PvE build thats meant for leveling through the game! We've got a poison speader that reduces the enemies damage, a damage over time spell that returns life to you over time, a medium cooldown that buffs and heals you, crowd control[Mass confusion] when you need to stop stuff in its tracks and zombie dogs to provide a distraction! A big cooldown that returns mana to you, great for when you need to stand in place and nuke with party members, even when the big minute or minute plus cooldowns have been used your still getting mana back from Vision Quest as long as you keep your buff up.
This build is primarily built around the Grave Injustice passive. The idea is that one of three long cool down abilities will be available in each engagement. Pierce the Vail helps with extra damage, while rush of essence offsets the extra mana usage by returning mana on the spammed abilities.
First Skill: Spirit Barrage: This will be the main spammed skill for dealing damage. With rush of essence it will also return a large portion of mana to help with regeneration..
Grasp of the Dead: This ability will allow the witch doctor to control the location of monsters. With the Grave Injustice passive it should be possible to have more than one Grasp of the dead active at a time. The rune on this ability will increase the slowing effect.
Soul Harvest with Swallow your soul: This ability is a huge buff to damage and resistances. In addition, not only will it return mana with rush of essence, but the rune allows it to be used to sap mana from monsters. With Grave injustice it will be available often for mana regeneration.
Mass Confusion: one of the three per-encounter abilities. This ability should be enough to tip any battle to the witch doctors side. Cooldown reduction with grave injustice will be a must.
Gargantuan with wrathful protector: This runed ability creates a much more powerful summon that will be a major force in a battle and take heat away from the witch doctor. Again, cool down reduction is key.
Fetish Army with Devoted Army rune: The third per encounter ability. Rune reduces cooldown to 90 seconds, which will be further reduced with Grave injustice.
Gear wise one of the more important magic modifiers for this build will be increasing the gold pickup radius, thus increasing the radius of Grave Injustice. With each death healing, regenerating mana and reducing cooldowns the witch doctor will be able to often use powerful long cooldown abilities. Mana regeneration will hopefully be controlled though Soul Harvest and rush of essence.
If mana regeneration proves to not be a problem I would probably opt for the vengeful spirit on soul harvest rather than swallow your soul.
Monk build named specifically for the monk that loves to charge headlong into a fortified wall of enemies, punching through to the back line like a jackhammer against drywall.
Primary skill is Haunt with consuming Spirit
Grasp of the dead with Groping Eels
Summon Zombie Dogs with Leeching Beasts
Sacrifice with For the Master
Hex with Hedge Magic
Big Bad Voodoo with Ghost Trance
Passives:
Jungle Fortitude
Death Trance
Grave Injustice
The idea is that the spells and runes almost all return health. In addition you have the zombie dogs up front tanking. So it should keep decent separation and be constantly returning health. Primary damage is dealt as DoT through Haunt and Grasp of the Dead in addition to the damage from Zombie Dogs.
The build above is heavily focused on PvE. I tried to make a build where you have a incredible AOE power as well as a great reflection of damage back to your opponents. Basically you need to clump up monsters and iniciate with Leap Attack because you will get all of them around you because of the Leap Attack rune. That will trigger your Brawler passive as well as making you vulnerable to a lot of the damage that will be reflected because of various skills(Ignore Pain, Tough as Nails and Overpower), without letting you too worried with your life because of Ignore Pain. The build also reduces the cooldown of EarthQuake from 120 sec to 75 sec, which will make your AOE power much more effective. I am excited to test it out.
This build is intended for fast leveling and rushing through the first two difficulty. Of-course, most higher level skills are not included. I plan on tagging mobs and gathering larger groups and bypassing single monsters as i see them as a waste of time. All passive skills are directed towards damage dealing - i assume that dying will not be a major problem at the lower difficulties.
Solid single target DPS with Magic Missile that builds up charges for awesome AoE damage with Arcane Orb and a sprinkling of mobility with Teleport, what else could Wizard ask for!?!?
~Dan
P.S. Thanks for all the effort you guys have put into these Beta Giveaways!!
Demon hunter, focused on snares and stuns, escapes from melee, and constant strafing/vaulting with Impale there for big crits, and grenades for AOE and stun. This is a PVE build designed to keep you from being touched as much as possible!
My build is for the Barbarian. It focuses around maximizing AoE DPS and fury build up. I feel as though it would work best for a dual wielding barb because the build is centered around fast pace, fast attack style game play. Also, the build tends to be heavy on life leach/steal style abilities/runes. Check it out!
"I believe in the sand beneath my toes. The beach gives a feeling, an earthy feeling. I believe in the faith that grows, And the four right chords can make me cry. When I'm with you I feel like I could die, and that would be alright"
Okay, a small caveat: I am not exactly the most neurotic or thoughtful class builder, but this one is basically for PVP. I like the idea of diversifying in frost, fire, and lightning--I want my enemies to hurt. I picked teleport for mobility, and mirror image in order to deceive my opponents.
Left Click - Multishot [unlocked at level 22]
Rune - Full Broadside [unlocked at level 52]: Increases damage to 150% weapon damage.
Main multi-target ability. Hits all enemies in a broad cone shape. Classic Diablo 2 skill and one of my favorites.
Right Click - Hungering Arrow [unlocked at level 1]
Rune - Piercing Arrow [unlocked at level 6] Increases pierce chance to 55%.
Main Hatred generator. Quick, guided arrows that do decent damage with good chance to pierce and come back to do a second (or more) hits.
Button 1 - Entangling Shot [unlocked at level 11]
Rune - Chain Gang [unlocked at level 18] Hits up to 4 targets.
Crowd control ability. Demon Hunter is a ranged class, dealing damage from a distance. A slowing ability is necessary to keep them there. Rune increases targets slowed.
Button 2 - Rapid Fire [unlocked at level 5]
Rune - Fire Support [unlocked at level 33] Shoot 3 homing rockets per second dealing 35% weapon damage to nearby enemies.
Home run single target damage dealer. When given time, and if Hatred is available, this ability does massive damage. Curious about the rune how close enemies need to be.
Button 3 - Fan of Knives [unlocked at level 16]
Rune - Fan of Daggers [unlocked at level 50] 80% chance knives will stun for 2 seconds.
Defensive last hope skill. When enemies get to close, hit this to stun, then slow then, and get a few attacks off while theyre stunned.
Button 4 - Vault [unlocked at level 13]
Rune - Tumble [unlocked at level 48] If you Vault 6 seconds after initial Vault, Discipline cost reduced by 50%.
Escape. When all else fails, flip away and get yourself re-situated, gain extra distance by doubling distance.
I like this build because its a all around build that will keep me alive. Has plenty of defensive prowless while keeping an offensive feel to it. Demon Hunter is my favorite class and love all the skills
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
This is my AOE Barb build, ment for killing heaps of mobs at once. All of the skills are based around AOE damage, with a little bit of surviveability, cause you dont wanna die while killing them mobs.
The purpose of this build is to take lots of damage, recover health, and support teammates. The build is mainly for PvE and is great for team play but is also viable solo.
In the old skill calculator you were able to make every skill slot dog-related.. but not the new one. So, I filled the last few slots with useful stuff that has decent synergy - Grasp of the Dead with Unbreakable Grasp for plenty of kiting power and Grave Injustice to keep my long cooldowns managable.
I have no way of knowing how effective this may be, but it all makes sense to me. I'm definitely calling out WD as my class of choice. It's definitely not a max-DPS style build and is probably more solo-oriented than group play; very likely not an inferno build.. just something casual and interesting.
To be honest, I didn't expect people to be so elaborate with their posts. I didn't have any intention of convincing anyone that my character template is the best or most interesting - just thought the 'theme' of it was worth sharing. On a side note, I don't like the predefined template of abilities for their respective slots and thus my skills are mostly misplaced.
Here's hoping that 'random' selection is well and truly random.
The Healybarb, built to survive late game through massive self healing, which HOPEFULLY won't be nerfed all to crap like it was in D2. Every single active ability has a healing option on it. Unfortunately, only two of the passive skills translated directly to healing, so the third is just a crit boost to improve Swords to Ploughshares.
Intended for use with the Templar (for even more ridiculous healing) and a nice slow 2h mace (but not mighty!).
I made a Witch Doctor build focused on Fetish Army, Big Bad Voodoo and Hex, with lowered cooldown. Could work in PvE and maybe PvP.
I use haunt and acid splash (could be changed to killerfrogs if they are better) as main damage spell when Fetish Army is on cooldown, Hex to help kill and some splash damage.
Haunt and Spirit walk is used to regen mana.
Passives are used to lower cooldowns and one increases damage with increased manacost.
Frost Wizard build
Part of 3man team in Hell/Inferno, as frost specced ill stand for the crowd controll and aoe slowing while my barb and Witch doctor buddies stands for single target and AoE damage
(My favorite in D2 was frozen orb build)
This is a DH that sets traps around her before a battle and focuses on ranged damage. When anyone gets close, the traps trigger, she throws down grenades, and then vaults away. All skills have a stun chance to further prevent enemies from getting close. Hopefully she can find an item (bow maybe?) that will slow down enemies on hit too. That would be perfect! Comments welcome!
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PvE build thats meant for leveling through the game! We've got a poison speader that reduces the enemies damage, a damage over time spell that returns life to you over time, a medium cooldown that buffs and heals you, crowd control[Mass confusion] when you need to stop stuff in its tracks and zombie dogs to provide a distraction! A big cooldown that returns mana to you, great for when you need to stand in place and nuke with party members, even when the big minute or minute plus cooldowns have been used your still getting mana back from Vision Quest as long as you keep your buff up.
http://us.battle.net/d3/en/calculator/witch-doctor#gZRQTP!SUe!ZZacbZ
This build is primarily built around the Grave Injustice passive. The idea is that one of three long cool down abilities will be available in each engagement. Pierce the Vail helps with extra damage, while rush of essence offsets the extra mana usage by returning mana on the spammed abilities.
First Skill: Spirit Barrage: This will be the main spammed skill for dealing damage. With rush of essence it will also return a large portion of mana to help with regeneration..
Grasp of the Dead: This ability will allow the witch doctor to control the location of monsters. With the Grave Injustice passive it should be possible to have more than one Grasp of the dead active at a time. The rune on this ability will increase the slowing effect.
Soul Harvest with Swallow your soul: This ability is a huge buff to damage and resistances. In addition, not only will it return mana with rush of essence, but the rune allows it to be used to sap mana from monsters. With Grave injustice it will be available often for mana regeneration.
Mass Confusion: one of the three per-encounter abilities. This ability should be enough to tip any battle to the witch doctors side. Cooldown reduction with grave injustice will be a must.
Gargantuan with wrathful protector: This runed ability creates a much more powerful summon that will be a major force in a battle and take heat away from the witch doctor. Again, cool down reduction is key.
Fetish Army with Devoted Army rune: The third per encounter ability. Rune reduces cooldown to 90 seconds, which will be further reduced with Grave injustice.
Gear wise one of the more important magic modifiers for this build will be increasing the gold pickup radius, thus increasing the radius of Grave Injustice. With each death healing, regenerating mana and reducing cooldowns the witch doctor will be able to often use powerful long cooldown abilities. Mana regeneration will hopefully be controlled though Soul Harvest and rush of essence.
If mana regeneration proves to not be a problem I would probably opt for the vengeful spirit on soul harvest rather than swallow your soul.
http://us.battle.net/d3/en/calculator/monk#bTZXQR!gbX!bZcacY
Monk build named specifically for the monk that loves to charge headlong into a fortified wall of enemies, punching through to the back line like a jackhammer against drywall.
Actives:
Primary skill is Haunt with consuming Spirit
Grasp of the dead with Groping Eels
Summon Zombie Dogs with Leeching Beasts
Sacrifice with For the Master
Hex with Hedge Magic
Big Bad Voodoo with Ghost Trance
Passives:
Jungle Fortitude
Death Trance
Grave Injustice
The idea is that the spells and runes almost all return health. In addition you have the zombie dogs up front tanking. So it should keep decent separation and be constantly returning health. Primary damage is dealt as DoT through Haunt and Grasp of the Dead in addition to the damage from Zombie Dogs.
The build above is heavily focused on PvE. I tried to make a build where you have a incredible AOE power as well as a great reflection of damage back to your opponents. Basically you need to clump up monsters and iniciate with Leap Attack because you will get all of them around you because of the Leap Attack rune. That will trigger your Brawler passive as well as making you vulnerable to a lot of the damage that will be reflected because of various skills(Ignore Pain, Tough as Nails and Overpower), without letting you too worried with your life because of Ignore Pain. The build also reduces the cooldown of EarthQuake from 120 sec to 75 sec, which will make your AOE power much more effective. I am excited to test it out.
http://us.battle.net/d3/en/calculator/demon-hunter#bcYVRd!YcT!aaaZaa
This build is intended for fast leveling and rushing through the first two difficulty. Of-course, most higher level skills are not included. I plan on tagging mobs and gathering larger groups and bypassing single monsters as i see them as a waste of time. All passive skills are directed towards damage dealing - i assume that dying will not be a major problem at the lower difficulties.
http://us.battle.net/d3/en/calculator/wizard#aZjSgm!YXT!abZbZc
Solid single target DPS with Magic Missile that builds up charges for awesome AoE damage with Arcane Orb and a sprinkling of mobility with Teleport, what else could Wizard ask for!?!?
~Dan
P.S. Thanks for all the effort you guys have put into these Beta Giveaways!!
Demon hunter, focused on snares and stuns, escapes from melee, and constant strafing/vaulting with Impale there for big crits, and grenades for AOE and stun. This is a PVE build designed to keep you from being touched as much as possible!
http://us.battle.net...XdRP!ZWg!YbYZcb
http://us.battle.net/d3/en/calculator/wizard#eSYPfk!hfg!cc.c
Okay, a small caveat: I am not exactly the most neurotic or thoughtful class builder, but this one is basically for PVP. I like the idea of diversifying in frost, fire, and lightning--I want my enemies to hurt. I picked teleport for mobility, and mirror image in order to deceive my opponents.
Active Skills
Left Click - Multishot [unlocked at level 22]
Rune - Full Broadside [unlocked at level 52]: Increases damage to 150% weapon damage.
Main multi-target ability. Hits all enemies in a broad cone shape. Classic Diablo 2 skill and one of my favorites.
Right Click - Hungering Arrow [unlocked at level 1]
Rune - Piercing Arrow [unlocked at level 6] Increases pierce chance to 55%.
Main Hatred generator. Quick, guided arrows that do decent damage with good chance to pierce and come back to do a second (or more) hits.
Button 1 - Entangling Shot [unlocked at level 11]
Rune - Chain Gang [unlocked at level 18] Hits up to 4 targets.
Crowd control ability. Demon Hunter is a ranged class, dealing damage from a distance. A slowing ability is necessary to keep them there. Rune increases targets slowed.
Button 2 - Rapid Fire [unlocked at level 5]
Rune - Fire Support [unlocked at level 33] Shoot 3 homing rockets per second dealing 35% weapon damage to nearby enemies.
Home run single target damage dealer. When given time, and if Hatred is available, this ability does massive damage. Curious about the rune how close enemies need to be.
Button 3 - Fan of Knives [unlocked at level 16]
Rune - Fan of Daggers [unlocked at level 50] 80% chance knives will stun for 2 seconds.
Defensive last hope skill. When enemies get to close, hit this to stun, then slow then, and get a few attacks off while theyre stunned.
Button 4 - Vault [unlocked at level 13]
Rune - Tumble [unlocked at level 48] If you Vault 6 seconds after initial Vault, Discipline cost reduced by 50%.
Escape. When all else fails, flip away and get yourself re-situated, gain extra distance by doubling distance.
I like this build because its a all around build that will keep me alive. Has plenty of defensive prowless while keeping an offensive feel to it. Demon Hunter is my favorite class and love all the skills
This build is designed for taking down big groups quickly using summoning skills with a lot of heal and return damage.
This is my wizard build. I loved being a sorc in D2 and mage in WoW. This is mainly a PvE build. I dont like PvP its too nerve-wracking.
Can't wait for this game to come out! It's gonna be awesome!!!
http://us.battle.net/d3/en/calculator/barbarian#bQXdUg!gdh!acbbZb
http://us.battle.net...iSkP!bVT!cbYbaY
The purpose of this build is to take lots of damage, recover health, and support teammates. The build is mainly for PvE and is great for team play but is also viable solo.
I like dogs.
In the old skill calculator you were able to make every skill slot dog-related.. but not the new one. So, I filled the last few slots with useful stuff that has decent synergy - Grasp of the Dead with Unbreakable Grasp for plenty of kiting power and Grave Injustice to keep my long cooldowns managable.
I have no way of knowing how effective this may be, but it all makes sense to me. I'm definitely calling out WD as my class of choice. It's definitely not a max-DPS style build and is probably more solo-oriented than group play; very likely not an inferno build.. just something casual and interesting.
To be honest, I didn't expect people to be so elaborate with their posts. I didn't have any intention of convincing anyone that my character template is the best or most interesting - just thought the 'theme' of it was worth sharing. On a side note, I don't like the predefined template of abilities for their respective slots and thus my skills are mostly misplaced.
Here's hoping that 'random' selection is well and truly random.
The Healybarb, built to survive late game through massive self healing, which HOPEFULLY won't be nerfed all to crap like it was in D2. Every single active ability has a healing option on it. Unfortunately, only two of the passive skills translated directly to healing, so the third is just a crit boost to improve Swords to Ploughshares.
Intended for use with the Templar (for even more ridiculous healing) and a nice slow 2h mace (but not mighty!).
I use haunt and acid splash (could be changed to killerfrogs if they are better) as main damage spell when Fetish Army is on cooldown, Hex to help kill and some splash damage.
Haunt and Spirit walk is used to regen mana.
Passives are used to lower cooldowns and one increases damage with increased manacost.
Here is the link: http://us.battle.net/d3/en/calculator/witch-doctor#diPUXj!eSi!caZZcb
Frost Wizard build
Part of 3man team in Hell/Inferno, as frost specced ill stand for the crowd controll and aoe slowing while my barb and Witch doctor buddies stands for single target and AoE damage
(My favorite in D2 was frozen orb build)
This is a DH that sets traps around her before a battle and focuses on ranged damage. When anyone gets close, the traps trigger, she throws down grenades, and then vaults away. All skills have a stun chance to further prevent enemies from getting close. Hopefully she can find an item (bow maybe?) that will slow down enemies on hit too. That would be perfect! Comments welcome!