I went for a balance of high damage and Arcane Power Regen with some utilities thrown in. I am mainly worried about the difficulty later on and would like to be able to solo my way through without being stuck because of ability choice. I wanted a taste of all rather than focusing all on damage or all on defense.
Magic Missile: causes 110% weapon damage as Arcane Attunement: When Magic Missile hits it rewards 4 Arcane power
Reasoning: I wanted to have a way to cause damage as well as gain arcane power.
Secondary:Arcane Orb with Obliteration
Arcane Orb: Orb of energy that causes 250% weapon damage as Arcane(35 Arcane Power) Obliteration: Increases the damage of arcane orb to 325%
Reasoning: Needed a hard hitting attack that sticks to Arcane damage.
Defensive:Teleport with Safe Passage
Teleport: Teleport 35 yards away ( 15 Arcane Power, 16 Second cooldown) Safe Passage: After Casting teleport, damage is reduced by 30% for 4 seconds.
Reasoning: When I am in a tight spot having a teleport that helps reduce damage taken will be more than useful during higher difficulty encounters.
Arcane: Energy Twister with Gale Force
Energy Twister: Twister of energy causing 425% weapon damage ( 35 Arcane Power) Gale Force: Increases the Damage of Energy Twister to 565% weapon damage
Reasoning: Highly Effective Area of effect spell that should help mow down big groups.
Conjuration: Energy Armor with Prismatic Armor
Energy Armor: Armor increased by 65% but lower Arcane Power by 20 (Last 30 sec) Prismatic Armor: Increase all resistances by 40%
Reasoning: Loss of total arcane power but with Magic Missile (Attunement) and the increase to all resistance more than makes up for it.
Mastery: Archon with Improved Archon
Archon: Turn into a being of Pure Energy for 15 seconds (1 second added to every kill). Normal abilties are replaced with powerful Archon abilites. Armor and Resistance Increased by 40%. (120 second cooldown, 25 Arcane power. Improved Archon: Damage in Archon form increased by 25%
Reasoning: The increase to defenses all well as a boost to damage will play well when soloing. As well as the increase in the time in the form from killing enemies.
Glass Cannon: Increase Damage by 15% but reduce armor and defense by 10%
Reasoning: With the increased to resistance and armor from Archon and Energy Armor, it does not seem that losing 10% will harm me over the gain in overall damage.
Arcane Dynamo: 5 Signature spells hat deal damage (Magic Missile) give a buff that after 5 will cause your next non-signature move to do 75% more damage.
Reasoning: With Magic Missile giving me Arcane power and adding a damage buff after 5 hits, makes this a really cool way to kill two birds with 1 stone. It should work well with other skills.
Astral Presence: Increase Arcane Power by 20 and Regen by 2 per second.
Reasoning: Negates Energy Armor decreasing Arcane Power on top of gaining Arcane power regeneration.
Ray of Frost(Cold Blood)
would be what i use to replace my signature spell due to cold blood removing the cost of the spell. I did this because it offers a higher damage output then any signature spells while costing no more. (so far the biggest draw back of this is that your unable to move during the casting. Will change if i find it doesnt work.)
Familiar(Sparkflint)
Picking this just to get the side damage along with the nice buff of 15% to all my damage while i have it out.
Arcane Orb(Obliteration) One of my two major nukes this would be my for kitting and with the ruin making it do massive damage.
Meteor(Meteor Shower or Molten Impact)
This is my second nuke. I have been having trouble picking with the two for the build i picked meteor because i believe it would be useful to have a mass aoe and can deal more damage then impact if all small meteors land. Though molten could be more usful because it is easier to aim and has more focused of an area of damage testing would need to be done before i pick one.
Teleport(Wormhole)
This is my main and only get away it is why i pick the wormhole giving me a chance to gain some more room between me and my enemys.
Archon(Improved Archon)
This would be my "Big" move when im readly to deal my heaviest damage atm though i dont really have an idea of what moves archon will bring up. To follow my glass cannon build i got the improved archon to improve my damage even futher.
Passive Skills
Glass Cannon
what can i say how can you have a glass cannon build without glass cannon? I deal 15% damage and take 10% more damage
Astral Presence
With having two costly spells as my main source of damage i thought i might need this to help blance it out. Aso not having a signature spell set to give any energy back either this should help from starving myself.
Critical Mass
Having lots of trouble with the last one here. I picked critical mass just because i figure im goin to be a glass cannon i probly will have a good amount of crits lowering the cooldowns of my teleport and archon this could very well change. (possibly to arcane dynamo if ray of frost doesnt work out)
I call this Demon Hunter build Single Target AOE. I know this doesn't make sense but that's exactly what it is. A versatile build with decent single target damage (Impale & Hungering arrow) as well as the added bonus of Overpenetration and Spray of Teeth. I think this build should be fairly decent for leveling as well as being fun to play. (I'm gonna have TWO ferrets, that collect gold, how awesome is that). At much later levels one might have to play around with rune combinations to add more survivability but I've always been one to worry about DPS first and staying alive second - so definitly not a hardcore build.
If you go through the build, you can see that it is a build that goes in the following fighting sequence
1) Lead attack, call of arreat runed, drag in all of the enemies into close proximity. This can be done for each large groups with no problems.
2) Due to Unforgiving, fury will almost always sits at higher than 50 range,
3.1) For group of super powerful enemies such as elites and champions, will start with Arreat Wall runed Wrath of the Berserker so that it hits for 430 weapon damage
3.2) For lower level or weaker group enemies, will start with Fury, which is triumph runed. Given a group of 5 enemies and that the buff of 12 percent max life over 6 seconds do not stack, for each group of enemies fight, I can at least get back 20 percent life. SO basically, once gear is powerful enough and I have enough life, I can keep fighting without ever worrying about slowing down. This is key
4) Battle Rage is runed bloodshed, and this allows a 20 AOE cleave given the single target DPS of fury will be highest. Effectively, I will be gaining life by extremely fast attack and then cleave at the same time due to battle rage and increased damage and critical strike contributes to single target dps.
5) lastly, Revenge is runed provacation. This skill sounds way too good. If you played dota and played Axe, then you would realize, leap attack with a drag-in function will make this skill a super beast.
6) and the only actual fury spender would be wirldwind, and wirldwind also leaches life as it would be blood funnel runed.
7) my other 2 passive, in addition to unforgiving, would be bloodthirst (adds life leech) and Boon- Bul Kathos. Boon-bulKoathos just allows me to use Wrath of the berserker much more often. SKill like this would prove extremely useful in inferno mode as the massive boost in stats and the 430 percent damage burst really can kill a group of champion very quickly and get loot.
In conclusion, My skill set up gives a "go ape shit" type of strategy and allows me to stay alive by the numerous life-leech skills.
I go in, drag everythign in, then fury and wirldwind. While eveyrthing I do will have life-leech capabilities. This can also be considered as the "tank build" as well as the "solo build" that I will be going with.
1) Frenzy(Maniac) - Needed Attack Speed (runed for Damage buff), cause this build will use the slowest possible weapon. Either greathammer or some polearm
2) Furious Charge (Merciless Assault) - This is mobility skill, runed for cooldown reduced to 0. It's Diablo, do you think there will be many packs of less then 5 mobs?=) Also Charge has great damage, which is fun for mobility skill
3) Ground stomp (Wrenching Smash) - Aggressive Defense system. Pulling mobs from 24 yards statistically guarantees crit with with Overpower (see below)
4) Revenge (Best Served Cold) - once again loads of AOE damage. And additional crit to proc Overpower. And great heal. In addition - it's free of cost. I'm totally in love with it^^
5) Overpower (Killing Spree) - Loads of AoE damage, and after Ground Stomp and Revenge (with Ruthless from masteries) you get 15% base crit, so you need 8 mobs to make your Overpower reset it's cooldown. And if you kill something, there is no need to worry (you're a barb after all, you never worry), cause your crit grows to 25%, and in this case you need only 4 mobs to chain cast Overpower over and over.
6) Weapon Throw (Dread Bomb) - the only rage spender in this build. With rune it spends ALL your rage and deal sh*tload (base+20 from frenzy+ 25% base crit from Overpower and Revenge+360% from 120 expanded rage thanks to Dread Bomb+25% from berserker rage) of damage in 12 yard radius and a little slow, just in case someone survives it
Masteries are very simple
Ruthless - 5% crit for early game, and 50% crit damage (and this build WILL crit a lot) for the whole game
Berserker Rage - 25% damage at max rage, and we will spend there a plenty of time
Animosity - more fury isn't that bad, especially with Dread Bomb flying to the head of some little squishy caster
Just one thing that i may change in this build - Cleve instead of Frenzy. I should look at Fury generation and how fast i will gather it =)
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"Never let your sense of morals prevent you from doing what is right" (c) Isaac Asimov
http://us.battle.net...ctor#aeYkiS!bdW Class:Witch Doctor Build:PvE type I make this skill build for purpose of farming monsters and collecting items, this skill build will let me handle hard mobs because of my summoning skills "Summon zombie Dog" with the passive skill of zombie handler to summon 4 dogs and circle of life that has a chance to summon a zombie dog when enemies dies. It is a good build when soloing dungeons with the summon skill and an aoe skill like acid cloud no monster can barely hit me. I feel that this skill build will help me in PvP fights, But focus in Pve and co-op play.
Pro’s: Good combination of utility, damage, survival, aoe and single target nuking. Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough.
Aim:
This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other.
How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute High hp mob aoe: Frost nova + ice meteor + Electrocute Single targets/ boss: Ray of frost (runed for extra slow)
http://us.battle.net...Zgkj!bVg!cbaYbY
Monk, build for speed.
Way of Hundred Fists for spirit generation
Lashing Tail Kick - cause It's cool
Dashing Strike - to get to enemies as a badass
Seven-Sided Strike - very fast and awesome attack
Mystic Ally - for a friend and spirit regen
Mantra of Conviction - for life steal
I am a complete Diablo noob, but in looking at the classes, Demon Hunter will be my choice. I will probably be soloing a lot, so wanted survivability as well as destruction of enemies.
Basically, this is my attempt to take advantage of a lot of rocket-firing skills. Since most of them are area attacks, I took Impale and Hungering Arrow for single-target attacks.
I haven't played yet so i am not sure how this would work, but this build is for an AoE/crowd control barbarian. My plan is to be able to wade into oceans of enemies and come out on the other side cackling like a madman.
Frenzy(Triumph)- Build up fury and heal me Whirlwind(volcanic Eruption)- If its anything like D2 some good AoE damage Ground Stomp(Wrenching Smash)- AoE damage with chance to stun Seismic slam(Stagger)- AoE damage with chance to stun Leap attack(death from above)- for some mobility with a chance to stun War Cry(invigorate)- increased armor and health regen
My passives would be
Inspiring Presence- for the buff to war cry Bloodthirst- for some life leach Animosity- to help with Fury
The reason i chose a monk is beacause they seem to have the ability to be a good support class, I love to play as support. With the build i made i have the ability to heal, reduce dmg enemys do, increase party dmg, and all at the same time do major damage.
This build is aimed to be fun and not competetive. It's also meant for Team Pvp
All the skills I picked was to slow down or disrupt the enemy team, help peeling off teammate, or just simply annoy the hell out of the other team while your teammates shoots their pew pew from afar.
Disclaimer: For PvP only - Keep familiar up at all times. Cast three Energy Twisters wherever to gain charges. When you have three charges drop slow time on an enemy, cast diamond skin on yourself, teleport next to an enemy caught in your bubble, and cast your firebolt on him for 137% weapon damage. This will drop a massive energy twister on his face that deals +15% damage from Glass Cannon, 15% damage from Conflagrate, and another 15% damage from your Familiar. Diamond Skin will keep you alive in the second it takes to drop this giant and....
He will die.
If he lives, which he wont, then simply Teleport back again after Diamond Skin explodes for 155% weapon damage and try again.
Whirling Fury! http://us.battle.net/d3/en/calculator/barbarian#WQidRg!Sdg!aaZbab
This build is all about killing things quickly with as little down time as possible. Since I have no idea what I'm getting in to with higher difficulty levels I've had to look for inspiration from Diablo 2 and I'm fully expecting room after room so packed full of dangerous mobs it's nearly suicidal to try and take them all head on. And since so many skills on the barbarian have a knockback and the only conceivable reason a melee based char could want to knock things out of attack range is because they're being swarmed, I feel fairly confident in my conclusion. So, with that in mind I've created a build that will instead of working around all these dangerous enemies, will simply be able to handle them.
When I first envisioned this build one of the runes for cleave actually pulled enemies closer to you, since that's gone I've settled for Frenzy, hoping that it works the same way it did in diablo 2. I'll be able to use it to quickly build a ton of rage as enemies group in tightly of their own accord.
Then I whirlwind into them and chop them to pieces with all the damage buff from Brawler. This is where I see fights turning chaotic as I'm quickly overwhelmed by massive hordes, which is where the rest of the build comes in to play.
Ignore pain seems INCREDIBLY powerful if timed right. As a wow vet I'm fully aware of how a single well timed cooldown can make all the difference in the world and I see periods of incredible burst damage being very normal with this build.
Leap attack seems like a natural choice for an emergency escape button. Coupled with the runed knockback I think this will end up working quite nicely.
Revenge is an incredibly high damage skill that activates when you're attacked, which I imagine is going to be happening a lot when the entire idea is to run in to the biggest group and just take it to the face. I've opted to take the rune to increase the health gained when the skill is used because I honestly see my health popping up and down quite a bit. I decided that instead of trying to mitigate how much damage I expect to take, I'd just heal through it. This is also why I've taken Bloodthirst as a passive.
And it's all topped off by Earthquake, which does excessive amounts of damage in a huge area. I've opted to both rune and take a passive talent for quality of life buffs to the skill.
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The Build:
http://us.battle.net...jUOm!YTX!Ybabac
Primary: Magic Missile with Attunement
Magic Missile: causes 110% weapon damage as Arcane
Attunement: When Magic Missile hits it rewards 4 Arcane power
Reasoning: I wanted to have a way to cause damage as well as gain arcane power.
Secondary: Arcane Orb with Obliteration
Arcane Orb: Orb of energy that causes 250% weapon damage as Arcane(35 Arcane Power)
Obliteration: Increases the damage of arcane orb to 325%
Reasoning: Needed a hard hitting attack that sticks to Arcane damage.
Defensive: Teleport with Safe Passage
Teleport: Teleport 35 yards away ( 15 Arcane Power, 16 Second cooldown)
Safe Passage: After Casting teleport, damage is reduced by 30% for 4 seconds.
Reasoning: When I am in a tight spot having a teleport that helps reduce damage taken will be more than useful during higher difficulty encounters.
Arcane: Energy Twister with Gale Force
Energy Twister: Twister of energy causing 425% weapon damage ( 35 Arcane Power)
Gale Force: Increases the Damage of Energy Twister to 565% weapon damage
Reasoning: Highly Effective Area of effect spell that should help mow down big groups.
Conjuration: Energy Armor with Prismatic Armor
Energy Armor: Armor increased by 65% but lower Arcane Power by 20 (Last 30 sec)
Prismatic Armor: Increase all resistances by 40%
Reasoning: Loss of total arcane power but with Magic Missile (Attunement) and the increase to all resistance more than makes up for it.
Mastery: Archon with Improved Archon
Archon: Turn into a being of Pure Energy for 15 seconds (1 second added to every kill). Normal abilties are replaced with powerful Archon abilites. Armor and Resistance Increased by 40%. (120 second cooldown, 25 Arcane power.
Improved Archon: Damage in Archon form increased by 25%
Reasoning: The increase to defenses all well as a boost to damage will play well when soloing. As well as the increase in the time in the form from killing enemies.
Passives: Glass Cannon, Arcane Dynamo, Astral Presence
Glass Cannon: Increase Damage by 15% but reduce armor and defense by 10%
Reasoning: With the increased to resistance and armor from Archon and Energy Armor, it does not seem that losing 10% will harm me over the gain in overall damage.
Arcane Dynamo: 5 Signature spells hat deal damage (Magic Missile) give a buff that after 5 will cause your next non-signature move to do 75% more damage.
Reasoning: With Magic Missile giving me Arcane power and adding a damage buff after 5 hits, makes this a really cool way to kill two birds with 1 stone. It should work well with other skills.
Astral Presence: Increase Arcane Power by 20 and Regen by 2 per second.
Reasoning: Negates Energy Armor decreasing Arcane Power on top of gaining Arcane power regeneration.
http://us.battle.net...ZQjm!YXb!YabbZc
Abilities
Ray of Frost(Cold Blood)
would be what i use to replace my signature spell due to cold blood removing the cost of the spell. I did this because it offers a higher damage output then any signature spells while costing no more. (so far the biggest draw back of this is that your unable to move during the casting. Will change if i find it doesnt work.)
Familiar(Sparkflint)
Picking this just to get the side damage along with the nice buff of 15% to all my damage while i have it out.
Arcane Orb(Obliteration)
One of my two major nukes this would be my for kitting and with the ruin making it do massive damage.
Meteor(Meteor Shower or Molten Impact)
This is my second nuke. I have been having trouble picking with the two for the build i picked meteor because i believe it would be useful to have a mass aoe and can deal more damage then impact if all small meteors land. Though molten could be more usful because it is easier to aim and has more focused of an area of damage testing would need to be done before i pick one.
Teleport(Wormhole)
This is my main and only get away it is why i pick the wormhole giving me a chance to gain some more room between me and my enemys.
Archon(Improved Archon)
This would be my "Big" move when im readly to deal my heaviest damage atm though i dont really have an idea of what moves archon will bring up. To follow my glass cannon build i got the improved archon to improve my damage even futher.
Passive Skills
Glass Cannon
what can i say how can you have a glass cannon build without glass cannon? I deal 15% damage and take 10% more damage
Astral Presence
With having two costly spells as my main source of damage i thought i might need this to help blance it out. Aso not having a signature spell set to give any energy back either this should help from starving myself.
Critical Mass
Having lots of trouble with the last one here. I picked critical mass just because i figure im goin to be a glass cannon i probly will have a good amount of crits lowering the cooldowns of my teleport and archon this could very well change. (possibly to arcane dynamo if ray of frost doesnt work out)
http://us.battle.net...gkRQ!beT!cYbbaY
http://us.battle.net/d3/en/calculator/barbarian#dWPeRQ!Sdh!Zaaccb
If you go through the build, you can see that it is a build that goes in the following fighting sequence
1) Lead attack, call of arreat runed, drag in all of the enemies into close proximity. This can be done for each large groups with no problems.
2) Due to Unforgiving, fury will almost always sits at higher than 50 range,
3.1) For group of super powerful enemies such as elites and champions, will start with Arreat Wall runed Wrath of the Berserker so that it hits for 430 weapon damage
3.2) For lower level or weaker group enemies, will start with Fury, which is triumph runed. Given a group of 5 enemies and that the buff of 12 percent max life over 6 seconds do not stack, for each group of enemies fight, I can at least get back 20 percent life. SO basically, once gear is powerful enough and I have enough life, I can keep fighting without ever worrying about slowing down. This is key
4) Battle Rage is runed bloodshed, and this allows a 20 AOE cleave given the single target DPS of fury will be highest. Effectively, I will be gaining life by extremely fast attack and then cleave at the same time due to battle rage and increased damage and critical strike contributes to single target dps.
5) lastly, Revenge is runed provacation. This skill sounds way too good. If you played dota and played Axe, then you would realize, leap attack with a drag-in function will make this skill a super beast.
6) and the only actual fury spender would be wirldwind, and wirldwind also leaches life as it would be blood funnel runed.
7) my other 2 passive, in addition to unforgiving, would be bloodthirst (adds life leech) and Boon- Bul Kathos. Boon-bulKoathos just allows me to use Wrath of the berserker much more often. SKill like this would prove extremely useful in inferno mode as the massive boost in stats and the 430 percent damage burst really can kill a group of champion very quickly and get loot.
In conclusion, My skill set up gives a "go ape shit" type of strategy and allows me to stay alive by the numerous life-leech skills.
I go in, drag everythign in, then fury and wirldwind. While eveyrthing I do will have life-leech capabilities. This can also be considered as the "tank build" as well as the "solo build" that I will be going with.
http://us.battle.net/d3/en/calculator/barbarian#WhXURV!ZXW!ZZZZZc
1) Frenzy(Maniac) - Needed Attack Speed (runed for Damage buff), cause this build will use the slowest possible weapon. Either greathammer or some polearm
2) Furious Charge (Merciless Assault) - This is mobility skill, runed for cooldown reduced to 0. It's Diablo, do you think there will be many packs of less then 5 mobs?=) Also Charge has great damage, which is fun for mobility skill
3) Ground stomp (Wrenching Smash) - Aggressive Defense system. Pulling mobs from 24 yards statistically guarantees crit with with Overpower (see below)
4) Revenge (Best Served Cold) - once again loads of AOE damage. And additional crit to proc Overpower. And great heal. In addition - it's free of cost. I'm totally in love with it^^
5) Overpower (Killing Spree) - Loads of AoE damage, and after Ground Stomp and Revenge (with Ruthless from masteries) you get 15% base crit, so you need 8 mobs to make your Overpower reset it's cooldown. And if you kill something, there is no need to worry (you're a barb after all, you never worry), cause your crit grows to 25%, and in this case you need only 4 mobs to chain cast Overpower over and over.
6) Weapon Throw (Dread Bomb) - the only rage spender in this build. With rune it spends ALL your rage and deal sh*tload (base+20 from frenzy+ 25% base crit from Overpower and Revenge+360% from 120 expanded rage thanks to Dread Bomb+25% from berserker rage) of damage in 12 yard radius and a little slow, just in case someone survives it
Masteries are very simple
Ruthless - 5% crit for early game, and 50% crit damage (and this build WILL crit a lot) for the whole game
Berserker Rage - 25% damage at max rage, and we will spend there a plenty of time
Animosity - more fury isn't that bad, especially with Dread Bomb flying to the head of some little squishy caster
Just one thing that i may change in this build - Cleve instead of Frenzy. I should look at Fury generation and how fast i will gather it =)
Class:Witch Doctor
Build:PvE type
I make this skill build for purpose of farming monsters and collecting items, this skill build will let me handle hard mobs because of my summoning skills "Summon zombie Dog" with the passive skill of zombie handler to summon 4 dogs and circle of life that has a chance to summon a zombie dog when enemies dies. It is a good build when soloing dungeons with the summon skill and an aoe skill like acid cloud no monster can barely hit me. I feel that this skill build will help me in PvP fights, But focus in Pve and co-op play.
This build is baiscilay killing the monsters without dying, that the point, with the skills and with the mantras you will have nice damage and i love it.
Build type: Solo, hell/Inferno
URL: http://eu.battle.net/d3/en/calculator/wizard#ecYQOj!bWf!ZZYYZZ
Pro’s: Good combination of utility, damage, survival, aoe and single target nuking.
Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough.
Aim:
This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other.
How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute
High hp mob aoe: Frost nova + ice meteor + Electrocute
Single targets/ boss: Ray of frost (runed for extra slow)
Monk, build for speed.
Way of Hundred Fists for spirit generation
Lashing Tail Kick - cause It's cool
Dashing Strike - to get to enemies as a badass
Seven-Sided Strike - very fast and awesome attack
Mystic Ally - for a friend and spirit regen
Mantra of Conviction - for life steal
My build is for the monk with Inferno in mind. I chose all skills with the goal of keeping my teammates alive and helping them thrive.
http://us.battle.net/d3/en/calculator/monk#bcUhVk!YVX!ZcbbZc
Its a frenzy barb focused on keeping himself alive and getting in on the action asap!
I am a complete Diablo noob, but in looking at the classes, Demon Hunter will be my choice. I will probably be soloing a lot, so wanted survivability as well as destruction of enemies.
Class: Demon Hunter
Build: Silly theme
Basically, this is my attempt to take advantage of a lot of rocket-firing skills. Since most of them are area attacks, I took Impale and Hungering Arrow for single-target attacks.
Burst dmg for bosses over all other.
http://us.battle.net/d3/en/calculator/demon-hunter#aSVUPQ!bWg!cccbZ
I really looking forward to this game.
I haven't played yet so i am not sure how this would work, but this build is for an AoE/crowd control barbarian. My plan is to be able to wade into oceans of enemies and come out on the other side cackling like a madman.
Frenzy(Triumph)- Build up fury and heal me
Whirlwind(volcanic Eruption)- If its anything like D2 some good AoE damage
Ground Stomp(Wrenching Smash)- AoE damage with chance to stun
Seismic slam(Stagger)- AoE damage with chance to stun
Leap attack(death from above)- for some mobility with a chance to stun
War Cry(invigorate)- increased armor and health regen
My passives would be
Inspiring Presence- for the buff to war cry
Bloodthirst- for some life leach
Animosity- to help with Fury
Link: http://us.battle.net/d3/en/calculator/monk#acXjVg!aZX!aabaca
The reason i chose a monk is beacause they seem to have the ability to be a good support class, I love to play as support. With the build i made i have the ability to heal, reduce dmg enemys do, increase party dmg, and all at the same time do major damage.
Disruptor a.k.a That F@#king Annoying Barbarian
This build is aimed to be fun and not competetive. It's also meant for Team Pvp
All the skills I picked was to slow down or disrupt the enemy team, help peeling off teammate, or just simply annoy the hell out of the other team while your teammates shoots their pew pew from afar.
The Cataclysm Wizard: For when you just need to obliterate that special someone!
http://us.battle.net/d3/en/calculator/wizard#bUjgXl!YeX!ZcbZca
Disclaimer: For PvP only - Keep familiar up at all times. Cast three Energy Twisters wherever to gain charges. When you have three charges drop slow time on an enemy, cast diamond skin on yourself, teleport next to an enemy caught in your bubble, and cast your firebolt on him for 137% weapon damage. This will drop a massive energy twister on his face that deals +15% damage from Glass Cannon, 15% damage from Conflagrate, and another 15% damage from your Familiar. Diamond Skin will keep you alive in the second it takes to drop this giant and....
He will die.
If he lives, which he wont, then simply Teleport back again after Diamond Skin explodes for 155% weapon damage and try again.
http://us.battle.net/d3/en/calculator/barbarian#WQidRg!Sdg!aaZbab
This build is all about killing things quickly with as little down time as possible. Since I have no idea what I'm getting in to with higher difficulty levels I've had to look for inspiration from Diablo 2 and I'm fully expecting room after room so packed full of dangerous mobs it's nearly suicidal to try and take them all head on. And since so many skills on the barbarian have a knockback and the only conceivable reason a melee based char could want to knock things out of attack range is because they're being swarmed, I feel fairly confident in my conclusion. So, with that in mind I've created a build that will instead of working around all these dangerous enemies, will simply be able to handle them.
When I first envisioned this build one of the runes for cleave actually pulled enemies closer to you, since that's gone I've settled for Frenzy, hoping that it works the same way it did in diablo 2. I'll be able to use it to quickly build a ton of rage as enemies group in tightly of their own accord.
Then I whirlwind into them and chop them to pieces with all the damage buff from Brawler. This is where I see fights turning chaotic as I'm quickly overwhelmed by massive hordes, which is where the rest of the build comes in to play.
Ignore pain seems INCREDIBLY powerful if timed right. As a wow vet I'm fully aware of how a single well timed cooldown can make all the difference in the world and I see periods of incredible burst damage being very normal with this build.
Leap attack seems like a natural choice for an emergency escape button. Coupled with the runed knockback I think this will end up working quite nicely.
Revenge is an incredibly high damage skill that activates when you're attacked, which I imagine is going to be happening a lot when the entire idea is to run in to the biggest group and just take it to the face. I've opted to take the rune to increase the health gained when the skill is used because I honestly see my health popping up and down quite a bit. I decided that instead of trying to mitigate how much damage I expect to take, I'd just heal through it. This is also why I've taken Bloodthirst as a passive.
And it's all topped off by Earthquake, which does excessive amounts of damage in a huge area. I've opted to both rune and take a passive talent for quality of life buffs to the skill.