This build primarily focuses on the rebuilding of arcane power through electrocute and slows/freeze through blizzard to allow you to put max damage from disentigrate. Also applies additional slows to snare enemies to provide further time doing more damage output.
This is my Barbarian PvE survival build or something like it. I might alter it a little for co-op gaming (I'll be exclusively running through the campaign with a witch doctor buddy).
I would be using a lot of AoE abilities to shred through large numbers of guys. I put some stuns in there for extra survivability. I also but in a couple of life regen runes to keep me alive. I would rather have life regen for survival rather than damage reduction cooldowns. I did however use the relentless passive skill for a solid passive defensive ability when I'm in a bind.
The plan with this guy is to go in with guy is to pop war cry, go flying in with leap attack slurp, land, pull em in further for the aoe stuntrocity, and blend the crap out of them with self sustaining whirlwind. There is taunt if they don't like hitting you, and and revenge to maintain heath and fury (in between the other fury generators). The passives are all defensive cus after all he is a tank... just spiny... and stompy.... and jumpy.
Deadly Reach + Strike from Beyond
This is the main Spirit Generator, and the range is useful too.
Lashing Tail Kick + Sweeping Armada
This skill mainly for making your distance with the enemies, the knockback is useful when combined with deadly reach.
Inner Sanctuary + Consecration
This is mainly for Champion and Boss fight, with this you can fight without fearing got swarmed by masses when combined with Lashing Tail Kick (Knockback) and Deadly Reach (Range Attack)
Mantra of Conviction + Reclamation
This is for damage amplifier and regeneration, and when combined with Inner Sanctuary, this is godsend.
Way of the Hundred Fist + Blazing Fist
This is the main damage dealer, and with Blazing Fist, the damage will be improved further.
Seven-Sided Strike + Sustained Attack
This is for AoE damage dealer, and with sustained attack I can maintain the DPS.
PASSIVES Sixth Sense: with this I can focus my equipment on critical hit chance, make life easier.
One with Everything: with this I can focus my equipment only with 1 elemental resistance, so I can increase another important status like critical and vitality.
The Guardians Path: with this, I will have ultimate dodge rate.
http://us.battle.net/d3/en/calculator/wizard#aZjQhm!YcT!Yacaca
That's my Wizard Kaboom build. I don't care about survivability or minmaxing effectiveness. I just want stuff to blow up. Magic Missiles runed to make more arcane power along with the passive that does the same. What does that mean? More arcane power for more explosions!
PVE AOE build. Increased crit chance to help with Overpower crits. Healing from Overpower. 60 second increased damage/crit shout. Snare on Hammer of the Ancients. Call of the Ancients might purely be for D2 nostalgia
Bola shot for aoe packs as they come along as well as cluster arrow to supplement the dmg.
The rest of the skills are going to focus on taking down single more difficult champions. I didn't go with vault because the focus should be on positioning instead of wasting a skill to escape because you weren't paying attention. Caltrops with crit (critrops?) starts the dmg stacking, marked for death adds more. To further power up the dmg, using frost arrow and kiting enemies onto the caltrops will apply the snare bonus for cull the weak. Passives simply stack dmg bonuses and increase crit chance.
Impale is the signature attack as it will utilize high increased dmg and excellent crit multipliers to quickly take down single enemies
The biggest detriment to the build is its lack of strong passive defenses. Player skill with snared enemies will be the only real defensive strategy when engaging difficult champions throughout the game.
Pretty good build for PvP. Focus - stun and CC abilities. every skill is set to dothe most damage ang stun the opponent + inner sanctuary is used to slow and block your enemies.
-2 spirit generators with staking dots, when both are rolling this generates 95% weapon damage per second.
-The heal with 15% bonus damage, the heal will be a "have to" for monks in groups, but the extra healing I think is just a crutch when under geared.
-The blind, 30% miss chance on Elite on a 15 sec cooldown, good damage mitigation to fill in gaps between Breath’s and also step one of the unload phase with the 30% bonus damage
-Tail Kick and Seven-Sided Strike are your spirit unload once you have +15% damage from Breath, + 16% from Guiding Light and +30% from Blinding Flash you just unleash for max damage
-Resolve is massive damage reduction, 25% from your damaged target, it affect both magic and physical, doesn’t really on RNG like dodge and benefits the whole team not just you. I hope it will apply to bosses
-Transcendence has great synergy with the spirit dump approach since it happens after Breath, helps recover in between Breath cooldown.
I decided to go with a PvP Demon Hunter build mostly revolving around mobility, DoT, slow effects, and self healing. This build's damage effects are single target and strong, with impale being the main damage casting ability. I haven't played the Beta obviously, but the idea here is to have one on one combat, kiting the target and vaulting around the sentry while tripping him up with entangling shots and letting the turret do its work, occasionally making him trip over the damage causing tether. Traps will also play a big part here, as I would be able to set 6 of them at a time, and when fighting a melee class this would be very useful in the process of kiting.
Spectral Blade was chosen for the main attack,
Arcane Orb with the Orbit rune will give me further dps in melee range,
Slow Time w/ timewarp will make enemies in melee range take extra damage,
Forceful wave with the rune for extra damage without knock-back will be a good move when im surrounded,
Magic Weapon will increase dps and the conduit rune will help hit more enemies
Energy Armor with absorption will make sure I never run out of arcane power
Blur and Galvanizing ward will keep me alive by reducing damage and increasing the power of energy armor.
Arcane Dynamo will help make my big forceful wave and arcane orb abilities hit harder.
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http://us.battle.net...gkRU!Shg!cccccY
http://us.battle.net/d3/en/calculator/wizard#eSjPOm!ZaY!YcaZZc
This build primarily focuses on the rebuilding of arcane power through electrocute and slows/freeze through blizzard to allow you to put max damage from disentigrate. Also applies additional slows to snare enemies to provide further time doing more damage output.
This is a base template for my future wizard build, but will no doubt be heavily revised once I get into the full game. Looking forward to it!
I tried to focus on sustainabilty, movement speed and CC.
Having to choose from just text and numbers was hard but this build still feels very good to me.
http://us.battle.net/d3/en/calculator/witch-doctor#dZUWgT!aVU!aYaZcc
http://us.battle.net/d3/en/calculator/barbarian#bTXdUj!cdU!aYZaaZ
I would be using a lot of AoE abilities to shred through large numbers of guys. I put some stuns in there for extra survivability. I also but in a couple of life regen runes to keep me alive. I would rather have life regen for survival rather than damage reduction cooldowns. I did however use the relentless passive skill for a solid passive defensive ability when I'm in a bind.
Meant to be a self-healing AoE grinder with multiple ways of healing.
Actives:
Cleave - No brainer, fury generator that does AoE damage
Whirlwind - 130% damage to everything around you? Yes please.
Threatening Shout - Reduces incoming damage so you don't die before you can kill something.
Furious Charge - Gap closer, good for getting to the casters who don't feel like coming out to play
Revenge - Generates fury, heals you for 7.5% HP with each enemy hit, AND does 220% weapon damage? What more could you ask for?
Earthquake - When that giant group of skeletons surrounding you needs to die 5 seconds ago, you hit this. 1600% AoE damage with no fury cost
Passives:
Ruthless - 5% Crit and more crit damage
Brawler - Since this is an AoE spec, you're almost always going to be surrounded by things to kill
Bloodthirst - Yet more self-healing, except you don't need to activate this one, just start bashing something with your sword
http://us.battle.net/d3/en/calculator/barbarian#QRYXdS!Vce!YaYZZY
The plan with this guy is to go in with guy is to pop war cry, go flying in with leap attack slurp, land, pull em in further for the aoe stuntrocity, and blend the crap out of them with self sustaining whirlwind. There is taunt if they don't like hitting you, and and revenge to maintain heath and fury (in between the other fury generators). The passives are all defensive cus after all he is a tank... just spiny... and stompy.... and jumpy.
http://us.battle.net...SjQg!WUZ!YZbYZY
Deadly Reach + Strike from Beyond
This is the main Spirit Generator, and the range is useful too.
Lashing Tail Kick + Sweeping Armada
This skill mainly for making your distance with the enemies, the knockback is useful when combined with deadly reach.
Inner Sanctuary + Consecration
This is mainly for Champion and Boss fight, with this you can fight without fearing got swarmed by masses when combined with Lashing Tail Kick (Knockback) and Deadly Reach (Range Attack)
Mantra of Conviction + Reclamation
This is for damage amplifier and regeneration, and when combined with Inner Sanctuary, this is godsend.
Way of the Hundred Fist + Blazing Fist
This is the main damage dealer, and with Blazing Fist, the damage will be improved further.
Seven-Sided Strike + Sustained Attack
This is for AoE damage dealer, and with sustained attack I can maintain the DPS.
PASSIVES
Sixth Sense: with this I can focus my equipment on critical hit chance, make life easier.
One with Everything: with this I can focus my equipment only with 1 elemental resistance, so I can increase another important status like critical and vitality.
The Guardians Path: with this, I will have ultimate dodge rate.
That's my Wizard Kaboom build. I don't care about survivability or minmaxing effectiveness. I just want stuff to blow up. Magic Missiles runed to make more arcane power along with the passive that does the same. What does that mean? More arcane power for more explosions!
This is my build for the Demon Hunter. It focuses on AOE damage and keeping targets slowed along with some self heals for survivability.
PVE AOE build. Increased crit chance to help with Overpower crits. Healing from Overpower. 60 second increased damage/crit shout. Snare on Hammer of the Ancients. Call of the Ancients might purely be for D2 nostalgia
http://us.battle.net...YUZP!ceT!aZc.bY
Bola shot for aoe packs as they come along as well as cluster arrow to supplement the dmg.
The rest of the skills are going to focus on taking down single more difficult champions. I didn't go with vault because the focus should be on positioning instead of wasting a skill to escape because you weren't paying attention. Caltrops with crit (critrops?) starts the dmg stacking, marked for death adds more. To further power up the dmg, using frost arrow and kiting enemies onto the caltrops will apply the snare bonus for cull the weak. Passives simply stack dmg bonuses and increase crit chance.
Impale is the signature attack as it will utilize high increased dmg and excellent crit multipliers to quickly take down single enemies
The biggest detriment to the build is its lack of strong passive defenses. Player skill with snared enemies will be the only real defensive strategy when engaging difficult champions throughout the game.
PvP Monk
Pretty good build for PvP. Focus - stun and CC abilities. every skill is set to dothe most damage ang stun the opponent + inner sanctuary is used to slow and block your enemies.
Pve build that focuses on aoe dmg and survivability.
http://us.battle.net...XYcg!faY!YYbcZa
-2 spirit generators with staking dots, when both are rolling this generates 95% weapon damage per second.
-The heal with 15% bonus damage, the heal will be a "have to" for monks in groups, but the extra healing I think is just a crutch when under geared.
-The blind, 30% miss chance on Elite on a 15 sec cooldown, good damage mitigation to fill in gaps between Breath’s and also step one of the unload phase with the 30% bonus damage
-Tail Kick and Seven-Sided Strike are your spirit unload once you have +15% damage from Breath, + 16% from Guiding Light and +30% from Blinding Flash you just unleash for max damage
-Resolve is massive damage reduction, 25% from your damaged target, it affect both magic and physical, doesn’t really on RNG like dodge and benefits the whole team not just you. I hope it will apply to bosses
-Transcendence has great synergy with the spirit dump approach since it happens after Breath, helps recover in between Breath cooldown.
http://us.battle.net/d3/en/calculator/demon-hunter#PVZWTi!WZY!bZccab
I decided to go with a PvP Demon Hunter build mostly revolving around mobility, DoT, slow effects, and self healing. This build's damage effects are single target and strong, with impale being the main damage casting ability. I haven't played the Beta obviously, but the idea here is to have one on one combat, kiting the target and vaulting around the sentry while tripping him up with entangling shots and letting the turret do its work, occasionally making him trip over the damage causing tether. Traps will also play a big part here, as I would be able to set 6 of them at a time, and when fighting a melee class this would be very useful in the process of kiting.
Thanks for taking the time to read. Cheers.
witch doctor build made for hard fights contant heals on mana and health tank dogs and giant.
THIS IS MY BATTLEMAGE BUILD!
Spectral Blade was chosen for the main attack,
Arcane Orb with the Orbit rune will give me further dps in melee range,
Slow Time w/ timewarp will make enemies in melee range take extra damage,
Forceful wave with the rune for extra damage without knock-back will be a good move when im surrounded,
Magic Weapon will increase dps and the conduit rune will help hit more enemies
Energy Armor with absorption will make sure I never run out of arcane power
Blur and Galvanizing ward will keep me alive by reducing damage and increasing the power of energy armor.
Arcane Dynamo will help make my big forceful wave and arcane orb abilities hit harder.