they increase damage, whether it be a static increase or a proc that increase damage for a short amount of time.
However the Defence skill "Breath of Heaven" does provided some survivability with a heal, but this is Runed to "Blazing Wrath" so that once used there is an increase to damage.
Reasons:
Throwing Barb was my favourite back when i first played diablo II
as a throwing barb i wont be dependent on gear and i can focus on getting better weapons rather than armor intially so i can be a glass cannon
A basic wizard build, focused primarily on arcane damage, with the wizard jumping back and forth between spaces while shooting as much arcane projectiles as possible. Not greatly optimized but stylish and fun to play with.
I concentrate on stunes and slowes, and in hard times self heal.
1. Bash (clobber) - 20 % for stun
2. seismic slam (stagger) - 70% for stun
3. groud stomp (defeanding crash) - after stun slow all for 3 seconds...
4. leap atack ( death from above) - for running and atacking enemy with stun..
5.revenge (provocation) -30 % for heal each time you are hit - you need survivality sometimes in pvp
6. wrath of berserker ( insanity) - +100 % dmg while active - this skill give you big burst dmg ...
THis skills giving you big survivality and some dmg and ability of stop enemy from running from you.
I made a Witch Doctor leveling build. It's focused on AoE dmges and a decent mana/health regen, so you don't have to stop so many times.
It's PvE oriented fire/poison damage build. Hope you're gonna like it!
Actually main skill would be autoattack with fast weapon(and another gear on crit, life, dodge, maybe lifesteal), because it's based on procs from Magic Weapon and Storm Armor(supporting by Paralisys passive), so one of those skills would not be on skillbar, you could take out Frost Nova probably, or changing slot with Storm Armor for recasting it(yes, this 6 slot limitation really sucks).
Teleport would be used for saving life or initiation with taking less damage. Diamond Skin is a save ability, could be important for melee Wizard.
Explosive Blast is main Arcane Power user, very well fits for being in melee(Cnain Reaction rune i think would be good, beacause of constantly changing location when chasing your enemies).
My witch doctor summoner/DoT build. Just like I played a necromancer in Diablo 2 and a warlock in WoW, I based my build around maximizing my pets efficiency while still allowing myself some room for group utility and some damage output through Haunt/Locust Swarm.
This is my dream Barbarian, i have no idea if it will actually work out...
BUT, anyway, it is going to be an awesome "Mighty Weapons" build focusing on slow and heavy attacks not fast weak ones wich is lame. My goal is to try and kill as many mobs as i can in one whirlwind! Wish me luck ^^
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With this special monk build, I was able to achieve great aspects of survivability while still able to maintain good damage out. From having a wide variety of skills, this build can act as either a support character or damage dealer. Due to having aspects of both, this build will be quite reliable for both single PvM and group PvM as well. With multiple healing and utility spells, runed for additional healing, the monk achieves a good amount of survivability and safety for upper level divisions of the game (Nightmare and up). Having a constant stream of spirit from runeskills and passives I would not need to worry about running out of spirit in the heat of combat, and having a constant stream of healing done to the Monk is always a bonus as well.
Exploding Palm (Creeping Demise)- Spirit generators are absolutely necessary for the Monk and this skills is one of my favorites. Having dots will be very useful due to the sheer amount of enemies that will be constantly flowing into my character later on in the game. With the addition of the runeskill, I will be able to place additional dots without the need of using the skill more than necessary, so there will always be a constant flow of damage on at least 3 monsters, as well as the chance of multiple monsters exploding as well. I mean, when has exploding monsters ever been a bad thing?
Way of the Hundred Fists (Windforce Flurry)- Whether this is optimal or not, this is just one of my favorite Monk skills of all time. Maybe it's growing up with Kung-Fu movie, but this is one skill I could not resist from having. Having a second Spirit generator is also necessary for 1) diversity of skills and 2) for different situations. With the inclusion of Windforce Flurry, the skills is more optimal for AoE situations instead of mostly being useful for one on one, or one vs few.
Inner Sanctuary (Safe Haven)- Let's not kid ourselves here. As much as we would love to have all our skills be damage dealers and there being constant action, situations can get pretty sticky sometimes, especially at higher levels. Whenever I, or a group member, get into a close call, whether being low on hp, or by being completely surrounded, this skill is the perfect choice. By keeping monsters out and being healed at the same time, it's like mocking the enemy right in their faces, literally.
Mystic Ally (Eternal Ally)- Haven't you heard the saying? Two is better than one? Well, in this case, it's three is better than two (including follower). Having an extra head in the heat of combat is always a yes please, to me anyways. Especially if there's no chance of them stealing your loot (tee-hee). With the inclusion of Mystic Ally, having an extra damage dealer, or hit taker, is always a good thing, and with Eternal Ally, there's a chance for them to come back when they die in combat! That would leave the minions of Heaven and Hell in constant bewilderment at all times! (And when they're not paying attention, that's the perfect time to make them and a couple friends of theirs explode ;))
Seven-Sided Strike (Sudden Assault)- While having Utility is nice, and very useful in messy situations, there's still this constant craving to kick some enemy booty and dealing massive damage. I mean, relying on others is always nice and all, but nothing is more satisfying than causing some major destruction with your own bare hands, eh? With the inclusion of Sudden Assault, the Monk gets a 2-for-1 special as well! 1) The Monk isn't some kind of sap that has to walk to enemies to literally blow their minds, he gets to teleport to them and do it instead! It's way more satisfying, and can cause a couple chuckles here and then. 2) The Monk obtains an even stronger damage dealing skill, and from my knowledge, more damage, has never once, been a bad thing.
Mantra of Healing (Circular Breathing)- Let's face it, as much as we all feel like we are from time-to-time, we're not invincible. Death is constantly knocking on our door, and I prefer to make sure my door has at least 12-15 deadbolts and a sign that says "Moved to Canada" just to see if he'll fall for it and get those hosers up north instead, maybe even change my name to Rusty Shackleford for extra safe-keeping.. For the off-chance that he doesn't fall for it, I decided that get this skill to having a constant stream of health keeping my Monk at tip-top shape. With the inclusion of Circular Breathing, having a steady income of Spirit will be very beneficial when I am required to constantly cast spirit spenders.
Chant of Resonance (Passive)- Honestly, this is just beneficial to the lack of attention I pay to things, or being so focused on combat, that I forget to reapply my Mantra. An increase from 3 to 7 minutes is very beneficial to my characters survivability, as well as my as my needs. Plus, adding onto the steady income of spirit from 3 per/sec into 5 per/sec is a very beneficial factor for being able to dish out the punishment on those pansy boys from Above and Below.
Combination Strike (Passive)- Always having the same choice, or doing the same thing, is quite bland. But, being rewarded for using multiple skills, now that's exciting! It's the same logic behind going to a Chinese restaurant, whether in a mall or an actual restaurant, it is much more fun than going to a regular food joint. People go to to Chinese food joints to get a 2, or 3, choice meal, instead of being restricted to the singular taste of a 1 choice meal.
Transcendence (Passive)- Being a Monk, it is required to constantly build and spend Spirit, for that is the flow of things and that's how to get things done. By being able to transcend from a normal Monk, to being something amazing, this is necessary, Instead of relying just on Mantra's or Health Globes for healing, you get the same results from just using your regular skills! Spending spirit and getting healed in return? Yes, please!
My Demon Hunter build, lots of fire power and AOE. Generally you should use this with a tank or someone that can take some pounding while you do them in. Not gonna explain too much, just have a look.
My plans are to float around max fury most of the time, pop hammer, followed by overpower to get back to max, then earthquake. Planning to aim for a mostly crit build.
http://us.battle.net...YiOk!WYg!YccYcZ
Going with free ray of frost instead of a signature spell, and the rest is mostly aoe ice damage focused. I have energy armour + prismatic for defense, and lots of slows/stuns May swap out mirror image for archon depending on how good it is, but at the moment there is very little info about it. I may also swap out glass cannon for astral presence if the reduced AP from energy armour is a problem.
Lots of fun dmg abilities, and teleport! Wouldn't play hardcore with this, though
Recently saw what bola shot and rapidfire can do..and it was jaw dropping, truly full of win.
Not sure what the benefit is in dual wielding vs single, but ive seen a few videos with single wielding
a bow, pretty impressive.
http://us.battle.net/d3/en/calculator/demon-hunter#bcgkPQ!cTe!abaZYc
pve oriented build, since i believe bash will work something like old smiter skill on diablo 2, i made a build focused on pure damage with one aoe (if needed).
It´s a build to kill elite/boss givind enemy damage reduction and armor to allies when needed trying to get as much critical as possible and fury regeneration.
PS: it's a life steal dependant build, you must have that on equipment.
This is a mostly PvE general purpose build since we dont know yet exactly how the skills are going to work,amount of enemies on given areas, etc
Actives
Primary skill:Magic Missile a AP free signature spell for general use
Secondary skill:Disintegrate kinda "Aoe" with volatility for extra aoe effect
Slow time for difficult situations and escapism.
Blizzard for a heavy AP spell with high damage for large packs
Ice Armor for some shielding and slowing of enemies
Archon for a dmg increase cd(i.e a boss fight)
Passives
Glass canon for the extra dmg assuming youkill most enemies before they land a lot of hits so armor wont be that much needed
Astral Presence just for AP regenaration( more AP more harder spells cast)
Arcane Dynamo for the extra dmg gain on a non-singature or heavy AP spell after using signature spells
This will be my barbarian PVE build which focuses on mobility with leap attack and sprint, with cleave and whirlwind for clearing. I will be using battle rage and brawler for damage buffs and the leap attack Call of Arreat rune for setting up groups for whirlwind. Wrath of the berserker will be used as a tool used on bosses and harder packs.
http://us.battle.net...XjQg!dfg!cbbaba
This build I'm trying to get the maximum damage out of the Monk class but it comes at a cost. Sacrificing all survivability. All skills and runes were chosen on the basis that they increase damage, whether it be a static increase or a proc that increase damage for a short amount of time.
However the Defence skill "Breath of Heaven" does provided some survivability with a heal, but this is Runed to "Blazing Wrath" so that once used there is an increase to damage.
http://eu.battle.net/d3/en/calculator/barbarian#kVgdPh!ZYf!cZZbab
Reasons:
Throwing Barb was my favourite back when i first played diablo II
as a throwing barb i wont be dependent on gear and i can focus on getting better weapons rather than armor intially so i can be a glass cannon
A basic wizard build, focused primarily on arcane damage, with the wizard jumping back and forth between spaces while shooting as much arcane projectiles as possible. Not greatly optimized but stylish and fun to play with.
My build is made for pvp...
I concentrate on stunes and slowes, and in hard times self heal.
1. Bash (clobber) - 20 % for stun
2. seismic slam (stagger) - 70% for stun
3. groud stomp (defeanding crash) - after stun slow all for 3 seconds...
4. leap atack ( death from above) - for running and atacking enemy with stun..
5.revenge (provocation) -30 % for heal each time you are hit - you need survivality sometimes in pvp
6. wrath of berserker ( insanity) - +100 % dmg while active - this skill give you big burst dmg ...
THis skills giving you big survivality and some dmg and ability of stop enemy from running from you.
I made a Witch Doctor leveling build. It's focused on AoE dmges and a decent mana/health regen, so you don't have to stop so many times.
It's PvE oriented fire/poison damage build. Hope you're gonna like it!
So here it is... http://us.battle.net/d3/en/calculator/witch-doctor#aehYSk!ZbS!bcacbb
http://us.battle.net...jXTR!fUV!ccaaca
Actually main skill would be autoattack with fast weapon(and another gear on crit, life, dodge, maybe lifesteal), because it's based on procs from Magic Weapon and Storm Armor(supporting by Paralisys passive), so one of those skills would not be on skillbar, you could take out Frost Nova probably, or changing slot with Storm Armor for recasting it(yes, this 6 slot limitation really sucks).
Teleport would be used for saving life or initiation with taking less damage. Diamond Skin is a save ability, could be important for melee Wizard.
Explosive Blast is main Arcane Power user, very well fits for being in melee(Cnain Reaction rune i think would be good, beacause of constantly changing location when chasing your enemies).
My witch doctor summoner/DoT build. Just like I played a necromancer in Diablo 2 and a warlock in WoW, I based my build around maximizing my pets efficiency while still allowing myself some room for group utility and some damage output through Haunt/Locust Swarm.
This is my version of a pure Wizz AOE build.
http://us.battle.net/d3/en/calculator/wizard#bZXPfh!aXU!baaYac
All the Runes are there to support the AOE in all skills. :Thumbs Up:
The_Flux
This is my wiz build with a range and survavibility orientation for Hell and Inferno.
I intend to play solo with this toon and probably kite a lot.
This is my dream Barbarian, i have no idea if it will actually work out...
BUT, anyway, it is going to be an awesome "Mighty Weapons" build focusing on slow and heavy attacks not fast weak ones wich is lame. My goal is to try and kill as many mobs as i can in one whirlwind! Wish me luck ^^