PVP build for wizard, Easy hitting through useing Magic missle, hold shift down, shoot at nothing, and it will seek nearest target... hide and nuke with this.... if your full on arcane... shoot out those arcane orbs for massive damage, Familiar compliments magic missle well, and teleport, and wave of force will be used to keep enemys off of you. prodigy and arcane damoino work together to power up your 2 damage sources, and illsionist works well with teleport to keep you safe if teleport and wave of force aren't enough at first.
This is my self healing solo build. I do enjoy playing with other people I know but we usually end up having free time at different times. So I decided to go witht his build so I can heal myself to a good extent. I am hoping that this will be enough self healing for inferno difficulty.
This build is for an frost wizard that is more about control than maximizing damage. I've found using frost abilities for control in Diablo 2 was very useful, and think that it would be just as useful in Diablo 3
Main attacking skills are Haunt and Locust Swarm. Haunt is used for a little mana regen, and locust swarm is for the damage.
idk why but i just love this two skill just by watching their skill animation
mass confusion is for that 50% chance of spawning a zombie dog(the more dogs the merrier if there is no cap).
Sacrifice is used when summon zombie dog skill is out of CD, attached next of kin rune for the reasons above.
zombie dog with leaching beast rune is to help with survival.
passive skills: circle of life, zombie handler, grave injustice
circle of life - for that 5% when enemy dies within 12 yard that a zombie dog will spawn.
zombie handler - can have 4 dogs out at once with increase health.
grave injustice - additional health and mana regen, and shorten cool downs.
My attack rotation is very simple, cast haunt and wait for my summons to kill and if my mana is full i'll cast locust swarm for additional DOT. when summon zombie dog is out of CD ill cast mass confusion then sacrifice and if there are any zombie dog that have been re-spawn cast sacrifice again till there are non left and summon a new batch of zombie dog.
I call this Wizard build Power Overwhelming, which 90% of you will already know what the build will base itself around just by the name. I will be listing it here, for those who prefer Blizzard's official deal, http://us.battle.net/d3/en/calculator/wizard#dSjUOm!XfU!cbZbcZ
This Build is all about staying as far away from your enemies as you can, until that strategy just isn't a possibility anymore. Then you unleash the inner-magical beast.
Primary and Secondary spells are Spectral Blade with Thrown Blade rune, obviously for the distance factor and Disentegrate with Volatility for the ooey gooey explosions of death.
Defensive Skill has you taking Teleport with Wormhole rune. This way you get a second Teleport just in case you jump from the frying pan and into the fire, you gave an out.
Arcane Skill is Energy Twister runed with Raging storm. Pop 2 of these one after another to really dominate your surrounding areas with an AoE of death which gets a chance to come together, extending the duration and area.
With Conjuration, You would take Energy Armor, specing in Prismatic Armor rune. Coupling this with our next section Mastery will really let you rock the house without fear of annihilation from any foe be them magical or physical.
Working is tandem with Conjuration is the Mastery spell Archon with Teleport runeage. This beast would become almost unassailable, destroying and maiming as it pleases. The reasoning for runing Teleport is to get you to the next wave of enemies before your Archon can wear off. More enemies slain becomes more time as the Arhcon, which mean more onslaught time for you. It can also be for getting the hell out of a fight in which you are unable to win if you are swarmed yet too close to weraring off your Archon form. Retreat is just a tactical realignment, never a surrender.
Passives come as Astral Presence, Galvanizing Ward and Blur. Astral Presence helps wash Energy Armors -20 max Arcan Power, with a bonus of +2 AP regen/s. Galvanizing Ward Helps you maintain your beefyness by extending the shield time and gaining an awesome 890 life/s and in conjunction with Blur's -20% melee damage taken with the bonuses from Archon form and Energy Armor, You shouldn't ever die while in Archon form.
I decided to go with a support build for the Witch Doctor with a 4 player team in mind. The whole build revolves around slowing down enemies as much as possible to give the crew that I'm dismantling Hell's minions with as much time and mobility as possible so that they can do their thing.
This is the ultimate barb damage build. This is for either pvp or pve it is every single hard hitting damage spell and rune. If this barb was let loose he would take down diablo himself.
So this is the pvp build which I will be using with my monk. This has a strong dps output, along with some self sustain. The center point of this build is being able to stay on top of your target and keep them there.
This build is meant for fun. It's focused around mobility and the abilities to cleave down multiple targets. First, you have Leap Attack and Furious Charge with Merciless Assault rune for mobility. Second, you have abilities like: Cleave, Whirlwind, and Overpower to mow down multiple targets. For this build, I'd be using a Templar follower for the health regen and heal if needed.
Notes:
This build relies on the synergy between Marked For Death's Mortal Enemy rune and the fast attack speed of Strafe/Rapid Fire to keep hatred flowing. The Nightstalker passive benefits from a similar synergy, and (with sufficient Attack Speed/Crit) should keep discipline coming in, albeit a bit sporadically. With the discipline to fuel it, and with Strafe's movement rune foregone in favour of attack speed the obvious choice to round out this build then comes in the form of Evasive Fire. Its cheap resource cost, paired with the Tactical Advantage passive should keep you comfortably at a distance from your opponent. The remaining choices are less set in stone, and if they are underutilized can be swapped out for a Bat Companion to aid in hatred generation. Each however was intended as a contingency to deal with common issues and should not be traded lightly. In order of importance we have Shadow Power, because you will at some point take damage; Smoke Screen, to deal with being cornered, snared, or otherwise poorly positioned; and the seemingly redundant Rapid Fire, to capitalize on any space your kiting creates and to snare enemies attempting to escape into cover.
Gear:
This build would be served well by gear focusing on attack/movement speed, and crit chance. As to weapons, the clear choice is dual hand crossbows, due to the dramatic increase in rate of fire.
This is a build meant for PVE with some good amount of control and a decent amount of damage.
Active Abilities
Magic missile - split
Main source of damage, not sure if split will help with arcane dynamo and allow for the 3 individual missiles to stack charges faster or not.
Arcane orb - obliteration
Main aoe and big damage dealer.
Energy Armor - energy tap
Chose this for the extra 65% armor boost and the rune for the extra 20 arcane energy to help dish out more damage consecutively.
Slow Time - perpetuity
good defensive and crowd control ability with moderate cooldown
Arcane torrent - arcane mines
chose this as a crowd control as well as a minor damage ability. I really like the 30% slow upon detonation.
Meteor - meteor shower
combined with slow time or arcane torrent this is a huge damage spell with a potential of 700% damage
Passive Abilities
Temporal flux
chose this to compliment the other slow abilities.
Astral Presence
another boost to arcane energy, long with energy tap from energy armor these give you a max of 140 arcane energy.
Arcane Dynamo
another potential to really boost your damage.
My build could be used for PVE, PVP, Hardcore, and Softcore. My goal in creating this build is to keep the Monk untouchable and powerful. He has a high dodge chance followed by a high chance to generate Spirit. As he generates high amounts of spirit as he dodges as well, he will unleash his spirit costing spells on things. Not only that but he has a high resilience to resist and keeps the enemy stunned. Basically the point of this build is to NOT GET HIT.
It is designed to be a softcore crowd control PvE build for the higher difficulties. Accordingly, every ability has some kind of AoE effect to it. The main attack in this build is cleave, which given how it is runed deals a reasonable amount of AoE damage while being spammable and generating fury.
This build plays a lot on keeping enemies exactly where you want them. Call of Arreat and Wrenching Smash draw enemies closer to you, hopefully in range of your cleave, and when you need more space, the runed Seismic Slam sends your enemies flying with increased knockback. Also, being the only skilled ability that spends fury along with 3 fury generators, it is plenty spammable.
Revenge and Overpower were included because they both give you incredible AoE damage with no fury cost, as well as a significant heal, especially combined with their respective runes and Bloodthirst. The abilities that draw enemies near to you will probably mean that you will be taking plenty of hits, so Revenge should trigger often.
Because the focus was on CC, Brawler was a natural choice for passives. Bloodthirst and Tough as Nails were included because the build is designed for higher difficulties, where enemies might burst you down if you don't have enough lifesteal / armor.
This build is a high AOE dps/slow build. It should be good for slowing groups of mobs and then tearing them down with both grenades and elemental arrows. I also have assorted healing skills for survivability. Not sure how it will work but looking forward to being able to try it out.
This Witch Doctor build focuses on dealing fast poison DPS alternating between zombie charger and acid cloud. Gargantuan and horrify will help keep the character alive and control mobs, while the remaining spirit skills are used to keep mana flowing.
(L-Mouse Button) Entangling Shot is my main debuff and crowd control skill. Runed to Heavy Burden which increases slow duration from 2 to 4. This skill takes advantage of Cull of the Weak - Damage against slowed enemies increased by 15%.
(R-Mouse Button) Cluster Arrow is my main damage output skill. Runed to Loaded to Bear which increased damage at impact location from 200% to 290%. This skill takes advantage of Grenadier - reduce Hatred cost of Cluster Arrow by 10. Total Hatred cost, 40.
(1 Key) Grenades is my main Hatred generation skill. Runed to Tinkerer which increases Hatred generation from 3 to 6. This skill takes advantage of Grenadier - increase Hatred generated from Grenades by 2. Total hatred generated, 8.
(2 key) Vault is my main defensive skill. Used for avoiding danger and kiting enemies. Runed to Tumble which reduces Discipline cost from 10 to 5 for the next 6 seconds. This skill takes advantage of Tactical Advantage - Gain 60% movement speed for 2 seconds after using Vault.
(3 key) Smoke Screen is my main bluff, counter and tactical skill. Used for avoiding danger or quickly gaining more Hatred. Runed to Breath Deep which generates up to 40 Hatred after 2 seconds. I can use this extra Hatred to pull of a quick shot of Cluster Arrow while i avoid danger and reposition. This skill takes advantage of Tactical Advantage - Gain 60% movement speed for 2 seconds after using Smoke Screen.
(4 key) Companion is my secondary bluff skill. Used for simply gaining more Hatred. Runed to Bat Companion which automatically generation 3 Hatred per second.
From the beginning of a PvP battle I would first start off by summoning my Companion to supply me Hatred throughout the battle. I would then land a Entangling Shot to debuff enemy player. Then quickly Smoke Screen for a quick supply of Hatred to cast a Cluster Arrow and then land another Entangling Shot to re freshen the debluff duration and follow with another Cluster Arrow if I am fueled with enough Hatred. If I am lacking any amount of Hatred for Cluster Arrow then I toss a few Gernades to gain more Hatred. While using Vault to avoid danger or collecting health globes. If Smoke Screen is available then I would quickly cast it to gain more Hatred for more rounds of Cluster Arrow. If Companion dies then I would recast it.
I would make sure to repeat, in this order, Entangling Shot -> Cluster Arrow -> Gernades. I will skip Gernades if i have enough Hatred for another round of Cluster Arrow. But if i don't have enough Hatred and Smoke Screen is avaible then ill cast Smoke Screen instead for a quick additional 40 Hatred.
My goal is to use Cluster Arrow as much as possible while making sure my enemy is slowed by Entangling Shot for more damage by Cull of the Weak. Since Cluster Arrow has no cool down, I can take advantage of this if i can efficiently supply myself with Hatred.
So this will be my Witch Doctor PVP build, it is meant to outlast my enemis by using habilities that cause damage over time, while having high survivability by damage reduction and life steal, while still having some good crowd control.
So first i picked haunt, that deals great damage by the end of the debuff, and runed it to give me health per second.
Locust swarm runed to have increased duration will complement the damage of haunt.
Then i got summon zombie dogs mostly because of the life link rune, wich, combined with jungle fortitude will increase the damage i can take.
Hex, while seems to be a great form of crowd control (that comes with a good debuff), also heals a lot with the hedge magic rune and is able to heal allies too.
Spirit walk is a good "OMG" skill, and with the healing journey rune will heal 20% of my hp.
Horrify is another great crowd control that works in area and can have many uses. The increase of 100% in armour is another bonus to survivability.
Jungle fortitude as i said is meant to combo with the zombie dogs.
Spirit Vessel may extend my life long enough for other habilities to come off the cooldown and turn the fight. Altough, i may change this to Spiritual Attunement if i noticed that im mana starving in a lot of fights.
Death Trance can explain for itself, i can soak up a lot of damage when getting low on health and can combo with spirit vessel. As i already said, when the enemies tunnel vision to finish me off it may be much harder then they thought, giving my team a chance to turn the fight to our favor.
My build is for the barbarian in PvP - it achieves very high team utility, 2 gap closers, 2 slows, and a stacking damage buff to get the edge on longer toe to toe melee fights. It makes our team very hard to kill, my barbarian even harder to kill so I can stay in their face without worrying that I'll be giving up points to the enemy.
PVP build for wizard, Easy hitting through useing Magic missle, hold shift down, shoot at nothing, and it will seek nearest target... hide and nuke with this.... if your full on arcane... shoot out those arcane orbs for massive damage, Familiar compliments magic missle well, and teleport, and wave of force will be used to keep enemys off of you. prodigy and arcane damoino work together to power up your 2 damage sources, and illsionist works well with teleport to keep you safe if teleport and wave of force aren't enough at first.
This is my self healing solo build. I do enjoy playing with other people I know but we usually end up having free time at different times. So I decided to go witht his build so I can heal myself to a good extent. I am hoping that this will be enough self healing for inferno difficulty.
This build is for an frost wizard that is more about control than maximizing damage. I've found using frost abilities for control in Diablo 2 was very useful, and think that it would be just as useful in Diablo 3
http://us.battle.net/d3/en/calculator/witch-doctor#dhTQSY!bWS!ccYZZc
Main attacking skills are Haunt and Locust Swarm. Haunt is used for a little mana regen, and locust swarm is for the damage.
idk why but i just love this two skill just by watching their skill animation
mass confusion is for that 50% chance of spawning a zombie dog(the more dogs the merrier if there is no cap).
Sacrifice is used when summon zombie dog skill is out of CD, attached next of kin rune for the reasons above.
zombie dog with leaching beast rune is to help with survival.
passive skills: circle of life, zombie handler, grave injustice
circle of life - for that 5% when enemy dies within 12 yard that a zombie dog will spawn.
zombie handler - can have 4 dogs out at once with increase health.
grave injustice - additional health and mana regen, and shorten cool downs.
My attack rotation is very simple, cast haunt and wait for my summons to kill and if my mana is full i'll cast locust swarm for additional DOT. when summon zombie dog is out of CD ill cast mass confusion then sacrifice and if there are any zombie dog that have been re-spawn cast sacrifice again till there are non left and summon a new batch of zombie dog.
This Build is all about staying as far away from your enemies as you can, until that strategy just isn't a possibility anymore. Then you unleash the inner-magical beast.
Primary and Secondary spells are Spectral Blade with Thrown Blade rune, obviously for the distance factor and Disentegrate with Volatility for the ooey gooey explosions of death.
Defensive Skill has you taking Teleport with Wormhole rune. This way you get a second Teleport just in case you jump from the frying pan and into the fire, you gave an out.
Arcane Skill is Energy Twister runed with Raging storm. Pop 2 of these one after another to really dominate your surrounding areas with an AoE of death which gets a chance to come together, extending the duration and area.
With Conjuration, You would take Energy Armor, specing in Prismatic Armor rune. Coupling this with our next section Mastery will really let you rock the house without fear of annihilation from any foe be them magical or physical.
Working is tandem with Conjuration is the Mastery spell Archon with Teleport runeage. This beast would become almost unassailable, destroying and maiming as it pleases. The reasoning for runing Teleport is to get you to the next wave of enemies before your Archon can wear off. More enemies slain becomes more time as the Arhcon, which mean more onslaught time for you. It can also be for getting the hell out of a fight in which you are unable to win if you are swarmed yet too close to weraring off your Archon form. Retreat is just a tactical realignment, never a surrender.
Passives come as Astral Presence, Galvanizing Ward and Blur. Astral Presence helps wash Energy Armors -20 max Arcan Power, with a bonus of +2 AP regen/s. Galvanizing Ward Helps you maintain your beefyness by extending the shield time and gaining an awesome 890 life/s and in conjunction with Blur's -20% melee damage taken with the bonuses from Archon form and Energy Armor, You shouldn't ever die while in Archon form.
Well, there's my Power Overwhelming build for the Wizard in Diablo 3. again, the TL:DR link is at the top and reposted here: http://us.battle.net/d3/en/calculator/wizard#dSjUOm!XfU!cbZbcZ
I decided to go with a support build for the Witch Doctor with a 4 player team in mind. The whole build revolves around slowing down enemies as much as possible to give the crew that I'm dismantling Hell's minions with as much time and mobility as possible so that they can do their thing.
http://us.battle.net...YWkj!Yih!ZZbaZa
So excited for this game!
PvE softcore wizard build at least until Nightmare.
http://us.battle.net/d3/en/calculator/barbarian#WQihkg!ZYg!Yccacc
Nothing like order in the court from a barbarian.
I like this build for the monk because of the aoe I added a bit of
survival with it but tried to do as much burst aoe damage as I could
So this is the pvp build which I will be using with my monk. This has a strong dps output, along with some self sustain. The center point of this build is being able to stay on top of your target and keep them there.
http://us.battle.net/d3/en/calculator/barbarian#bQhdUj!ZgS!YcZcZZ
Summary:
This build is meant for fun. It's focused around mobility and the abilities to cleave down multiple targets. First, you have Leap Attack and Furious Charge with Merciless Assault rune for mobility. Second, you have abilities like: Cleave, Whirlwind, and Overpower to mow down multiple targets. For this build, I'd be using a Templar follower for the health regen and heal if needed.
http://us.battle.net/d3/en/calculator/demon-hunter#cdjXlU!afX!ZaaccY
The Goal:
Dueling / Kiting
Notes:
This build relies on the synergy between Marked For Death's Mortal Enemy rune and the fast attack speed of Strafe/Rapid Fire to keep hatred flowing. The Nightstalker passive benefits from a similar synergy, and (with sufficient Attack Speed/Crit) should keep discipline coming in, albeit a bit sporadically. With the discipline to fuel it, and with Strafe's movement rune foregone in favour of attack speed the obvious choice to round out this build then comes in the form of Evasive Fire. Its cheap resource cost, paired with the Tactical Advantage passive should keep you comfortably at a distance from your opponent. The remaining choices are less set in stone, and if they are underutilized can be swapped out for a Bat Companion to aid in hatred generation. Each however was intended as a contingency to deal with common issues and should not be traded lightly. In order of importance we have Shadow Power, because you will at some point take damage; Smoke Screen, to deal with being cornered, snared, or otherwise poorly positioned; and the seemingly redundant Rapid Fire, to capitalize on any space your kiting creates and to snare enemies attempting to escape into cover.
Gear:
This build would be served well by gear focusing on attack/movement speed, and crit chance. As to weapons, the clear choice is dual hand crossbows, due to the dramatic increase in rate of fire.
This is a build meant for PVE with some good amount of control and a decent amount of damage.
Active Abilities
Magic missile - split
Main source of damage, not sure if split will help with arcane dynamo and allow for the 3 individual missiles to stack charges faster or not.
Arcane orb - obliteration
Main aoe and big damage dealer.
Energy Armor - energy tap
Chose this for the extra 65% armor boost and the rune for the extra 20 arcane energy to help dish out more damage consecutively.
Slow Time - perpetuity
good defensive and crowd control ability with moderate cooldown
Arcane torrent - arcane mines
chose this as a crowd control as well as a minor damage ability. I really like the 30% slow upon detonation.
Meteor - meteor shower
combined with slow time or arcane torrent this is a huge damage spell with a potential of 700% damage
Passive Abilities
Temporal flux
chose this to compliment the other slow abilities.
Astral Presence
another boost to arcane energy, long with energy tap from energy armor these give you a max of 140 arcane energy.
Arcane Dynamo
another potential to really boost your damage.
My build could be used for PVE, PVP, Hardcore, and Softcore. My goal in creating this build is to keep the Monk untouchable and powerful. He has a high dodge chance followed by a high chance to generate Spirit. As he generates high amounts of spirit as he dodges as well, he will unleash his spirit costing spells on things. Not only that but he has a high resilience to resist and keeps the enemy stunned. Basically the point of this build is to NOT GET HIT.
http://us.battle.net/d3/en/calculator/barbarian#bTXdRU!dgV!YZZZca
It is designed to be a softcore crowd control PvE build for the higher difficulties. Accordingly, every ability has some kind of AoE effect to it. The main attack in this build is cleave, which given how it is runed deals a reasonable amount of AoE damage while being spammable and generating fury.
This build plays a lot on keeping enemies exactly where you want them. Call of Arreat and Wrenching Smash draw enemies closer to you, hopefully in range of your cleave, and when you need more space, the runed Seismic Slam sends your enemies flying with increased knockback. Also, being the only skilled ability that spends fury along with 3 fury generators, it is plenty spammable.
Revenge and Overpower were included because they both give you incredible AoE damage with no fury cost, as well as a significant heal, especially combined with their respective runes and Bloodthirst. The abilities that draw enemies near to you will probably mean that you will be taking plenty of hits, so Revenge should trigger often.
Because the focus was on CC, Brawler was a natural choice for passives. Bloodthirst and Tough as Nails were included because the build is designed for higher difficulties, where enemies might burst you down if you don't have enough lifesteal / armor.
http://us.battle.net/d3/en/calculator/demon-hunter#WfSYQl!gde!aZcbZZ
This build is a high AOE dps/slow build. It should be good for slowing groups of mobs and then tearing them down with both grenades and elemental arrows. I also have assorted healing skills for survivability. Not sure how it will work but looking forward to being able to try it out.
This Witch Doctor build focuses on dealing fast poison DPS alternating between zombie charger and acid cloud. Gargantuan and horrify will help keep the character alive and control mobs, while the remaining spirit skills are used to keep mana flowing.
Demon Hunter PvP Build
Skill set:
Passive skill set:
So this will be my Witch Doctor PVP build, it is meant to outlast my enemis by using habilities that cause damage over time, while having high survivability by damage reduction and life steal, while still having some good crowd control.
So first i picked haunt, that deals great damage by the end of the debuff, and runed it to give me health per second.
Locust swarm runed to have increased duration will complement the damage of haunt.
Then i got summon zombie dogs mostly because of the life link rune, wich, combined with jungle fortitude will increase the damage i can take.
Hex, while seems to be a great form of crowd control (that comes with a good debuff), also heals a lot with the hedge magic rune and is able to heal allies too.
Spirit walk is a good "OMG" skill, and with the healing journey rune will heal 20% of my hp.
Horrify is another great crowd control that works in area and can have many uses. The increase of 100% in armour is another bonus to survivability.
Jungle fortitude as i said is meant to combo with the zombie dogs.
Spirit Vessel may extend my life long enough for other habilities to come off the cooldown and turn the fight. Altough, i may change this to Spiritual Attunement if i noticed that im mana starving in a lot of fights.
Death Trance can explain for itself, i can soak up a lot of damage when getting low on health and can combo with spirit vessel. As i already said, when the enemies tunnel vision to finish me off it may be much harder then they thought, giving my team a chance to turn the fight to our favor.
http://us.battle.net/d3/en/calculator/barbarian#aVYShd!cVU!YZbYcc