Ever since i first got to know Sylvanas (back in WCIII) I have always wanted to play a dark hunter like character. This is my inspiration source to my build. I plan to run around with my bow and fire deadly arrows of all sorts at the minions of Diablo!
This is a solo Barbarian build that focuses mainly on taking on multiple enemies at once and staying alive during the encounters. I haven't played the beta yet but I remember in Diablo 2 that there were mass amount of enemies around. This is build in theory hopefully works in being able to fight mass mobs and stay alive to collect the rewards.
Above is the build I intend to use upon release, however I did not (obviously) play the beta yet so can't say alot, My build you see infront of you is based on alot of heavy AoE slaughter as I will be rushing and just mashing everything that shows upon my axes.
The build I have chosen is a hybrid mix of survivability and damage, giving several combos to increase damage, and keeping HP,
and mana high. 1.Firebats-(hungry bats)-- will be my primary mana dump, dealing a large ammount of damage with Pierce of the Veil and Vermin
stacking 40% increased damage. 2.Locust Swarm-(Pestilence)-- This will be my opener, casting it twice to start spreading the swarm, this is also complemted
by the Viel Vermin combo. 3.Wall of Zombies-(Unrelenting Grip)-- A primary defensive tool, giving an extra slow at my disposal, to go along with Grasp of the Dead. I felt that the slows were
nessesary because I was playing a petless WD. It has already been mentioned that the world of DIablo 3 will be unforgiving and suprising, especially in Hell and
Inferno. With this tool, I can turn the fight into the playing field I want to play on, not getting surrounded by any ambush. Spirit walk through the zombie wall, to
get safe on the other side is a huge skill combo I am sure will save my life plenty of times. 4.Grasp of the Dead-(Death is LIfe)-- I chose grasp not for the damage, but mostly for the slow and the rune, giving an increase to health globes,
making Gruesome Feast incredibly strong, keeping a high uptime on the huge int % modifier, and refilling mana and hp as I quest. 5.Soul Harvest-(Siphon)-- Every 15 seconds, refreshing a 650 int buff ( with 5 targets around) and with rune healing for 20,000, permanent uptime
on the int buff as well. With the constant health globes with the Gruesome and Grasp combo, that gives 1000 int passive (giving health globe circumstances) 6.Spirit Walk-(Healing Journey)-- Mentioned before, the reason why I am picking this up is for survivability, 30% hp is pretty big when it comes to
the ammount of damage that we will see in hell and inferno.
Overall, my build gives an immense ammount of synergy and combinations. Playing a safe style, that can be easily played solo, or even in a group setting very well.
I cannot wait to experiment with it come Diablo 3 release, and look to expand the endless skill synergies the With Doctor has to offer.
I chose my build to be perfect for close combat with the big amount of mobs I would expect to encounter. So most of the abilities are setup to deal AOE damage. And then there is tempest rush in case something goes wrong, reducing the damage I take so I can escape and recover. The mantra choice pretty much explains itself. Best passives for this built in my opinion is the dodge bonus and sixth sense just in case I can't escape in time. Probably not the perfect build, but if i could have already tested it, I wouldn't need a beta-key, right?
hi i have made this monk skill build i hope i can make some good dot and aoe damage and i should beable to stay alive with shield and regenerate life good with the all res passive but i wonder if the cylones do enugh damage but cant wait to try my build so hopefully i win a beta key
---------------- Damaging Spells and Rotation ----------------
1)Archon (Improved Archon): This is the Spell used to nuke Bosses and in very dangerous moments when u need to kill mobs asap or against Champions.
2)Meteor (Cometa): Nice single and Aoe damage, this is the main single target damage and the first spell to cast on packs of monsters to slow them as doing a big amount of damage.
3)Arcane Orb (Arcane Nova): Nice Aoe damage, this should be casted soon after Meteor, on slowed enemies and/or to kill mobs with low hp, with his aoe range increased by the rune, it should be a very powerfull aoe spell and it should hit almost all the targets you think it would have hiten!
4)Electrocute (Surge of Power): This spell will be used to damage at low level, but only to regenerate Arcane Power when you need at high level.
5)Glass Cannon (Passive Skill): Increases by 15% all damage but decrease by 10% defense and resistance.Since u shouldn't fight in melee range and resistance shouldn't be a problem to maximize with the right items, this is a big skill to choose.
----------------- Crowd Control -------------------
1) Meteor (Comet): this will slow the enemies by 60% for 3 seconds, and since it comes down pretty fast and u can cast it from a long range its a very efficient crowd control if used in the right position and moment of course.
2) Ice Armor (Jagged Ice): if one or more mobs happen to reach you in melee range (that shouldn't happen) this spell will destroy his/their dreams, frozing and damaging him/them and giving you the time to move away.
In addition, using Galvanizing Guard in the Passive Skill, the barrier will heal yourself by 890 life/second and last longer!!!
----------- Arcane Power Regeneration -----------
Arcane Power is a very important thing for a Wizard and its regeneration is something to not ignore if you wanna spam your spells this is why i choosed:
1)Electrocute (Surge of Power): See the explanation above.
2)Astral Presence in Passive Skill: +20 to Maximum Arcane Power +2 Arcane Power each second....WoW!
------------ Escape and Defensive Capability ---------------
1)Teleport (Wormhole): aaaahhhhhhhhh our old Diablo 2 Teleport is back again!
Well, well i know it can't be spammed like in Diablo 2, but with Wormhole rune + a nice Arcane power regeneration this can save your life almost everytime you need and it will surely speed up your travels!!! :-D
2)Meteor (Comet): see the explanation above.
3)Ice Armor (Jagged Ice): see the explanation above.
That's all guys!
Thanks for reading and sorry for my not perfect English, i hope you enjoyed it!
This is probably gonna be one of my first builds mainly because with all the slow and chance procs, I should be able to take out large waves of monsters without to much worry about them coming at me. I am also curious to see how viable this might be on Hardcore mode, it'll depend on how effective the snares and slows are on heavy resist monsters.
This is my loot hunter build for the barbarian. It makes full use of HotA Birthright and Grim Harvest and attempts to use synergies to buff their effectiveness as much as possible.
The "loot hunter" of barbarian builds. HotA's Birthright and Threatening Shout's Grim Harvest grant the barbarian more loot drops than any other build in the game.
Extremely high fury regen. High enough that endless WotB should be possible (see notes).
Fast. The build alone can buff the barbarian's run speed by up to 35% with both WotB and Frenzy up.
Potent self healing and party healing by encouraging additional health globes to drop via Birthright and the Pound of Flesh passive.
Enemy damage debuff that the whole party can benefit from.
Unreliable self healing. This build lacks any "on demand" healing and an unlucky dry patch of health globes could spell death. If it turns out reliable self healing is essential, overpower can be dropped in favour of Ignore Pain - Ignorance is Bliss.
Fury generation from crits is difficult to discern and could potentially break the build depending on what the description of Battle Rage's "Into the Fray" actually means. "Critical hits have a chance to generate 15 additional Fury" could mean several things. We can assume that this chance is less than 100%. However, if it were a flat chance to generate fury, it should simply state it like it is done with other skills. I believe that Blizzard, in an attempt to keep ability descriptions as simple as possible omitted that this skill has an internal cooldown. As for its length: I would assume it's short, about one to three seconds. If it's any longer, it's unlikely the build will be able to sustain WotB indefinitely.
On a side note, I've only glanced at people's posts so far in this thread, but they're incredibly well presented. I look forward to reading through them.