This build is a build for an all around monk character. It has a focus on damage dealing rather than healing as well as dashing strike for some mobility. For the passives, one with everything will allow for wider gear customization due to the need of only one high resistance, guardian's path will give a bonus no matter what I'm using, and extended spirit will let me do more damage in rapid succession.
Wanted to build a summoning WD that focused on getting as many dogs out as possible. The mixture of minions with two sources of confuse should be fun to watch. There are a few tweaks I'll surely make but the overall idea should be interesting.
SO my build is a frost/chain lightning build. In diablo II I always used
a Orb/Chain Lightning build so thought it would be fun to try in Diablo III
I figured I would also like some defencive skills and what wizard doesnt have tele
I like this build because I believe when i get to play diabo III it will bring back
old memories of Diablo II
I just love the simplicity of the barbarians straight power and pure hack'n'slash gameplay. Most of my chosen skills deal damage to multiple targets in front or near the character. I did that becuase I like being right there in the middle of the battle, surrounded by all those foes. I know I might get in trouble when it comes to deal high damage to a single target, but taking that risk fits very well into my playstyle like in Diablo II.
This builds focus is on damage, and the combing of damage buffers to maximize “Way of the Hundred Fists, Seven-Sided Strike, and Team Damage.”
The Primary attack will revolve around WotHF building spirit and dealing that Windforce Flurry 250% damage, but only before charging up with Deadly Reach / Foresight on the third hit. (and of course, using between the 2 skills effectively as the situation arises).
Main unleashing attack would be Seven-Sided Strike.
Breath of Heaven to heal and to give the extra damage bonuses from Blazing Wrath and Guiding Light.
For character reinforcement:
Mystic Ally/Earth Ally for the 10% hp.
One With Everything for the ease of stacking a single element.
Sixth Sense , because there will be an obvious need for critical strikes with the Monk as well as the dodging of attacks.
Seems like, without actually ever having played this build, it could work out somewhat similarly in feel to a Hammerdin from Diablo II. High spirit generation, aoe damage, knockdown to lower incoming damage, and heal effects on damage for solo survivability.
The idea is a heavy damage strong utility life leeching WD with strong mitigation from passive skills and life link and a CC/Heal alternative of Horrify<Spiirt Walk<Hex<Spirit Walk. If mana is very limited I will use Pyrogeist firebomb instead of Spirit Barrage.
Barbarian
I made this fun looking build for PvM where a solid defense isn't required. Basically this crit oriented build focuses on consistent (no big cooldowns) heavy AoE damage by spamming Overpower using a 2 hand axe or mace.
Plays at max fury, 3 fury generators, Battle Rage is the only spender
+55% bonus damage with Battle and Berserker Rage, also +50% crit damage from Ruthless
After using Revenge, you have a total of +28% crit chance with Ruthless, BR and Weapons Master included
High mobility and fun factor with Merciless Assault (Charge) and Call of Arreat (Leap)
Moderate Life steal with Revenge and Overpower (Very high LS once you get Overpowers rolling)
Weaknesses of this build are
Low passive defense
Revenge proc and Overpower crit refreshes are vulnerable to RNG, however when overpowering groups 2 or more the crit chance is fairly high.
Slight ramp up time.
Play-style
The barb would start out reaching max fury - this is quick with fury rune Cleave and lowered cooldown Charges. Hope that revenge procs while building fury. Use Revenge for the 10% crit before Overpower. Find the biggest, most compact groups you can so there's a higher chance to reset the cooldown for Overpower (call of arreat helps here) and enjoy the carnage as everything explodes from massive damage as Overpower keeps refreshing itself. It uses 2 hand instead of one for this reason, Overpower deals more damage and there is no need for faster fury gen that 1h gives.
This looks like it could be really entertaining and I can't wait to try it out.
1. Gather enemies together and stun them with Leap+Stomp
2. Whirlwind everything during the stun
3. Charge away and throw axes to finish everything off
Survivability: 10/10 - Mobility, life regen, escape moves, slows, stuns, resistance,
Damage: 7/10 - No damage synnergies, but you're clustering enemies together for WW
Optional Information (Read or Don't)
He is not a natural warrior, but chopping down trees in the wilderness fringes of Mount Arreat has steeled his body. He uses the tool his hands are most accustomed to, his axe, along with the physique his environment has endowed him with to thrive in this hell on earth.
A more experienced warrior might engage enemies in close combat, but the woodsman recognizes the importance of playing to his own strengths. He employs hit and run tactics, and long range assaults to accomplish the same end. He outpaces his enemies, using his superior conditioning to make them fight on terms that he dictates.
The Woodsman has known many honorable men in his time; They have all died very "honorable" deaths. He has no need of such burdens. Therefore, when the Woodsman must fight in close combat, he ensures every variable is in his favor. He stuns, slows, and groups the enemy together, unleashing his fury when they are at their most vulnerable. When they regain their wits, the Woodsman has already escaped to where hellspawn would never dare to follow; the unforgiving wilderness of Mount Arreat.
Basically im trying to do something simple, mainly want something for soloing and learning the game, once i establish that, will create and expand into diff builds.
I this i pick up many defensive abilities
Haunt is a fun spamming ability, and it will serve to slow EVERYTHING! It's not as good as a slow as say grasp of the dead, but it'll serve it's purpose
Zombie bears because (1) it's awesome!!! and (2) it doesn't cost that much more mana than the most mana intensive "secondary" skill, so why not?
Zombie dogs, gargantuan, and fetish army are to satisfy my summoning urges, and they are strengthened by two of my passives. My other passive Gruesome Feast synergizes with my health globe dropping zombie dogs, and Tiki torchers are just cool.
That just leaves toad of hugeness, and come on, who wouldn't want one of those? =D
The idea behind this build is AOE control and healing support. Pull all nasties in to one spot with Cyclone. Snare them with Crippling Tsunami, Knock them back into the AOE focus point if they manage to live long enough to walk out of the AOE focus point setup by Cyclone.
Cyclone w/ extra range to pull in for AOE or Pull off party members.
Crippling Wave w/ Tsunami for AOE Snare.
Lashing Tail Kick: Control knock back.
Fists of Thunder: Control knock back.
Breath of Heaven: Support / Healing
Mantra of Healing: Support / Healing
Most of the Glyphs have been chosen to increase survivability, with a couple to increase the likelihood that they'll stay on the Monk himself. Serenity Glyphed to be an Oh Noes! button for the rest of the party.
Mostly a PvE build. I went with an AoE wizard with freeze/slow effects. The main purpose is to deal as much damage to as many enemies as possible while keeping them immobile. This build is probably played best if you have other people to group the monsters and keep them busy while you cast your spells.
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This build is a build for an all around monk character. It has a focus on damage dealing rather than healing as well as dashing strike for some mobility. For the passives, one with everything will allow for wider gear customization due to the need of only one high resistance, guardian's path will give a bonus no matter what I'm using, and extended spirit will let me do more damage in rapid succession.
Wanted to build a summoning WD that focused on getting as many dogs out as possible. The mixture of minions with two sources of confuse should be fun to watch. There are a few tweaks I'll surely make but the overall idea should be interesting.
SO my build is a frost/chain lightning build. In diablo II I always used
a Orb/Chain Lightning build so thought it would be fun to try in Diablo III
I figured I would also like some defencive skills and what wizard doesnt have tele
I like this build because I believe when i get to play diabo III it will bring back
old memories of Diablo II
http://us.battle.net/d3/en/calculator/wizard#eYXjTm!WVf!aaaZba
Thanks for the chance at a Diablo III beta key
I just love the simplicity of the barbarians straight power and pure hack'n'slash gameplay. Most of my chosen skills deal damage to multiple targets in front or near the character. I did that becuase I like being right there in the middle of the battle, surrounded by all those foes. I know I might get in trouble when it comes to deal high damage to a single target, but taking that risk fits very well into my playstyle like in Diablo II.
And now good luck to everyone! =)
“SUDDEN ASSUALT MONK”
This builds focus is on damage, and the combing of damage buffers to maximize “Way of the Hundred Fists, Seven-Sided Strike, and Team Damage.”
The Primary attack will revolve around WotHF building spirit and dealing that Windforce Flurry 250% damage, but only before charging up with Deadly Reach / Foresight on the third hit. (and of course, using between the 2 skills effectively as the situation arises).
Main unleashing attack would be Seven-Sided Strike.
Breath of Heaven to heal and to give the extra damage bonuses from Blazing Wrath and Guiding Light.
For character reinforcement:
Mystic Ally/Earth Ally for the 10% hp.
One With Everything for the ease of stacking a single element.
Sixth Sense , because there will be an obvious need for critical strikes with the Monk as well as the dodging of attacks.
http://us.battle.net/d3/en/calculator/monk#WcXjiR!ZbY!ZYaYbc
Seems like, without actually ever having played this build, it could work out somewhat similarly in feel to a Hammerdin from Diablo II. High spirit generation, aoe damage, knockdown to lower incoming damage, and heal effects on damage for solo survivability.
http://us.battle.net/d3/en/calculator/witch-doctor#gdWUXY!aVh!YaZcaa
The idea is a heavy damage strong utility life leeching WD with strong mitigation from passive skills and life link and a CC/Heal alternative of Horrify<Spiirt Walk<Hex<Spirit Walk. If mana is very limited I will use Pyrogeist firebomb instead of Spirit Barrage.
I made this fun looking build for PvM where a solid defense isn't required. Basically this crit oriented build focuses on consistent (no big cooldowns) heavy AoE damage by spamming Overpower using a 2 hand axe or mace.
http://us.battle.net...edRU!ZXY!ZZYZZa
Point form summary
The barb would start out reaching max fury - this is quick with fury rune Cleave and lowered cooldown Charges. Hope that revenge procs while building fury. Use Revenge for the 10% crit before Overpower. Find the biggest, most compact groups you can so there's a higher chance to reset the cooldown for Overpower (call of arreat helps here) and enjoy the carnage as everything explodes from massive damage as Overpower keeps refreshing itself. It uses 2 hand instead of one for this reason, Overpower deals more damage and there is no need for faster fury gen that 1h gives.
This looks like it could be really entertaining and I can't wait to try it out.
http://us.battle.net...dVXS!dce!ZYZZZc
1. Gather enemies together and stun them with Leap+Stomp
2. Whirlwind everything during the stun
3. Charge away and throw axes to finish everything off
Survivability: 10/10 - Mobility, life regen, escape moves, slows, stuns, resistance,
Damage: 7/10 - No damage synnergies, but you're clustering enemies together for WW
Optional Information (Read or Don't)
He is not a natural warrior, but chopping down trees in the wilderness fringes of Mount Arreat has steeled his body. He uses the tool his hands are most accustomed to, his axe, along with the physique his environment has endowed him with to thrive in this hell on earth.
A more experienced warrior might engage enemies in close combat, but the woodsman recognizes the importance of playing to his own strengths. He employs hit and run tactics, and long range assaults to accomplish the same end. He outpaces his enemies, using his superior conditioning to make them fight on terms that he dictates.
The Woodsman has known many honorable men in his time; They have all died very "honorable" deaths. He has no need of such burdens. Therefore, when the Woodsman must fight in close combat, he ensures every variable is in his favor. He stuns, slows, and groups the enemy together, unleashing his fury when they are at their most vulnerable. When they regain their wits, the Woodsman has already escaped to where hellspawn would never dare to follow; the unforgiving wilderness of Mount Arreat.
This is the build I will be playing, not because it is especially great, but because well.. I like pets and fire.
http://us.battle.net/d3/en/calculator/witch-doctor#bVYcTP!ZWT!cYYabY
http://us.battle.net/d3/en/calculator/wizard#eSgQTm!XVf!abbaaa
This is my wizard compilation just for fun lets see how it works
http://us.battle.net/d3/en/calculator/barbarian#bWXdUg!YgU!Zabcab
Basically im trying to do something simple, mainly want something for soloing and learning the game, once i establish that, will create and expand into diff builds.
I this i pick up many defensive abilities
http://us.battle.net/d3/en/calculator/witch-doctor#dfcYTP!acW!YcZbaY
Haunt is a fun spamming ability, and it will serve to slow EVERYTHING! It's not as good as a slow as say grasp of the dead, but it'll serve it's purpose
Zombie bears because (1) it's awesome!!! and (2) it doesn't cost that much more mana than the most mana intensive "secondary" skill, so why not?
Zombie dogs, gargantuan, and fetish army are to satisfy my summoning urges, and they are strengthened by two of my passives. My other passive Gruesome Feast synergizes with my health globe dropping zombie dogs, and Tiki torchers are just cool.
That just leaves toad of hugeness, and come on, who wouldn't want one of those? =D
Monk: PVE AOE Control & Support.
The idea behind this build is AOE control and healing support. Pull all nasties in to one spot with Cyclone. Snare them with Crippling Tsunami, Knock them back into the AOE focus point if they manage to live long enough to walk out of the AOE focus point setup by Cyclone.
Cyclone w/ extra range to pull in for AOE or Pull off party members.
Crippling Wave w/ Tsunami for AOE Snare.
Lashing Tail Kick: Control knock back.
Fists of Thunder: Control knock back.
Breath of Heaven: Support / Healing
Mantra of Healing: Support / Healing
Link
http://us.battle.net/d3/en/calculator/monk#VRZUfW!XYZ!ZYcbcc
Most of the Glyphs have been chosen to increase survivability, with a couple to increase the likelihood that they'll stay on the Monk himself. Serenity Glyphed to be an Oh Noes! button for the rest of the party.
Many Thanks!
Witch Doctor AoE PvE grinding build I'm planing to use. Heavy fire based, with good mana and health regen.
Mostly a PvE build. I went with an AoE wizard with freeze/slow effects. The main purpose is to deal as much damage to as many enemies as possible while keeping them immobile. This build is probably played best if you have other people to group the monsters and keep them busy while you cast your spells.