Heres a short explaination of my arcane wizard build, meant mainly for PVP action. I want to preface by saying all of the skills are arcane damage based, so I dont have to repeat it on every skill.
Left Mouse: Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse: Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1: Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2: Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3: Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4: Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1: Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2: Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3: Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
This is my support Monk build which should be ideal in inferno difficulty. The idea behind the build is to keep close to the tank and help slow/reduce the damage done by the enemies while also providing constant heals to the entire group. A barbarian with the taunt ability will ensure that the monk isn't being hit as they will both be grouped up together. The other characters (2 ranged) will sit back and cast aoe spells on the group of mobs which should be focused on the myself (monk) and the barbarian (tank).
This is the build I plan to use for PvE when Diablo 3 launches, a purely ranged build that focuses on keeping my Demon Hunter attacking while having abilities to help restore Discipline for Backflip, Marked for Death, and summoning the Raven.
The Multishot ability glyphed with Supression Fire will serve as the primary method restoring discipline, using it at close range on a group of monsters to restore enough discipline to backflip away (while leaving a lovely grenadey surprise for them thanks to Parting Gift), mark a target for death (which when slayne, will than bounce to his buddies via the Contagion Glyph), and barrage them with Rapid Fire (whilest engulfed in flames) if theres only one monster left, or Hungery Arrow to keep up the piercing, multi-damage barrage of arrowy doom (thanks to the Shatter Shot glyph).
My Passive abilities compliment this build by allowing me to access a greater range of damage with the Archery Mastery passive, as well as offering both a total reduction of Disicpline use through Perfectionist and complimenting multi-shot with Night Stalker.
All in all, the buiild will serve to do both massive amoutns of AoE damage, as well as decent single target damage through Rapid Fire, and always give me a method to restore my Discipline and keep it high enough to use any of my evasive and marking abilities to stay alive and in the game.
This build focues on utilizing a Bow for the 15% increased damage from Archery, and keeping enemies away for the additional 20% increased bonus from Steady Aim. Simaltaneously, the build also focuses on AoE damage utilization.
Single target DPS starts with markign the target with Mark for Death. Both Hungering Arrow and Impale do large amounts of damage on their own.
For AoE, things get a bit more exciting. With Impale will hiting all enemies, it combined with the Hatred Regen form the socketed Shadow Power can provide a large amount of healing. Multi Shots will guarentee Shadow Power up time, though I may swap Nightbane to Well of Darkness if Discipline regen suffers.
Fan of Knives is the main tool for keeping enemies away, and is more effective at a 20 yard range than 10 due to Steady Aim again.
The main Follower used for this build when Solo will be the Templar. His ability to keep enemies snared, stunned, and away from the Demon Hunter with Guardian will ensure Steady Aim uptime. Again, if Discipline regen suffers, Inspire might be a tool to dabble in with.
With tanking covered, the next Follower to be used is the Scoundel. The Crit chance scales nicely with Sharpshooter, and the single target snare is on a short enough cooldown to be quite potent.
Finally, the Enchantress. Powered Armor can keep enemies away, though not as effectivly as the other Followers. Focused Mind is a passive DPS boost, and if Haste effects work as they do in Warcraft (granting more resources), this could be something to play around with.
This my Vampiric Barb for tanking with a group of friends, relying on them to deal most of the damage. This build is meant for dual wielding, leaning heavily on the frenzie speed and bloodthirst to work together to keep the life stealing up, while basically all other abilities are runed towards life steal\recovery, with the exception of leap attack, which is more of an escape skill and also allows some control of the battlefield, especially when combined with ancient spear.
My build for demon hunter :). I dont know if it will be good. I just hope if i gona have fun with it Just have some aoe skills and some which can save my life Easy build for easy game.
Exploding Palm with Crippling Demise rune - The 1st two attacks 100% weapon dmg and 3rd 50% weapon dmg as a bleed. I love the AE effect of if a target dies with a bleed, others in area are effected too and with crippling demise, 2 targets with a bleed on them helps.
Crippling Wave with Tsunami rune - This ability is used for snaring and dazing when I need it as an escape or to get room or use in an effective combo attack in an AE setting.
Dashing Strike with Soaring Skull rune - The 1 sec root and the 60% snare effect provided by the rune would help me get to my target's location quick and I can quickly deliever a deadly combo on them.
Lashing Tail Kick with Spinning Flame Kick rune - This would be my centerpiece ability. I would use this for knockback and follow up with Dashing Strike in most situations. The column of fire that hits for an additional 240% as fire, is a plus.
Seven-Sided Strike with Fulminating Onslaught rune - A good AE ability that looks awesome as well. Enemies take huge weapon dmg of 777% is a plus
Mantra of Conviction with Submission rune - I like this mantra b/c the enemy takes more dmg over time. The rune increases the effect and is very useful for eliminating a big pack of mobs.
Passive Skills:
Resolve - Used to decrease incoming dmg, which would allow me to play more offensively.
Seize the Iniative - To increase the armor based on my dexterity, which would also allow me to play more offenisely in an AE situation.
Combination Strike - Used to buff myself for a short period with the spirit generators.
This pretty much summarizes my Monk's AE build. Would love to test it out!
Lightning Wizard
I always hated the lighning enemys in diablo 2. So I want to try to imitate these enemys as a lighning Wizard.
I also took several summons to disturb any enemys I could face.
Mirror Image and Teleport are usefull escape spells.
-The focus of this build is to apply Groping Eels and Resentful Spirit quickly and then to use Spirit Barrage as a direct damage spell.
-Pierce the Veil is there to maximize damage, and Blood Ritual and Rush of Essence are there to offset the increased mana costs.
-Leeching Beasts is there to tank damage and keep health moderately high due to Blood Ritual.
-Healing Journey is there as a quick way to increase health and get out of a bind.
-Ruthless Terror is there to further offset the high mana costs and for use as a cc.
Follower will certainly be a Templar for the many healing spells offered and to help the dogs tank.
This build remains to be one of my strongest Solo builds.
It focuses most of the damage done by the follower. But maximizes the monks capabilities as a tank and aoe knockback abilities. His aoe damage will be enough to sustain large groups of minions without sacrificing any down time. He replenishes a ton of spirit back on his attacks and from his summoned ally.
Eternally this build will be the ultimate solo build for end game PVM.
This is my monk pve/support build and it is intended to work with a barbarian with an offensive build.
I pick the skills and runes that have supporting utility (i.e. charm, stun, reduce damage, slow, etc.).
Any survival or pure damage-dealing skills or runes were not picked because I was hoping the barbarian would pick up the slack.
My main concern is that the healing power from Breadth of Heaven and Mantra of Healing is not enough for the damage in inferno. I guess we'll see.
So here it is! My initial attempt at building a talent set for a tank-viable mage. Focus was intended to be on the Wizards abilities enhancing Armors and helpers for threat generation even in AoE scenarios.
Note that this build is a mock build and an actual preffered build would require the actual game to perfect (wink, wink, beta key plz lol)
This build is for a "pet-less" Witch Doctor for Nightmare ++ difficulty.
Firebomb + conflagration
Low mana AOE for larger packs of mobs
Conflagration rune for wider AoE + higher damage AoE
Spirit Barrage + Phlebotomize
Higher single target dps
Main boss "nuke"
Phlebotomize for lifesteal when fighting bosses/champions that will inevitably cause you
some sort of damage during the fight
Firebats + Dire bats
Close quarters AoE
High dps mana sink
Dire bats provide longer range since no pets will be there to soak up hits
Grasp of the dead + Death is life
Good overall AoE dps
slow allows for firebomb and firebats to burn down enemies without them getting to you
good form of crowd control (again. no pets)
Death is life allows for more health through health globes and more globes for gruesome feast
soul harvest + swallow your soul
Sou harvest intellect buff = more damage/mana
Swallow your soul allows for one to group enemies and burn soul harvest for a decent mana return
intellect buff stacks (?) with gruesome feast
Horrify + Phobia
additional crowd control
Phobia allows for more time to collect globes, burn down enemies, etc..
Passives: Jungle fortitude
Basic -% damage taken for high difficulty survival
Spiritual Attunement
Decent flat rate mana regeneration
Gruesome Feast
W/ additional health globe drops from GOTD, should easily be able to keep +intellect buffs up
This is my initial witch-doctor build. It addresses a few key needs I suspect I will have: AoE, DoTs that spread, the ability to weaken mobs while buffing myself, some basic CC, and a combat pet summon. I'm excited to be able to play and tweak and see what works and what doesn't, I imagine in time this build will make me laugh.
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Left Mouse:
Magic Missle - "Seeker"
Costs zero arcane, and is the equivalent of a Guided Arrow, just spam this and youre guarenteed hits at a fairly high rate.
Right Mouse:
Arcane Torrent - "Disruptor"
This is the arcane equivalent to Ray of Frost or Disintegrate, point and hold for a small AoE or high single target DPS. The Disruptor rune means enemies will take an extra 15% damage from any other arcane attacks, hence the all arcane build.
Skill 1:
Energy Armor - "Energy Tap"
Being in PVP, you need a defensive boost, 65% armor is a huge bonus, and the Energy Tap rune means we also get an extra 20 AP in our pool.
Skill 2:
Familiar - "Arcanot"
A summon than attacks with Arcane damage, will also get the boost from Arcane Torrent "Disruptor", As well as Arcanot rune grants an additional 2 AP/second regen bonus.
Skill 3:
Arcane Orb - "Arcane Orbit"
Rather than using as a primary Offensive skill, Arcane Orbit rune makes this a passive offensive armor type skill. Any time an enemy gets close, an orb explodes dealing arcane damage, and the skill has 4 orbs with each charge.
Skill 4:
Hydra - "Arcane Hydra"
To make sure the entire screen is overwhelmed with arcane projectiles, Arcane hydra is the final piece of the puzzle. Between your wizards fast moving, heat seeking projectiles, and the slow moving hydra projectiles it will be very hard for your enemy to navigate without taking some damage.
Passives 1:
Temporal Flux
This is where this entire build comes together. Any time your enemy takes Arcane damage, they are slowed by 30% for 2 seconds. The reason we are flooding the screen with arcane projectiles is an effort to keep the enemy perma-slowed and being able to kite them without faster run/walk or teleport.
Passive 2:
Prodigy
Magic missle will become a huge source of AP income with 4 AP returned with each cast, in addition with other item properties and skill AP regen, you should almost never worry about being dry of AP.
Passive 3:
Arcane Dynamo
While youre casting magic missle to gain AP, it fits perfectly with this passive. After 5 casts of magic missle, your next skill cast will do 75% more damage. This can be used to buff "arcane orbit", familiar, Hydra and arcane torrent before each use.
Between "arcane dynamo" and arcane torrent "disruptor", your skill damage is effectively boosted by 90%!!! Coupled with a 65% armor bonus, and an offensive armor dealing a possible 400% base damage to a single target, (not to mention perma-slowing your enemy by 30%) your wizard is looking like a nuke AND a tank.
Thats my build!
Thanks guys, good luck to everyone posting
http://us.battle.net/d3/en/calculator/wizard#aVZilO!ZTc!caYaYb
Link
This is I think a good mix of dmg and survivability. But this will probably change a lot with some testing.
http://us.battle.net/d3/en/calculator/monk#WTXhVR!faY!cZZaZc
This is my support Monk build which should be ideal in inferno difficulty. The idea behind the build is to keep close to the tank and help slow/reduce the damage done by the enemies while also providing constant heals to the entire group. A barbarian with the taunt ability will ensure that the monk isn't being hit as they will both be grouped up together. The other characters (2 ranged) will sit back and cast aoe spells on the group of mobs which should be focused on the myself (monk) and the barbarian (tank).
This is the build I plan to use for PvE when Diablo 3 launches, a purely ranged build that focuses on keeping my Demon Hunter attacking while having abilities to help restore Discipline for Backflip, Marked for Death, and summoning the Raven.
The Multishot ability glyphed with Supression Fire will serve as the primary method restoring discipline, using it at close range on a group of monsters to restore enough discipline to backflip away (while leaving a lovely grenadey surprise for them thanks to Parting Gift), mark a target for death (which when slayne, will than bounce to his buddies via the Contagion Glyph), and barrage them with Rapid Fire (whilest engulfed in flames) if theres only one monster left, or Hungery Arrow to keep up the piercing, multi-damage barrage of arrowy doom (thanks to the Shatter Shot glyph).
My Passive abilities compliment this build by allowing me to access a greater range of damage with the Archery Mastery passive, as well as offering both a total reduction of Disicpline use through Perfectionist and complimenting multi-shot with Night Stalker.
All in all, the buiild will serve to do both massive amoutns of AoE damage, as well as decent single target damage through Rapid Fire, and always give me a method to restore my Discipline and keep it high enough to use any of my evasive and marking abilities to stay alive and in the game.
http://us.battle.net...UgRl!YeT!bYabba
This build focues on utilizing a Bow for the 15% increased damage from Archery, and keeping enemies away for the additional 20% increased bonus from Steady Aim. Simaltaneously, the build also focuses on AoE damage utilization.
Single target DPS starts with markign the target with Mark for Death. Both Hungering Arrow and Impale do large amounts of damage on their own.
For AoE, things get a bit more exciting. With Impale will hiting all enemies, it combined with the Hatred Regen form the socketed Shadow Power can provide a large amount of healing. Multi Shots will guarentee Shadow Power up time, though I may swap Nightbane to Well of Darkness if Discipline regen suffers.
Fan of Knives is the main tool for keeping enemies away, and is more effective at a 20 yard range than 10 due to Steady Aim again.
Her Followers:
http://us.battle.net...#0000!0010!0000
The main Follower used for this build when Solo will be the Templar. His ability to keep enemies snared, stunned, and away from the Demon Hunter with Guardian will ensure Steady Aim uptime. Again, if Discipline regen suffers, Inspire might be a tool to dabble in with.
With tanking covered, the next Follower to be used is the Scoundel. The Crit chance scales nicely with Sharpshooter, and the single target snare is on a short enough cooldown to be quite potent.
Finally, the Enchantress. Powered Armor can keep enemies away, though not as effectivly as the other Followers. Focused Mind is a passive DPS boost, and if Haste effects work as they do in Warcraft (granting more resources), this could be something to play around with.
The road to success is always under construction | Armory Link | MMO-Champion Profile |
http://us.battle.net/d3/en/calculator/barbarian#WdkURS!dcT!acbacb
This is the link to what I believe is an "Arena Master" build for Barbarians!
Please give this interest for it very well could be the cc/glass cannon spec everyone is looking for.
Also, for my merc i'd use a ranger with support moves.
My wizard build includes much of what I love about my frost mage in WoW.
It focuses on controlling and kiting enemies with roots and snares and then freezing them dead with cold damage.
My build for demon hunter :). I dont know if it will be good. I just hope if i gona have fun with it Just have some aoe skills and some which can save my life Easy build for easy game.
Build: http://us.battle.net...Zcgj!aXg!bYYbcc
Gameplay: PVE/Solo/Play with Friends
Reason for built:
Lightning Wizard
I always hated the lighning enemys in diablo 2. So I want to try to imitate these enemys as a lighning Wizard.
I also took several summons to disturb any enemys I could face.
Mirror Image and Teleport are usefull escape spells.
demon hunter.. set up for massive AoE damage
http://us.battle.net...gUYW!eXU!aZZccc
-The focus of this build is to apply Groping Eels and Resentful Spirit quickly and then to use Spirit Barrage as a direct damage spell.
-Pierce the Veil is there to maximize damage, and Blood Ritual and Rush of Essence are there to offset the increased mana costs.
-Leeching Beasts is there to tank damage and keep health moderately high due to Blood Ritual.
-Healing Journey is there as a quick way to increase health and get out of a bind.
-Ruthless Terror is there to further offset the high mana costs and for use as a cc.
Follower will certainly be a Templar for the many healing spells offered and to help the dogs tank.
This build remains to be one of my strongest Solo builds.
It focuses most of the damage done by the follower. But maximizes the monks capabilities as a tank and aoe knockback abilities. His aoe damage will be enough to sustain large groups of minions without sacrificing any down time. He replenishes a ton of spirit back on his attacks and from his summoned ally.
Eternally this build will be the ultimate solo build for end game PVM.
http://us.battle.net/d3/en/calculator/follower#!1110
This is the followers build.
In looking over the classes, and the options, I went with a buiild that looked fun and interesting as I imagined the class from game play trailers.
This is my monk pve/support build and it is intended to work with a barbarian with an offensive build.
I pick the skills and runes that have supporting utility (i.e. charm, stun, reduce damage, slow, etc.).
Any survival or pure damage-dealing skills or runes were not picked because I was hoping the barbarian would pick up the slack.
My main concern is that the healing power from Breadth of Heaven and Mantra of Healing is not enough for the damage in inferno. I guess we'll see.
So here it is! My initial attempt at building a talent set for a tank-viable mage. Focus was intended to be on the Wizards abilities enhancing Armors and helpers for threat generation even in AoE scenarios.
Note that this build is a mock build and an actual preffered build would require the actual game to perfect (wink, wink, beta key plz lol)
http://us.battle.net/d3/en/calculator/wizard#ecXWTk!dUf!ccbacY
If you have any comments, suggestions for this build outside the competition, message me!!
Firebomb + conflagration
Low mana AOE for larger packs of mobs
Conflagration rune for wider AoE + higher damage AoE
Spirit Barrage + Phlebotomize
Higher single target dps
Main boss "nuke"
Phlebotomize for lifesteal when fighting bosses/champions that will inevitably cause you
some sort of damage during the fight
Firebats + Dire bats
Close quarters AoE
High dps mana sink
Dire bats provide longer range since no pets will be there to soak up hits
Grasp of the dead + Death is life
Good overall AoE dps
slow allows for firebomb and firebats to burn down enemies without them getting to you
good form of crowd control (again. no pets)
Death is life allows for more health through health globes and more globes for gruesome feast
soul harvest + swallow your soul
Sou harvest intellect buff = more damage/mana
Swallow your soul allows for one to group enemies and burn soul harvest for a decent mana return
intellect buff stacks (?) with gruesome feast
Horrify + Phobia
additional crowd control
Phobia allows for more time to collect globes, burn down enemies, etc..
Passives: Jungle fortitude
Basic -% damage taken for high difficulty survival
Spiritual Attunement
Decent flat rate mana regeneration
Gruesome Feast
W/ additional health globe drops from GOTD, should easily be able to keep +intellect buffs up
http://us.battle.net...VZRW!aYc!cYacaa
feedback please.
This is my initial witch-doctor build. It addresses a few key needs I suspect I will have: AoE, DoTs that spread, the ability to weaken mobs while buffing myself, some basic CC, and a combat pet summon. I'm excited to be able to play and tweak and see what works and what doesn't, I imagine in time this build will make me laugh.