Attack Skills Cleave + Broad Sweep: Main attack. Nice AOE with Great damage Rend + Blood Lust: AOE Bleed and Lifesteal. Secondary Attack Ancient Spear + Dread Spear: Get over here! Bring your enemies close for the kill, and heal a good chunk of life in the process
Support Skills Ignore Pain + Ignorance is Bliss: Excellent 30-sec cooldown to avoid taking as much damage as possible, and the added Lifesteal of the rune as a great bonus. Wrath of the Berserker + Striding Giant: Thanks to the rune, can be used as both a Buff and a Defensive cooldown. Call of the Ancients + Duty to the Clan: Summoning three barbarians to fight as your side for 35 seconds!
Passives Bloodthirst: Small Lifesteal, but affects All damage Boon of Bul-Kathos: Reduced cooldown on the two "big" cooldowns, Wrath of the Berserker and Call of the Ancients Unforgiving: This is a build that I expect to use a lot of Fury, so this passive should help.
How to Use
1) Engage enemies with Ancient Spear
2) Follow with Cleave, and Rend as needed
3) Use Ignore Pain once you start taking more damage
4) Manage your Wrath of the Berserker & Call of the Ancients cooldowns. They can be used both defensive and offensively.
that's my PVE build for wizard. http://us.battle.net/d3/en/calculator/wizard#eSZQWm!cXZ!Ybaaac
since i have 30+ friends that gonna play diablo 3, i (hope) i'm gonna play in a full party all the time, that's why i put less defensive spells.
Spell 1: Electrocute with surge of power rune for arcane power generation.
Spell 2: Desintegrate with volatility rune for a better control on corridors
Spell 3: Arcane Orb with arcane nova for a good aoe damage
Spell 4: Meteor with molten impact rune for a good nuke on bosses
Spell 5: Wave of force runed with impactful force for a good defense in case something goes wrong
Spell 6: Archon runed with improved archon for a good nuke using meteor or arcane orb.
Passives
Prodigy: For more arcane power regen on electrocute
Astral Presence: for a bigger arcane power pool and more skill spam before recharge
Temporal Flux: for some CC and survivability
This build is meant to be very high DPS - based. It will be best played in a group.
How to play it:
1. You will start with Arcane Torrent which will add a dmg-increase debuff for your arcane spells at your enemy.
2. Depending on your Arcane Power-pool, you will now cast Magic Missile to increase your Power-pool if low and stack thereby your 75% dmg add buff through Arcane Dynamo. If you have enough Arcane-Power you can cast Disintegrate - glyphed for groups of enemys - you can switch it for higher single target dps.
Thats it in the core.
You gain several DMG - Boosts in this build:
Your Familiar gives you +15% DMG while aktive. Glass Canon adds again 15% DMG.
Your Arca-Torrent-Debuff adds also 15% DMG. While fighting in your Time Buble you will add again 20% DMG. This makes 65% more DMG with all your arcane spells and 75% DMG add after 5 Magic Missiles for your next Disintigrate or Arcane Torrent.
Your Familiar and your Hydra will assist you.
Temporal Flux and the Time Buble prevents, that your enemys get to close to you. With the Time Buble you can also evade projectils.
If you kneed more survival, just switch the Hydraspell with a Armor, Icenova or Teleport Talent.
Cleave [Rupture] – Main spam attack / fury generator. Rupture to offer chain damage.
Seismic Slam [Strength from Earth] – Fury spender for dealing decent damage while knocking back mobs. Good for control with knockback. Strength of Earth for multiple slams.
Ground Stomp [Wrenching Smash] – AoE stun great for controlling large packs of mobs. Will be helpful when things get out of hand and need of a breather. Wrenching Smash to increase the area of stun as well as the certainty that it will hit those incoming.
Leap Attack [Iron Impact] – Great opener and gap closer. Iron Impact to give you that extra armor boost at the beginning of a fight, which for most cases doesn’t last long anyways.
War Cry [Invigorate] – More armor is always helpful for large damage mitigation. Invigorate will increase life pool and regenerate a good deal of health overtime.
Revenge [Provocation] – Great move to inflict damage and give you a little bit of healing. Provocation to increase the chance to use Revenge.
Passives:
Bloodthirst – regen
Inspiring Presence – 2 minute War Cry and regen
Superstition – reduced magic damage and some fury generation.
The idea of this build is to acquire as much armor and regen/leech as possible. Using one-handed weapons and a shield, this build of the barb will mix well with a group or should be able to handle the later difficulties solo. However, this build will not be fully available until level 58 for Revenge’s Runestone effect. Depending on how well bloodthirst actually regens you, you can sub it out for Tough as Nails or Nerves of Steel.
Optimal rotation would be: Warcry for buff -> Leap Attack in front of Enemy(ies) -> Ground stomp to stun-> cleave -> Seismic Slam (with enough fury)
Revenge whenever possible for life gain.
After ground stomp in this rotation, the barb will have 60 fury, health regened by 8% from Inspiring Presence, X amount of health regenerating from War Cry and X amount of health regenerated from 3% damage from Leap, Stun and 3-4 cleaves or slams. This keeps the barb continuously moving and having to stop very little, if all. Damage would not be high like other dps builds but the amount of armor and health regen should outweigh any damage dealt by most mobs.
For bosses I would probably sub out Cleave with Frenzy [Triumph] if there are surrounding mobs or Frenzy [Maniac] if there is only the boss. Also, I would probably sub out Bloodthirst for Nerves of Steel or Tough as Nails at this point.
Let me know what you guys think. Any constructive criticism would be appreciated
This build is designed for an all around monk. I think Near Death Experience is a must for every monk, ESPECIALLY hardcore. From the looks of it, this is the best hardcore ability in game right now. The heal is super nice, especially with the +damage rune on it. The rest is a good combination of damage mitigation, CC, AoE, and Damage.
The monk looks like it's going to be one of the classes I enjoy most, and I think it's an under statement when I say we are ready for this game!
This build utilizes the Vermin passive skill, and each of the vermin spells are runed with their respective mana leech bonuses. Firebomb and Haunt are added to mouse-skills for direct damage, and Gargantuan is added for a bit of fun.
The idea for this build is to front load my damage while keeping mana at a peak level and enemies at arms length. This is achieved through the best spell in the game (Wall of Zombies) and high sustaining damaging spells like the runed Acid Cloud and Spirit Bolt to maintain mana efficiency. If things get dicey I always have Mass Confusion and if I'm REALLY in trouble I can Spirit Walk out of harms way. Big Bad Voodoo is there to keep my friends nice and beefy, while I dish out some damage from the back.
The main idea for the build is to combine as much mobility as possible while maintaining sustained damage.
• The key gameplay for the build in theory is to drop the Sentry, drop Rain of Vengeance and kite enemies around, the Spike Traps are for when I want to be a little more prepared in a fight, or for when I just feel like mixing it up in combat a little.
Idea with this build is massive aoe. have no idea if it will actually work but its what i want to try. do a few RRL RRL combos then drop a 134 and then add a 2 for the few that are left. at least thats my idea...
this is my barbarian Ragnar the fearless. i feel this buil personifies the true spirit of the barb, the focus being single target attacks (bash,hammer of the ancients) and attacks for multiple targets(whirlwind, rend, cleave, and earthquake). i havent overlooked war cries, i just feel that with the edition of passives they arent absolutely required leaving slots open for a variety of attacks.
This build highly revolves around blizzard and Comet (Meteor with comet glyph). Slow and immobilze the enemy inside the blizzard and where the comet will fall for max damage.
I thought it would be interesting to create a Barbarian build based on AOE and DOT effects. My fury generator, Cleave, is runed so that mobs it kills splash damage to others nearby. My primary fury spender, Rend, applies a DOT that also splashes damage when it kills. I've picked Weapon Throw for those times when a ranged attack is needed, and it is runed with Ricochet so it will bounce a few times. Barbarians are expected to be often surrounded by mobs, so abilities like Revenge (runed with Provocation for double chance) should proc often and be useful. Finally, Earthquake runed to remove its cost and lower its cooldown should give a nice "oh crap" button for a huge AOE DOT after rounding up a large pack of mobs. Melee classes rely on their weapons, and the Weapon Master passive makes them better. Similarly, the Brawler passive is a nice 20% damage boost for the class and pairs with Pound of Flesh to help offset the increased risk of being overrun by demons when using an AOE/DOT build.
The main purpose of the build is to have great single target DPS abilites aswell as a good ability for AoE damage. Therefor I got my Multishot as secondary with an "increase damage" rune. If I go for much as possible critical chance I will use my impale and hungering to spam bosses. Got vault and MoD as utilities and debuffs.
Well that's my 2 cent. Got no clue if it will work, but I like to believe it will. Lol.
Normal Skills Way of the Hundred Fists - Blazing Fists rune
I chose this because monks should be built to be fast attackers. By stacking crit and increased attack speed, the Blazing Fists rune should be very useful to continue to pummel your enemies.
Dashing Strike - Blinding Speed
I chose this because I feel that Dashing Strike is a great situational ability, use it to keep up with an enemy or for quick escape. I believe that Blinding Speed will help with both of the situational parts, if an enemy has a strong attack you are able to dash through him and keep your dodge higher, and when running away you can simply do a quick dash to avoid further damage.
Mystic Ally - Earth Ally
Mystic Ally is a great ability to keep enemies at bay while waiting for your health potion to come off of cooldown. I chose the Earth Ally rune simply for that reason, that the Earth Ally will taunt your enemies causing them to attack him rather than you.
Mantra of Conviction - Overawe
Causing enemies to take increased damage is always a huge plus in any case. I chose the Overawe rune simply because it increases damage intake a lot, especially within the first 3 seconds of use.
Sweeping Wind - Blade Storm
Sweeping Wind is a great ability in large fights for AOE, as well as for using in conjunction with the monk's passive ability Combination Strike. I chose the Blade Storm rune simply for the increased AOE damage. I may even swap this for the Inner Storm rune though, as spirit regeneration is important for monks because they can go through it very fast.
Seven-Sided Strike - Fulminating Onslaught
Seven-Sided Strike is a powerful ability by itself, and the Fulminating Onslaught rune helps so much more for AOE damage as it causes a holy damage explosion each strike.
Passive Skills Fleet Footed
Monk's need to be fast on their feet, and that's simply why I chose Fleet Footed for the increased movement speed.
Combination Strike
Having increased damage by simply using a different ability for at least every 3rd strike is a huge bonus.
One With Everything
When we get into Hell and Inferno difficulty, magic damage is going to be a huge burden on all of us. This passive is meant to help stack one resistance and benefit wholly across the board on resistances.
This is my Build, a Barbarian for PVE. Cleave for all situations, hammer of ancients when packs of mobs approach and WW for larger packs. Earthquake and Overpower when surrounded by mobs.
This build is meant to be very AOE to help quickly start draining life so others can do some clean up of some very diminished monsters. A couple of spells that basically have chances to repeat themselves or have another AOE effect to help hit as many creatures as possible. As well, the build incorporates some basic defensive skills just in case the damage doesn't happen and my character has to run for it.
I enjoy these AOE builds because, in terms of the visual, Wizards throwing down amazing god-like spells that fill the screen is the sort of visceral imagery that I think of when I put any kind of spell caster in a dark fantasy universe.
good build for a highDPS-Wizzard
Link to Build:
http://us.battle.net...ikPj!dSh!YZbbYZ
Skills and Runes
Attack Skills
Cleave + Broad Sweep: Main attack. Nice AOE with Great damage
Rend + Blood Lust: AOE Bleed and Lifesteal. Secondary Attack
Ancient Spear + Dread Spear: Get over here! Bring your enemies close for the kill, and heal a good chunk of life in the process
Support Skills
Ignore Pain + Ignorance is Bliss: Excellent 30-sec cooldown to avoid taking as much damage as possible, and the added Lifesteal of the rune as a great bonus.
Wrath of the Berserker + Striding Giant: Thanks to the rune, can be used as both a Buff and a Defensive cooldown.
Call of the Ancients + Duty to the Clan: Summoning three barbarians to fight as your side for 35 seconds!
Passives
Bloodthirst: Small Lifesteal, but affects All damage
Boon of Bul-Kathos: Reduced cooldown on the two "big" cooldowns, Wrath of the Berserker and Call of the Ancients
Unforgiving: This is a build that I expect to use a lot of Fury, so this passive should help.
How to Use
1) Engage enemies with Ancient Spear
2) Follow with Cleave, and Rend as needed
3) Use Ignore Pain once you start taking more damage
4) Manage your Wrath of the Berserker & Call of the Ancients cooldowns. They can be used both defensive and offensively.
http://us.battle.net/d3/en/calculator/wizard#eSZQWm!cXZ!Ybaaac
since i have 30+ friends that gonna play diablo 3, i (hope) i'm gonna play in a full party all the time, that's why i put less defensive spells.
Spell 1: Electrocute with surge of power rune for arcane power generation.
Spell 2: Desintegrate with volatility rune for a better control on corridors
Spell 3: Arcane Orb with arcane nova for a good aoe damage
Spell 4: Meteor with molten impact rune for a good nuke on bosses
Spell 5: Wave of force runed with impactful force for a good defense in case something goes wrong
Spell 6: Archon runed with improved archon for a good nuke using meteor or arcane orb.
Passives
Prodigy: For more arcane power regen on electrocute
Astral Presence: for a bigger arcane power pool and more skill spam before recharge
Temporal Flux: for some CC and survivability
Build: http://us.battle.net...gVli!TYZ!YbZaaa
This build is meant to be very high DPS - based. It will be best played in a group.
How to play it:
1. You will start with Arcane Torrent which will add a dmg-increase debuff for your arcane spells at your enemy.
2. Depending on your Arcane Power-pool, you will now cast Magic Missile to increase your Power-pool if low and stack thereby your 75% dmg add buff through Arcane Dynamo. If you have enough Arcane-Power you can cast Disintegrate - glyphed for groups of enemys - you can switch it for higher single target dps.
Thats it in the core.
You gain several DMG - Boosts in this build:
Your Familiar gives you +15% DMG while aktive. Glass Canon adds again 15% DMG.
Your Arca-Torrent-Debuff adds also 15% DMG. While fighting in your Time Buble you will add again 20% DMG. This makes 65% more DMG with all your arcane spells and 75% DMG add after 5 Magic Missiles for your next Disintigrate or Arcane Torrent.
Your Familiar and your Hydra will assist you.
Temporal Flux and the Time Buble prevents, that your enemys get to close to you. With the Time Buble you can also evade projectils.
If you kneed more survival, just switch the Hydraspell with a Armor, Icenova or Teleport Talent.
http://us.battle.net...XdSR!dce!aYZcbc
Choice Explaination:
Cleave [Rupture] – Main spam attack / fury generator. Rupture to offer chain damage.
Seismic Slam [Strength from Earth] – Fury spender for dealing decent damage while knocking back mobs. Good for control with knockback. Strength of Earth for multiple slams.
Ground Stomp [Wrenching Smash] – AoE stun great for controlling large packs of mobs. Will be helpful when things get out of hand and need of a breather. Wrenching Smash to increase the area of stun as well as the certainty that it will hit those incoming.
Leap Attack [Iron Impact] – Great opener and gap closer. Iron Impact to give you that extra armor boost at the beginning of a fight, which for most cases doesn’t last long anyways.
War Cry [Invigorate] – More armor is always helpful for large damage mitigation. Invigorate will increase life pool and regenerate a good deal of health overtime.
Revenge [Provocation] – Great move to inflict damage and give you a little bit of healing. Provocation to increase the chance to use Revenge.
Passives:
Bloodthirst – regen
Inspiring Presence – 2 minute War Cry and regen
Superstition – reduced magic damage and some fury generation.
The idea of this build is to acquire as much armor and regen/leech as possible. Using one-handed weapons and a shield, this build of the barb will mix well with a group or should be able to handle the later difficulties solo. However, this build will not be fully available until level 58 for Revenge’s Runestone effect. Depending on how well bloodthirst actually regens you, you can sub it out for Tough as Nails or Nerves of Steel.
Optimal rotation would be: Warcry for buff -> Leap Attack in front of Enemy(ies) -> Ground stomp to stun-> cleave -> Seismic Slam (with enough fury)
Revenge whenever possible for life gain.
After ground stomp in this rotation, the barb will have 60 fury, health regened by 8% from Inspiring Presence, X amount of health regenerating from War Cry and X amount of health regenerated from 3% damage from Leap, Stun and 3-4 cleaves or slams. This keeps the barb continuously moving and having to stop very little, if all. Damage would not be high like other dps builds but the amount of armor and health regen should outweigh any damage dealt by most mobs.
For bosses I would probably sub out Cleave with Frenzy [Triumph] if there are surrounding mobs or Frenzy [Maniac] if there is only the boss. Also, I would probably sub out Bloodthirst for Nerves of Steel or Tough as Nails at this point.
Let me know what you guys think. Any constructive criticism would be appreciated
This build is designed for an all around monk. I think Near Death Experience is a must for every monk, ESPECIALLY hardcore. From the looks of it, this is the best hardcore ability in game right now. The heal is super nice, especially with the +damage rune on it. The rest is a good combination of damage mitigation, CC, AoE, and Damage.
The monk looks like it's going to be one of the classes I enjoy most, and I think it's an under statement when I say we are ready for this game!
Hope to see you guys in Sanctuary.
http://us.battle.net...chbT!ZYg!ccbZba
This build utilizes the Vermin passive skill, and each of the vermin spells are runed with their respective mana leech bonuses. Firebomb and Haunt are added to mouse-skills for direct damage, and Gargantuan is added for a bit of fun.
http://us.battle.net...YXgO!Vfc!abaYcc
This build has a large amount of crowd control and should allow for survivability in HC.
Special for take down the bosses
http://us.battle.net/d3/en/calculator/wizard#abXjPQ!deW!ccaZcc
The idea for this build is to front load my damage while keeping mana at a peak level and enemies at arms length. This is achieved through the best spell in the game (Wall of Zombies) and high sustaining damaging spells like the runed Acid Cloud and Spirit Bolt to maintain mana efficiency. If things get dicey I always have Mass Confusion and if I'm REALLY in trouble I can Spirit Walk out of harms way. Big Bad Voodoo is there to keep my friends nice and beefy, while I dish out some damage from the back.
http://us.battle.net/d3/en/calculator/demon-hunter#dXTiVk!aUY!Zbcbba
The main idea for the build is to combine as much mobility as possible while maintaining sustained damage.
• The key gameplay for the build in theory is to drop the Sentry, drop Rain of Vengeance and kite enemies around, the Spike Traps are for when I want to be a little more prepared in a fight, or for when I just feel like mixing it up in combat a little.
Idea with this build is massive aoe. have no idea if it will actually work but its what i want to try. do a few RRL RRL combos then drop a 134 and then add a 2 for the few that are left. at least thats my idea...
this is my barbarian Ragnar the fearless. i feel this buil personifies the true spirit of the barb, the focus being single target attacks (bash,hammer of the ancients) and attacks for multiple targets(whirlwind, rend, cleave, and earthquake). i havent overlooked war cries, i just feel that with the edition of passives they arent absolutely required leaving slots open for a variety of attacks.
http://us.battle.net/d3/en/calculator/wizard#eQYPlc!TWX!aYaZaY
PvE build with perma slow/freeze and awesome AoE damage. RoF without AP cost for killing the strongest enemies.
This build highly revolves around blizzard and Comet (Meteor with comet glyph). Slow and immobilze the enemy inside the blizzard and where the comet will fall for max damage.
Active Skills:
I thought it would be interesting to create a Barbarian build based on AOE and DOT effects. My fury generator, Cleave, is runed so that mobs it kills splash damage to others nearby. My primary fury spender, Rend, applies a DOT that also splashes damage when it kills. I've picked Weapon Throw for those times when a ranged attack is needed, and it is runed with Ricochet so it will bounce a few times. Barbarians are expected to be often surrounded by mobs, so abilities like Revenge (runed with Provocation for double chance) should proc often and be useful. Finally, Earthquake runed to remove its cost and lower its cooldown should give a nice "oh crap" button for a huge AOE DOT after rounding up a large pack of mobs. Melee classes rely on their weapons, and the Weapon Master passive makes them better. Similarly, the Brawler passive is a nice 20% damage boost for the class and pairs with Pound of Flesh to help offset the increased risk of being overrun by demons when using an AOE/DOT build.
So here it goes, my Demon Hunter build:
PvE: http://us.battle.net/d3/en/calculator/demon-hunter#aRVTUZ!eTd!aYccab
The main purpose of the build is to have great single target DPS abilites aswell as a good ability for AoE damage. Therefor I got my Multishot as secondary with an "increase damage" rune. If I go for much as possible critical chance I will use my impale and hungering to spam bosses. Got vault and MoD as utilities and debuffs.
Well that's my 2 cent. Got no clue if it will work, but I like to believe it will. Lol.
http://us.battle.net/d3/en/calculator/monk#QZkjig!bgU!Zccaac
Normal Skills
Way of the Hundred Fists - Blazing Fists rune
I chose this because monks should be built to be fast attackers. By stacking crit and increased attack speed, the Blazing Fists rune should be very useful to continue to pummel your enemies.
Dashing Strike - Blinding Speed
I chose this because I feel that Dashing Strike is a great situational ability, use it to keep up with an enemy or for quick escape. I believe that Blinding Speed will help with both of the situational parts, if an enemy has a strong attack you are able to dash through him and keep your dodge higher, and when running away you can simply do a quick dash to avoid further damage.
Mystic Ally - Earth Ally
Mystic Ally is a great ability to keep enemies at bay while waiting for your health potion to come off of cooldown. I chose the Earth Ally rune simply for that reason, that the Earth Ally will taunt your enemies causing them to attack him rather than you.
Mantra of Conviction - Overawe
Causing enemies to take increased damage is always a huge plus in any case. I chose the Overawe rune simply because it increases damage intake a lot, especially within the first 3 seconds of use.
Sweeping Wind - Blade Storm
Sweeping Wind is a great ability in large fights for AOE, as well as for using in conjunction with the monk's passive ability Combination Strike. I chose the Blade Storm rune simply for the increased AOE damage. I may even swap this for the Inner Storm rune though, as spirit regeneration is important for monks because they can go through it very fast.
Seven-Sided Strike - Fulminating Onslaught
Seven-Sided Strike is a powerful ability by itself, and the Fulminating Onslaught rune helps so much more for AOE damage as it causes a holy damage explosion each strike.
Passive Skills
Fleet Footed
Monk's need to be fast on their feet, and that's simply why I chose Fleet Footed for the increased movement speed.
Combination Strike
Having increased damage by simply using a different ability for at least every 3rd strike is a huge bonus.
One With Everything
When we get into Hell and Inferno difficulty, magic damage is going to be a huge burden on all of us. This passive is meant to help stack one resistance and benefit wholly across the board on resistances.
This is my Build, a Barbarian for PVE. Cleave for all situations, hammer of ancients when packs of mobs approach and WW for larger packs. Earthquake and Overpower when surrounded by mobs.
http://us.battle.net/d3/en/calculator/wizard#ejSYZf!hfV!ZaZaca
This build is meant to be very AOE to help quickly start draining life so others can do some clean up of some very diminished monsters. A couple of spells that basically have chances to repeat themselves or have another AOE effect to help hit as many creatures as possible. As well, the build incorporates some basic defensive skills just in case the damage doesn't happen and my character has to run for it.
I enjoy these AOE builds because, in terms of the visual, Wizards throwing down amazing god-like spells that fill the screen is the sort of visceral imagery that I think of when I put any kind of spell caster in a dark fantasy universe.
Director, Writer, Producer @
http://outofthevoidp...ns.blogspot.com