http://us.battle.net/d3/en/calculator/barbarian#WZYdUP!YUV!YYaYYZ
Here's my build. Kinda loved barbarian in Diablo II, so i think i'll be playing him in DIII :3
Ok, summary of my build -
1. Frenzy - when i first seen this ability in action, i nerdgasmed. It will be quite useful to destroy creeps with speed of thunder :3 also took Sidearm rune for some aoe damage.
2. Hammer of Ancients - i like big things crackin' the sculls of monsters, especially if it is big ass hammer Thunderstrike rune - took for some control and survivability.
3. Threatening Shout - been taken for survivability and Grim Harvest rune cuz' magic items always cool.
4. Leap Attack - i liked that ability more than others in DII, and i couldn't just not take it. Launch rune - took for some damage to mobs when i'll be escaping.
5. Overpower - very awesome ability with awesome damage and awesome cooldown reset. Momentum rune - taken for Fury generation.
6. Wrath of the Berserker - cool for mob packs, elites and bosses. Insanity rune - additional damage is always good
Passives:
1. Weapon Master - nice additions for weapons.
2. Relentless and Tough as Nails - for survivability.
Good luck for everyone, and hope i'll win the key
Demon Hunter because they are the best class. Why did I pick this build? I like to cause damage to everything I can with lots of explosions. Explosions are cool.
My first attempt to build a mage toon. I have a feeling I will be playing and re-rolling about a dozen times in the first week to find a build I enjoy to play. Much different than D1 or D2.
This build is focused on keeping the demon hunter away from harm while doing constant damage and cc. If you have ever played league of legends this character was slightly inspired by the champion Vayne. Basically she tumbles a lot and pushes single targets back. This build is based around mobility, speed and fast attacks. It also has a bit of cc and isn't damage heavy, but should work well in most pve cases and possibly some pvp, but it was mainly designed for pve. I will go through each skill below:
*Active Skills*
Hungering Arrow - piercing arrow *** I chose this hatred generator due to it's high usage when a character is moving around a lot. Since it seeks out targets you don't have to directly click on them, when you are tumbling around on the screen it'll get more difficult to accurately click on every target, and if you miss you'll end up walking towards them, unless you auto fire and then the problem is solved. Also the piercing arrow just seemed like the most reliable consistent damage out of each rune choice. I am not sure if the splitting arrow rune fires off more seeking arrows, i just took it as regular arrows and i would rather have arrows be flying through my enemies over and over. With all this said about hungering arrow, the entangling shot with the justice is served rune could be another viable option. This slows down enemies so you can have more damage output time, although i feel the build has enough utility that more damage from hungering arrow would do better.
Impale - Impact *** I chose this secondary skill as it reflects Vayne. This is used for the stronger and boss-like enemies because it does a lot of damage but also knocks the single target back with a stun. This will help keep any melee physical damage away from those baddies.
Vault - Tumble *** This skill is obvious that it reflects Vayne as well but is very vital to this build style. This build is designed to be moving everywhere so this is the only skill that will be using discipline consistently. (not including the one time use for the pet each time it dies) The tumble rune was used because this move will be used a lot! Running out of discipline too fast just can't be an option with this build.
Strafe - Equilibrium *** This skill was chosen as the build seemed to be lacking some of the damage. Never getting hit is great, but not being able to deal out any punishment makes this build useless. With more game-play experience with what enemies can do i feel a change in the rune could change to any of the other options due to the fact if i need more damage, attack speed, if i have critical strike chance, or if i need a little movement speed so i can get off more than a few arrows. The choice here would basically be which ever rune maximizes the damage output with the relatively short time it will be in use.
Cluster Arrow - Dazzling Arrow *** A problem while designing this build is what happens when there are just too many enemies coming at you. You may tumble, but that will be the only thing you have time for. This skill with it's rune gives a chance to stun in an aoe area to give you that extra room while kiting and strafing. just some extra cc, although it could be replaced with caltrops based on how the discipline will be used up.
Companion - Bat Companion *** This one was a tougher choice to make in this build. Out of the three larger cool-down skills this one seems to fit best with the high hatred cost. Preparation seemed nice but with only one skill using discipline and having reduced cost i didn't feel this was necessary. Shadow power seemed like a very nice "Holy Crap!" button, but with this build i felt it shouldn't be needed. With a bit of natural life steal on your equipment, keeping full health in fights shouldn't be too hard. The companion seemed like the best option because the build is a little heavy on the hatred side. To compensate having a bat companion does a little damage but more importantly gives some extra hatred to be used in battle. The only problem here could be the bat could die almost instantly in every fight, unless it's untargetable, or very strong. If the companion dies too much or just seems worthless the next best option would probably be shadow power with the night bane rune to have an extra burst of hatred in a fight while keeping the demon hunter a bit more healthy.
*Passive Skills*
Tactical Advantage *** This build relies heavily on movement and speed, so why not buff the movement ability from tumble. Move with all the speed!
Thrill of the Hunt *** To be honest, i didn't feel many of the passive abilities synergized with this build style very much. I chose this passive skill as one of the three in that it gives you that extra cc that's needed to stay away. I feel this passive will be used more effectively on the bigger and badder enemies due to the fact that it is single target and isn't active every second. It would be a lot more useful if the ability said that this immobilize couldn't affect the same target every 10 seconds not just can't be triggered every 10 seconds. However this may make this skill borderline too strong.
Archery *** There were many options for this last slot, however i feel this provides the best benefit to the build. No matter what ranged projectile shooting weapon you use, your damage output will increase. Like i said before this build is not damage heavy, so this makes up for some of that damage lost. I can't really tell what 10 yards in game look like, but the Steady aim skill could end up being more effective than this passive skill, and if so that would replace this skill.
Here is my built. I like AoE dmg, like to destroy alot of mobs at the same time. that is why i use skill with AoE, and runed the mantra with "Reclamation" to heal me!
This is my Demon Hunter Discipline build. All abilities use Discipline. And the passives help lower the cost of his abilities or help generate it. I especially like the passive hot persuit since hatred is never used in this build.
The general attack plan would be to summon a wolf, cast Marked for Death, drop a turret near the enemies and use Vault and Chains of torment rune (on Sentry) to kill kill kill. Use Bola to finish them off and get back some discipline for the next fight.
Gear would need as much crit chance as can be found to make the most use out of the Night Stalker passive.
Well what I had in mind was to have some kind of buffs during combat so I picked battle rage the fury spender for its damage and crit bonus and war cry the fury generator for its armor and with the skill rune resist bonus as well. With my passive ability it makes both of these last twice as long making their affects more valuable in combat. I figured some kind of buffs while fighting enemies is better then having none. Then i picked cleave and earthquakes for the aoe skills pretty simple enough. I changed hammer of the ancinents to a more single target damage so it can be utilized as a more boss/ unique enemies kind of skill. May other two passive abilitys are weapons master and animosity. With the weapons one I figured having a bonus to the damage for the weapons you would be using ,would be a nice set up and anomosity for the fury generation to help with that aspect. Really didn't know how to set him up, but I think what i have is a pretty interesting set of skills so i hope you guys like them.
Here's my barb build. I think people are overlooking the shouts, it's pretty much a necessity if you're going to be playing multiplayer with your friends, which I definitely am. Monks and barbs gonna be the big help in groups, gotta take advantage of their group oriented skills!
First, this is cruel! I wanted into beta and wanted to play but after actually seeing the skills and how it works.....I want to play soooo much more! Worst part is I know a couple people not playing their beta anymore.....argh.
OK, this build is kind of what I am thinking for my Monk. Kinda going for PVE with a healing/survival focus. Knockbacks to keep enimies away while I focus on individuals. Healing to help with bosses / harder enimies. Goal is to generate spirit in order to use my secondary abilities.
Also, here is a Barb build. Focus on killing enimies grouped together and self healing as well as some defensive choices to make keeping enimies close more practical.
Heya!
This is my presumed hell/inferno build for my barbarian. It is ofcourse hard to predict what skills i actually will be using when the game gets released, but its a good start i reckon!
The build bases itself on AoE, stuns and heavy armor, the Whirlwind can ofcourse be replaced by another fury spender as the need arises.
The main thought is that barb will leap attack stun, cleave, ground stomp,whirlwind the mobs while they are stunned and finish them off with cleave if necessary. It is also a good time to do a strategic retreat right after the ground stomp stun finishes so he can get some health back while the cooldowns reset and he can rinse and repeat!
thats a barb that i think would be fun to play in pve situations
Frenzy (Sidearm) for single target damage and fury regen
Hammer of the Ancients (Smash) for some aoe damage
Ignore Pain (Ignorance is Bliss) for survival
Weapon Thrown (Mighty Thrown) for a ranged attack
Battle Rage (Into The Fray) for more DPS
Earthquake (The Mountain's Call) for heavy aoe situations with no fury cost
also Ruthless and Weapon Master for critical (i plan to use maces/axes) and Unforgiving for more Fury regen
I chose this build because I have always loved frost themed characters. There is a certain thrill you get from stopping enemies in their tracks with freezing cold, then shattering their frostbitten corpses into a million pieces
Here's my build for a "tanking" Barbarian. I really like sword+board builds and the role of the damage taker. I liked playing with a sword/board build with the Paladin in D2. The Barb in D3 seems to be the only class that can be setup as a "warrior sword and shield" type.
Here's my build. Kinda loved barbarian in Diablo II, so i think i'll be playing him in DIII :3
Ok, summary of my build -
1. Frenzy - when i first seen this ability in action, i nerdgasmed. It will be quite useful to destroy creeps with speed of thunder :3 also took Sidearm rune for some aoe damage.
2. Hammer of Ancients - i like big things crackin' the sculls of monsters, especially if it is big ass hammer Thunderstrike rune - took for some control and survivability.
3. Threatening Shout - been taken for survivability and Grim Harvest rune cuz' magic items always cool.
4. Leap Attack - i liked that ability more than others in DII, and i couldn't just not take it. Launch rune - took for some damage to mobs when i'll be escaping.
5. Overpower - very awesome ability with awesome damage and awesome cooldown reset. Momentum rune - taken for Fury generation.
6. Wrath of the Berserker - cool for mob packs, elites and bosses. Insanity rune - additional damage is always good
Passives:
1. Weapon Master - nice additions for weapons.
2. Relentless and Tough as Nails - for survivability.
Good luck for everyone, and hope i'll win the key
PVE build to minimize damage taken with lots of slows and lightning/frost damage
Demon Hunter because they are the best class. Why did I pick this build? I like to cause damage to everything I can with lots of explosions. Explosions are cool.
Do as much damage as possible before they get near me and if they do dont let them live long enough to get away ^-^
My first attempt to build a mage toon. I have a feeling I will be playing and re-rolling about a dozen times in the first week to find a build I enjoy to play. Much different than D1 or D2.
This build is focused on keeping the demon hunter away from harm while doing constant damage and cc. If you have ever played league of legends this character was slightly inspired by the champion Vayne. Basically she tumbles a lot and pushes single targets back. This build is based around mobility, speed and fast attacks. It also has a bit of cc and isn't damage heavy, but should work well in most pve cases and possibly some pvp, but it was mainly designed for pve. I will go through each skill below:
*Active Skills*
Hungering Arrow - piercing arrow *** I chose this hatred generator due to it's high usage when a character is moving around a lot. Since it seeks out targets you don't have to directly click on them, when you are tumbling around on the screen it'll get more difficult to accurately click on every target, and if you miss you'll end up walking towards them, unless you auto fire and then the problem is solved. Also the piercing arrow just seemed like the most reliable consistent damage out of each rune choice. I am not sure if the splitting arrow rune fires off more seeking arrows, i just took it as regular arrows and i would rather have arrows be flying through my enemies over and over. With all this said about hungering arrow, the entangling shot with the justice is served rune could be another viable option. This slows down enemies so you can have more damage output time, although i feel the build has enough utility that more damage from hungering arrow would do better.
Impale - Impact *** I chose this secondary skill as it reflects Vayne. This is used for the stronger and boss-like enemies because it does a lot of damage but also knocks the single target back with a stun. This will help keep any melee physical damage away from those baddies.
Vault - Tumble *** This skill is obvious that it reflects Vayne as well but is very vital to this build style. This build is designed to be moving everywhere so this is the only skill that will be using discipline consistently. (not including the one time use for the pet each time it dies) The tumble rune was used because this move will be used a lot! Running out of discipline too fast just can't be an option with this build.
Strafe - Equilibrium *** This skill was chosen as the build seemed to be lacking some of the damage. Never getting hit is great, but not being able to deal out any punishment makes this build useless. With more game-play experience with what enemies can do i feel a change in the rune could change to any of the other options due to the fact if i need more damage, attack speed, if i have critical strike chance, or if i need a little movement speed so i can get off more than a few arrows. The choice here would basically be which ever rune maximizes the damage output with the relatively short time it will be in use.
Cluster Arrow - Dazzling Arrow *** A problem while designing this build is what happens when there are just too many enemies coming at you. You may tumble, but that will be the only thing you have time for. This skill with it's rune gives a chance to stun in an aoe area to give you that extra room while kiting and strafing. just some extra cc, although it could be replaced with caltrops based on how the discipline will be used up.
Companion - Bat Companion *** This one was a tougher choice to make in this build. Out of the three larger cool-down skills this one seems to fit best with the high hatred cost. Preparation seemed nice but with only one skill using discipline and having reduced cost i didn't feel this was necessary. Shadow power seemed like a very nice "Holy Crap!" button, but with this build i felt it shouldn't be needed. With a bit of natural life steal on your equipment, keeping full health in fights shouldn't be too hard. The companion seemed like the best option because the build is a little heavy on the hatred side. To compensate having a bat companion does a little damage but more importantly gives some extra hatred to be used in battle. The only problem here could be the bat could die almost instantly in every fight, unless it's untargetable, or very strong. If the companion dies too much or just seems worthless the next best option would probably be shadow power with the night bane rune to have an extra burst of hatred in a fight while keeping the demon hunter a bit more healthy.
*Passive Skills*
Tactical Advantage *** This build relies heavily on movement and speed, so why not buff the movement ability from tumble. Move with all the speed!
Thrill of the Hunt *** To be honest, i didn't feel many of the passive abilities synergized with this build style very much. I chose this passive skill as one of the three in that it gives you that extra cc that's needed to stay away. I feel this passive will be used more effectively on the bigger and badder enemies due to the fact that it is single target and isn't active every second. It would be a lot more useful if the ability said that this immobilize couldn't affect the same target every 10 seconds not just can't be triggered every 10 seconds. However this may make this skill borderline too strong.
Archery *** There were many options for this last slot, however i feel this provides the best benefit to the build. No matter what ranged projectile shooting weapon you use, your damage output will increase. Like i said before this build is not damage heavy, so this makes up for some of that damage lost. I can't really tell what 10 yards in game look like, but the Steady aim skill could end up being more effective than this passive skill, and if so that would replace this skill.
Monk build. Designed for party game. Heal+heal+heal+crowd control. Primary attack - chained AoE. Secondary - mass stun.
Follower - Enchantress with crowd control skills:
http://eu.battle.net...follower#!!0110
You can't kill me, my friends will kill you!
Did this build
wanna push as much damage while still beeing durable and self sustaining
http://us.battle.net/d3/en/calculator/barbarian#WQdUSg!age!cccccb
focus on defensive skills whit gain of armor/resit eazy jump in the fight great aoe dmg, ultra monster kill 500+, garanted
http://us.battle.net/d3/en/calculator/monk#bZRjig!UYd!cbZYYc
Here is my built. I like AoE dmg, like to destroy alot of mobs at the same time. that is why i use skill with AoE, and runed the mantra with "Reclamation" to heal me!
i apologize about my bad english
Goodbye and thank you.
Just a barb build with emphasis on tanking/dodging/taunting/etc at inferno difficulty. It's intended to be used with a bunch of other people in party.
I chose skills that I think will be fun to play with. Also a few heaing abilities, because I like saving my health pots for emergencies.
This is my Demon Hunter Discipline build. All abilities use Discipline. And the passives help lower the cost of his abilities or help generate it. I especially like the passive hot persuit since hatred is never used in this build.
The general attack plan would be to summon a wolf, cast Marked for Death, drop a turret near the enemies and use Vault and Chains of torment rune (on Sentry) to kill kill kill. Use Bola to finish them off and get back some discipline for the next fight.
Gear would need as much crit chance as can be found to make the most use out of the Night Stalker passive.
Thanks for the read, good luck to everyone.
http://us.battle.net...ZgeS!YWc!bYZYcc
Well what I had in mind was to have some kind of buffs during combat so I picked battle rage the fury spender for its damage and crit bonus and war cry the fury generator for its armor and with the skill rune resist bonus as well. With my passive ability it makes both of these last twice as long making their affects more valuable in combat. I figured some kind of buffs while fighting enemies is better then having none. Then i picked cleave and earthquakes for the aoe skills pretty simple enough. I changed hammer of the ancinents to a more single target damage so it can be utilized as a more boss/ unique enemies kind of skill. May other two passive abilitys are weapons master and animosity. With the weapons one I figured having a bonus to the damage for the weapons you would be using ,would be a nice set up and anomosity for the fury generation to help with that aspect. Really didn't know how to set him up, but I think what i have is a pretty interesting set of skills so i hope you guys like them.
Here's my barb build. I think people are overlooking the shouts, it's pretty much a necessity if you're going to be playing multiplayer with your friends, which I definitely am. Monks and barbs gonna be the big help in groups, gotta take advantage of their group oriented skills!
First, this is cruel! I wanted into beta and wanted to play but after actually seeing the skills and how it works.....I want to play soooo much more! Worst part is I know a couple people not playing their beta anymore.....argh.
OK, this build is kind of what I am thinking for my Monk. Kinda going for PVE with a healing/survival focus. Knockbacks to keep enimies away while I focus on individuals. Healing to help with bosses / harder enimies. Goal is to generate spirit in order to use my secondary abilities.
Also, here is a Barb build. Focus on killing enimies grouped together and self healing as well as some defensive choices to make keeping enimies close more practical.
http://us.battle.net/d3/en/calculator/barbarian#bTYSRj!hgd!YZYccZ
This is my presumed hell/inferno build for my barbarian. It is ofcourse hard to predict what skills i actually will be using when the game gets released, but its a good start i reckon!
The build bases itself on AoE, stuns and heavy armor, the Whirlwind can ofcourse be replaced by another fury spender as the need arises.
The main thought is that barb will leap attack stun, cleave, ground stomp,whirlwind the mobs while they are stunned and finish them off with cleave if necessary. It is also a good time to do a strategic retreat right after the ground stomp stun finishes so he can get some health back while the cooldowns reset and he can rinse and repeat!
http://us.battle.net/d3/en/calculator/barbarian#bQdXiS!aVg!acaZZa
thats a barb that i think would be fun to play in pve situations
Frenzy (Sidearm) for single target damage and fury regen
Hammer of the Ancients (Smash) for some aoe damage
Ignore Pain (Ignorance is Bliss) for survival
Weapon Thrown (Mighty Thrown) for a ranged attack
Battle Rage (Into The Fray) for more DPS
Earthquake (The Mountain's Call) for heavy aoe situations with no fury cost
also Ruthless and Weapon Master for critical (i plan to use maces/axes) and Unforgiving for more Fury regen
I chose this build because I have always loved frost themed characters. There is a certain thrill you get from stopping enemies in their tracks with freezing cold, then shattering their frostbitten corpses into a million pieces
http://us.battle.net/d3/en/calculator/barbarian#bTidkg!UVY!aaYZab