Ok so i'v been trying to stay away from anything Diablo 3 related, so i have no idea what kind of build i just created. I'v been buying and playing other games to try and fill the time till D3's release, all have been a waist of money...lol
I know i'm not gonna win a key but i figured i would just give this contest a shot, i can't wait till the release anymore. D3 will swallow and consume my life when it's released. So please Blizzard don't take too much longer im running out of money....lol
Might consider rearranging 1-4, but that's too early to say
Passives:
The Guardian's Path (Using Diabos)
Transcendence
Exalted Soul
Why? Solo-build that gives a good amount of solid damage (mostly based on AoE, but works single-target as well). It does so by weakening the enemies to Holy Damage, keeping them tight, and then blowing them to bits with AoE Holy Spells, while keeping the Monk alive by healing on spending it (either as more healing, or more solid AoE damage) through Ascendence. Exalted Soul ensures that Spirit can be built up and saved for more critical moments.
At the same time, the combination of Deadly Reach and Dashing Strike, makes it possible to stay at a distance and dip in and out of tight combat-situations. Additionally, Deadly Reach can also be used to build up bonus damage before joining the fray.
Looking forward to seeing if it works as well in practice as it sounds like in theory.
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It has been said... that in the end of all things... we would find a new beginning. But as the shadow once again crawls across our world... and the stench of terror drifts on a bitter wind... the people pray for strength and guidance. They should pray for the mercy of a swift death... for I've seen what the darkness hides!
... I don't think it's safe here.
Hoping for Pink Chain Lightning in D3!
Website: Virtual Meadows - Twitter: @Gnub
Went with a barbarian. His name will be Dumpy McFatterton. Before you can ask whats with the name, he will have beat your face so hard that your head will be full of fuck.
This spec allows me to get super pumped up via two cool downs, then just strait up and punch a motherfucker to get even more pumped up, then go all Thor on his ass. PS I can jump like a pro, asshole.
The only thing that would make him better would be 2x Stormheralds to dual wield. That would make him amazinger.
Interestingly, I've been leaning towards playing a Monk for some time now. While, obviously, I don't have access to testing any builds, I really like the way this one looks for PvE. I feel as though, in normal, a tank monk might not be as useful as it will be in harder difficulties. I plan to play with my brother and our friend, in a party of a three (possibly more /shrug)
I believe most of my choice picks are obvious; they're centered around strict tanking. I also feel that going 100% tank may not be fruitful, but I'm willing to give it a shot.
Given the passive "One with Everything" allows you to, if I understand it correctly, have a very high stat in one resistance, and it will scale the remaining to that level. That's priceless for someone who's sole purpose is to stay alive, and stay in the fight.
Resolve" also seems like a no brainer for a tank. Granted that the description entails that any damage you deal, from any source, will reduce the enemies damage output.
Pacifism is another golden passive, I think. This one's a bit more tricky. We'll have to see how much it actually becomes useful. If I get chain CC'd, this will be a brilliant passive to have picked up. If not, then a replacement like Transcendence would be a fantastic replacement. In fact, the more I think about it, the more it seems like the better pick of the two.
The remaining abilities are, if it weren't obvious, entirely centered around damage reduction. Possible replacements would be, well, any other Mantra in replace Evasion. They're honestly all fantastic. If damage output isn't enough, Retribution would be great. If my allies aren't doing enough combined damage, Conviction is great. If my allies are dying a bit too much, Healing might be great. Honestly, this one's almost impossible to call.
These abilities are also built around mobility. Being able to move quickly, and control where enemies path is going to be priceless. Absorbing damage for a few moments will allow for quick getaways. Really, it looks like a lot of fun. We'll have to see.
She can dish out the damage, but won't be able to take a hit. I will use teleport, slowtime, or wave of force to escape out of any sticky situation that may arise. While dishing out massive amounts of damage with disintegrate, meteor, and magic missile
Why Frenzy + smite ? : For bosses, it will be perfect. The ability to stun and more attack speed will increase my chance to stun.
Why Whirlwind + Blood funnel ? : An aoe spell is great to clear big crowded areas of enemy units. And while i clear it i will regen my hp
Why Battle rage + ferocity ? : I love crits on a character, and i want it to last forever.
Why wrath of the berseker + thrive on chaos ? : maybe the best spell of the barbarian. It gives A LOT : dodge, crits, attack speed and movement speed but doesn't last long , that's why is use thrive to increase the duration.
Why war cry + impunity ? Some protection (armor,spell resistance) is not bad sometimes ...
Why ignore pain + iron hide ? It will be a situational spell, for bosses only. (if i'm about to die i use it).
ruthless for crits, unforgiving to regenerate fury, and boon for wrath of the berserker cooldown.
He will basically heal my wounds with heal, loyalty and regenerate my fury (inspire) and if i need to finish off an enemy onslaught will be perfect for this.
Here is my build as I see it right now, nothing to serious and will probably need some more tunning but its what I have so far:
http://us.battle.net...YPSm!ZXh!YZaaaZ I call this the Frantic Wizard becasue it is based on freezing and slowing enemies and running around a lot. I find a like a lot of movement rather than standing still and spamming 3 or 4 buttons. I have forst nova and blizzard to slow enemies, blizzard is also my main AOE damager. I then have disentigrate and magic missle to finish of 1 or a couple ppl left over. I also put Archon in there to pop for difficult situations or boss fights.
The build is focused around the passive "Blood Ritual" which I think will be interesting to manage life as a spell resource and will add depth to the gameplay. At least in SC where I won't have to worry about overdoing it and losing my char
It uses Spirit Barrage (runed for multi-shot) as the main single target nuke. Haunt (runed to regen life) will supplement damage and give steady regen (297 per tick per target); and Grasp of the Dead (runed for more dmg) as my snare/main AoE spell.
My defensive escape ability is Spirit Walk (runed to heal 20% max hp during the walk), and Soul Harvest (runed to heal per affected target) as a defensive heal and also offensive buff. My final spell and big cooldown ability will be Big Bad Voodoo (runed to heal 5% max hp per second) which will allow me to spam Spirit Barrage like there is no tomorrow while healing at a steady rate so that I don't kill myself. This will work well against single targets.
For my passives I took Blood Ritual (this build is essentially built around the use of this passive), Gruesome Feast which synergizes well with Soul Harvest since the increase in Int is a %; and provided a bit of mana regen when I collect Health Globes. My last passive is Grave Injustice. This will allow me to bring my snare and escape abilities' cooldowns back quickly, while also healing me and regenerating a bit of mana when I kill things.
That is my build I think it will be interesting to try this out as it seems very different from what most people want to do with a WD... mass summons.
This build is for single PVP, to me so far it looks like the monk is 50/50 when it comes to going against Ranged and Melee so this build is a way to fight both or atleast stand a decent chance of doing so.
Mouse Skills
Primary
Deadly Reach- Well for classes like the Wizard, Demon Hunter and Witch Doctor your gonna need something to hit them with so I chose this for ranged and Piercing Trident to help increase the chance of hitting them.
Secondary
Sweeping Wind- This is for Melee classes if they close in on you or if you can get close enough to the ranged classes I chose the Blade Storm rune to do more damage against them.
Action Bar Skills
Defensive
Serenity- I chose this as the defensive ability for the sheer purpose of giving certain cooldowns longer chance to come back or for me to quickly heal or gain some distance or perhaps to get closer to someone, I chose the Karma Rune incase somone decides to launch a barrage of attacks I can make them take the damage.
Conviction
Mantra Of Healing- This was a simple choice to me as it allows me to keep going longer for such tough ranged fights or even an overpowering Barbarian I chose the Heavenly Body Rune cause I have always been a Vitality person as it allows me to live long enough to try and kill my opponent.
Techniques
Dashing Strike- For this one I simple have it as a situation ability as I can easily get up close to a Ranged class incase they got to far or I can simply get some distance away from a Melee class if I need to. I chose the Flying Side Kick Rune so it will allow me to stun a ranged class so I have a few seconds to get off Sweeping Wind.
Focus
Cyclone Strike-Again it will allow me to close some distance on a Ranged class to use Sweeping Wind or extra damage to a Melee class. I chose the Soothing Breeze Rune for the heal as again it can keep me going
Passive Skills
Chant Of Resonance-Well the longer my Mantra last the better and longer I can keep going also Spirit Generation is important to the Monk so it will help me perform my abilities faster
Near Death Experience-This Passive Skill will again keep me going incase I die and will also reset me with a decent amount of Spirit aswell.
Transcendence- This Passive skill will be very helpful as an extra heal whenever I do abilities and again it will help keep me going.
In all this build allows me to attack all ranged of classes with a nice amount of healing to keep me going to what this build was made for and thats to fight good against any class
Hi all, I chose this build: http://us.battle.net/d3/en/calculator/barbarian#WQikg!TgU!ZZYaZ sorry mines not as good as some of the others, but this was done on my phone. All it offers is an interesting ww build, which seems like the barb has some pretty badass tactics in both pve and pvp
no generator demon hunter softcore pve http://us.battle.net/d3/en/calculator/demon-hunter#cRdjUk!bYe!ababaZ
I didn't want to use a hatred generator they seem kinda boring so i decided to use smoke screen with breathe deep to generate hatred and multishot with suppression fire to generate discipline. I also chose a mix of single target and aoe effects to maximize killing speed and took marked for death with contagion for the awesome damage increase.
This PVP build focuses on dealing high damage rapidly and then saving up for another combo.
Ray of Frost (Cold Blood):
With the Rune enhancement, this skill essentially becomes another signature spell but with a 200% weapon damage. In addition to the high damage, the slowing portion of the spell helps stall melee enemies. Great spell to use while generating AP or to escape if AP is low.
Arcane Orb (Obliteration):
This spell is the go to high damage spell. Great spell to use during combo's (will talk about these later). Note: deals arcane damage.
Arcane Torrent (Cascade):
High damage controlled spamming. great for attacking from a distance and attacking groups of enemies. Note: Deals arcane damage.
Slow Time (Time warp):
This spell with its extra damage rune effect sets up a combo (will talk about it later)
Teleport (Reversal):
Great for evasion and Combo setting.
Archon (teleport):
This spell is a combo within itself.
Passives:
Glass Cannon - extra damage - kill enemies quickly
Astral Presence - AP management is key
Temporal Flux - Arcane spells become even more useful. My arcane spells are the high damage ones, so this passive gives me a chance to get away after using them.
Combos:
Archon is a combo- with the teleporting ability, you can get to any opponent and blast them with high damage while not taking too much damage.
(Tele-slowtime-orb-tele): This combo involves teleing up to an enemy, casting slow time on them, blasting them with arcane orbs, and teleing back away or using ray of frost to provide retreating cover.
This build allows you to dish out really high damage fairly frequently. It does require more skill in evasion, but the pay off is great.
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I know i'm not gonna win a key but i figured i would just give this contest a shot, i can't wait till the release anymore. D3 will swallow and consume my life when it's released. So please Blizzard don't take too much longer im running out of money....lol
http://us.battle.net/d3/en/calculator/barbarian#cQXTVS!fch!Zbbbac
This would be for aoe speed clearing
http://us.battle.net...jilg!cUg!aaYYcY
i think this will build will help survival chances
http://us.battle.net/d3/en/calculator/demon-hunter#cXbUPl!ZdT!aaZcZa
I made it so It has abilities that can immobilize targets , It does fair amount of damage and has few abilities to escape if enemy gets close
Demon Hunter, PvE
This build is my all around favorite for a demon hunter. After making many different test ones, this one provided high damage and good defense.
http://eu.battle.net/d3/en/calculator/monk#QZXjbR!ZYd!baaacZ
Active Skills:
Passives:
Solo-build that gives a good amount of solid damage (mostly based on AoE, but works single-target as well). It does so by weakening the enemies to Holy Damage, keeping them tight, and then blowing them to bits with AoE Holy Spells, while keeping the Monk alive by healing on spending it (either as more healing, or more solid AoE damage) through Ascendence. Exalted Soul ensures that Spirit can be built up and saved for more critical moments.
At the same time, the combination of Deadly Reach and Dashing Strike, makes it possible to stay at a distance and dip in and out of tight combat-situations. Additionally, Deadly Reach can also be used to build up bonus damage before joining the fray.
Looking forward to seeing if it works as well in practice as it sounds like in theory.
Website: Virtual Meadows - Twitter: @Gnub
Went with a barbarian. His name will be Dumpy McFatterton. Before you can ask whats with the name, he will have beat your face so hard that your head will be full of fuck.
This spec allows me to get super pumped up via two cool downs, then just strait up and punch a motherfucker to get even more pumped up, then go all Thor on his ass. PS I can jump like a pro, asshole.
The only thing that would make him better would be 2x Stormheralds to dual wield. That would make him amazinger.
Tonk: The Exhalted Monk Tank
Interestingly, I've been leaning towards playing a Monk for some time now. While, obviously, I don't have access to testing any builds, I really like the way this one looks for PvE. I feel as though, in normal, a tank monk might not be as useful as it will be in harder difficulties. I plan to play with my brother and our friend, in a party of a three (possibly more /shrug)
I believe most of my choice picks are obvious; they're centered around strict tanking. I also feel that going 100% tank may not be fruitful, but I'm willing to give it a shot.
Given the passive "One with Everything" allows you to, if I understand it correctly, have a very high stat in one resistance, and it will scale the remaining to that level. That's priceless for someone who's sole purpose is to stay alive, and stay in the fight.
Resolve" also seems like a no brainer for a tank. Granted that the description entails that any damage you deal, from any source, will reduce the enemies damage output.
Pacifism is another golden passive, I think. This one's a bit more tricky. We'll have to see how much it actually becomes useful. If I get chain CC'd, this will be a brilliant passive to have picked up. If not, then a replacement like Transcendence would be a fantastic replacement. In fact, the more I think about it, the more it seems like the better pick of the two.
The remaining abilities are, if it weren't obvious, entirely centered around damage reduction. Possible replacements would be, well, any other Mantra in replace Evasion. They're honestly all fantastic. If damage output isn't enough, Retribution would be great. If my allies aren't doing enough combined damage, Conviction is great. If my allies are dying a bit too much, Healing might be great. Honestly, this one's almost impossible to call.
These abilities are also built around mobility. Being able to move quickly, and control where enemies path is going to be priceless. Absorbing damage for a few moments will allow for quick getaways. Really, it looks like a lot of fun. We'll have to see.
-Balfazaar
http://us.battle.net/d3/en/calculator/wizard#SjQWga!Ydg!ZZaaZa
She can dish out the damage, but won't be able to take a hit. I will use teleport, slowtime, or wave of force to escape out of any sticky situation that may arise. While dishing out massive amounts of damage with disintegrate, meteor, and magic missile
http://us.battle.net/d3/en/calculator/witch-doctor#dhUXWj!ahi!Yccaaa
Dmg skills: Haunt with slow - locust swarm
CC skills: Hex with heals - Horrify
Party buffs: Big Bad Voodoo
Survive: Spirit Walk with healing
This build have many cc and healing skills.
http://us.battle.net/d3/en/calculator/monk#QgUXhk!UcY!YabZcc
gooooo monk!!
Why Frenzy + smite ? : For bosses, it will be perfect. The ability to stun and more attack speed will increase my chance to stun.
Why Whirlwind + Blood funnel ? : An aoe spell is great to clear big crowded areas of enemy units. And while i clear it i will regen my hp
Why Battle rage + ferocity ? : I love crits on a character, and i want it to last forever.
Why wrath of the berseker + thrive on chaos ? : maybe the best spell of the barbarian. It gives A LOT : dodge, crits, attack speed and movement speed but doesn't last long , that's why is use thrive to increase the duration.
Why war cry + impunity ? Some protection (armor,spell resistance) is not bad sometimes ...
Why ignore pain + iron hide ? It will be a situational spell, for bosses only. (if i'm about to die i use it).
ruthless for crits, unforgiving to regenerate fury, and boon for wrath of the berserker cooldown.
follower templar : http://eu.battle.net...r/follower#0111
He will basically heal my wounds with heal, loyalty and regenerate my fury (inspire) and if i need to finish off an enemy onslaught will be perfect for this.
http://us.battle.net...YPSm!ZXh!YZaaaZ
I call this the Frantic Wizard becasue it is based on freezing and slowing enemies and running around a lot. I find a like a lot of movement rather than standing still and spamming 3 or 4 buttons. I have forst nova and blizzard to slow enemies, blizzard is also my main AOE damager. I then have disentigrate and magic missle to finish of 1 or a couple ppl left over. I also put Archon in there to pop for difficult situations or boss fights.
Good luck to everyone that entered!
http://us.battle.net/d3/en/calculator/witch-doctor#gdUZRj!cXS!ZacaZY
The build is focused around the passive "Blood Ritual" which I think will be interesting to manage life as a spell resource and will add depth to the gameplay. At least in SC where I won't have to worry about overdoing it and losing my char
It uses Spirit Barrage (runed for multi-shot) as the main single target nuke. Haunt (runed to regen life) will supplement damage and give steady regen (297 per tick per target); and Grasp of the Dead (runed for more dmg) as my snare/main AoE spell.
My defensive escape ability is Spirit Walk (runed to heal 20% max hp during the walk), and Soul Harvest (runed to heal per affected target) as a defensive heal and also offensive buff. My final spell and big cooldown ability will be Big Bad Voodoo (runed to heal 5% max hp per second) which will allow me to spam Spirit Barrage like there is no tomorrow while healing at a steady rate so that I don't kill myself. This will work well against single targets.
For my passives I took Blood Ritual (this build is essentially built around the use of this passive), Gruesome Feast which synergizes well with Soul Harvest since the increase in Int is a %; and provided a bit of mana regen when I collect Health Globes. My last passive is Grave Injustice. This will allow me to bring my snare and escape abilities' cooldowns back quickly, while also healing me and regenerating a bit of mana when I kill things.
That is my build I think it will be interesting to try this out as it seems very different from what most people want to do with a WD... mass summons.
Looking forward to this game so much!
This build is for single PVP, to me so far it looks like the monk is 50/50 when it comes to going against Ranged and Melee so this build is a way to fight both or atleast stand a decent chance of doing so.
Mouse Skills
Primary
Deadly Reach- Well for classes like the Wizard, Demon Hunter and Witch Doctor your gonna need something to hit them with so I chose this for ranged and Piercing Trident to help increase the chance of hitting them.
Secondary
Sweeping Wind- This is for Melee classes if they close in on you or if you can get close enough to the ranged classes I chose the Blade Storm rune to do more damage against them.
Action Bar Skills
Defensive
Serenity- I chose this as the defensive ability for the sheer purpose of giving certain cooldowns longer chance to come back or for me to quickly heal or gain some distance or perhaps to get closer to someone, I chose the Karma Rune incase somone decides to launch a barrage of attacks I can make them take the damage.
Conviction
Mantra Of Healing- This was a simple choice to me as it allows me to keep going longer for such tough ranged fights or even an overpowering Barbarian I chose the Heavenly Body Rune cause I have always been a Vitality person as it allows me to live long enough to try and kill my opponent.
Techniques
Dashing Strike- For this one I simple have it as a situation ability as I can easily get up close to a Ranged class incase they got to far or I can simply get some distance away from a Melee class if I need to. I chose the Flying Side Kick Rune so it will allow me to stun a ranged class so I have a few seconds to get off Sweeping Wind.
Focus
Cyclone Strike-Again it will allow me to close some distance on a Ranged class to use Sweeping Wind or extra damage to a Melee class. I chose the Soothing Breeze Rune for the heal as again it can keep me going
Passive Skills
Chant Of Resonance-Well the longer my Mantra last the better and longer I can keep going also Spirit Generation is important to the Monk so it will help me perform my abilities faster
Near Death Experience-This Passive Skill will again keep me going incase I die and will also reset me with a decent amount of Spirit aswell.
Transcendence- This Passive skill will be very helpful as an extra heal whenever I do abilities and again it will help keep me going.
In all this build allows me to attack all ranged of classes with a nice amount of healing to keep me going to what this build was made for and thats to fight good against any class
http://us.battle.net/d3/en/profile/barrybondz-1111/hero/17437659
I didn't want to use a hatred generator they seem kinda boring so i decided to use smoke screen with breathe deep to generate hatred and multishot with suppression fire to generate discipline. I also chose a mix of single target and aoe effects to maximize killing speed and took marked for death with contagion for the awesome damage increase.
Barbarian AOE build. Lots of attacks that hit multiple targets with defensive abilities that will help you survive while surrounded by enemies.
This PVP build focuses on dealing high damage rapidly and then saving up for another combo.
Ray of Frost (Cold Blood):
With the Rune enhancement, this skill essentially becomes another signature spell but with a 200% weapon damage. In addition to the high damage, the slowing portion of the spell helps stall melee enemies. Great spell to use while generating AP or to escape if AP is low.
Arcane Orb (Obliteration):
This spell is the go to high damage spell. Great spell to use during combo's (will talk about these later). Note: deals arcane damage.
Arcane Torrent (Cascade):
High damage controlled spamming. great for attacking from a distance and attacking groups of enemies. Note: Deals arcane damage.
Slow Time (Time warp):
This spell with its extra damage rune effect sets up a combo (will talk about it later)
Teleport (Reversal):
Great for evasion and Combo setting.
Archon (teleport):
This spell is a combo within itself.
Passives:
Glass Cannon - extra damage - kill enemies quickly
Astral Presence - AP management is key
Temporal Flux - Arcane spells become even more useful. My arcane spells are the high damage ones, so this passive gives me a chance to get away after using them.
Combos:
Archon is a combo- with the teleporting ability, you can get to any opponent and blast them with high damage while not taking too much damage.
(Tele-slowtime-orb-tele): This combo involves teleing up to an enemy, casting slow time on them, blasting them with arcane orbs, and teleing back away or using ray of frost to provide retreating cover.
This build allows you to dish out really high damage fairly frequently. It does require more skill in evasion, but the pay off is great.