This build revolves around the Shadow Power skill. Thats where the leech title comes from.
I went with Shadow Glide to get that extra speed in there for staying away from those melee'ers!
Basically I want to get some sure shots in, so I'm going with hungering arrow as my primary. Cinder arrow for +damage.
Rapid fire will be used as my secondary. Withering fire to get that extra damage in.
Multishot for another sure hitter. Broadside for that extra damage for more leeching... and well frankly, more damage xD
Marked for Death I chose for my archery skill because I feel it'll give more damage, and since this is PvP, marking your target seems prime.
Passives:
Tactical Advantage for an even faster build.
Steady aim for increasing damage.
Archery for, what would you think, more damage.
I've never really looked into the skill calculators with too much attention to detail before tonight. The game always seemed so far away from release that I always figured skills and their runes were subject to change. Now that there are rumors abound that the release date will be announced in about a week, I finally gave the calculator a chance. And once I did, I couldn't help but give it a very thorough investigation!
So I present a build for all five character classes. I won't go into too much detail on each to save your eyes.
Uh... let's be honest, though... no one's reading these. They're just making their own builds and ignoring everyone else's. Not me, though! I'm curious to see what everyone else thinks will be THE elite build.
Anyway, my results after a couple hours. All of these builds are intended for solo PvE play.
The Barbarian
Lots of AoE potential via Cleave, Seismic Slam, Overpower & Revenge. Furious Charge is my movement skill, and I'm going with Wrath of the Berserker for my buff. Lots of life leech, negate Fury loss through inactivity, and decrease my buff cooldown with the passives. The gear for him will want to focus on crits so I can spam Overpower as much as possible.
The Demon Hunter
As much as I want to love this character, the results of her skills make me a little fearful without any super hard hitting attacks. Still, I think she can still manage Inferno solo with some tactful play. Hungering Arrow for single targets & potential splash, Cluster Arrow for groups, and Grenades because... well, they seem weak from watching beta vids, but I want them to work well, darn it! Vault for movement, Caltrops to keep enemies at range, and a Familiar for Hatred regen. Passives are for increasing crit chance, as well as gaining more Hatred.
The Monk
Wow, this guy has lots of potential. Exploding Palm for AoE & Hundred Fists as the highest damaging Spirit generator to set off the explosions more reliably. Wave of Light is my distance attack while Lashing Tail Kick is both a good source for creating space & good damage. Tempest Rush is my movement skill, and Mantra of Healing because a) I'm afraid of Inferno, and b ) as a frontline fighter it may be difficult to grab health globes in the midst of battle. Passives give healing whenever I use Spirit, boosts armor by 100%, and will give incredibly high resists for very little cost on my gear.
The Witch Doctor
This was the hardest one to plot out. A lot of his skills seem passive a la D2's Necromancer, and I don't like sitting back and waiting for stuff to die.
No movement skill for this build, so I've got the Zombie Dogs out front to tank. Sacrifice is a no-brainer after that. Soul Harvest will buff my attacks, which include a hard hitting Poison Dart for single targets, then Plague of Toads and Locust Swarm for AoE. Passives give my dogs and toads more damage while giving me more mana regen.
The Wizard
A hodgepodge of elements and skills, and probably the one build I'm most willing to experiment with to find better results. My signature skill is Electrocute, mostly because everyone seems to love it in the beta. Energy Twister is my main attack skill since it hits mega hard and can be good AoE. Frost Nova and Slow Time are my safety skills, Wave of Force is my "uh oh, I'm getting surrounded" emergency skill, and Teleport will be used for escaping as well as repositioning myself for better attack angles. Passives are for mana regen and potential stuns while using Electrocute.
So I'm super psyched to play Diablo 3 and I'm leaning towards the Monk and Demon Hunter as my first classes.
So the build I chose for the Monk is focused primarily on AOE and a bit of survivability. I have Exploding Palm and Sweeping Wind as my spirit generators. My Exploding Palm is runed with "Essence Burn" because I love chain explosions! And I have "Fire Storm" runed into Sweeping Wind so I can hit almost everything around me (It also reminds me of Shyvana from LOL).
For my spirit spenders I decided to go with Mantra of Conviction, Wave of Light, Serenity, and Seven-Sided Strike. I chose Mantra of Conviction runed with "Reclamation" because the increased damage just seemed too good to pass up and the extra survivability helps a lot. My Serenity is runed with "Peaceful Repose" it's basically an "OH CRAP!" button to save myself during tight situations. I chose Wave of Light runed with "Pillar of the Ancients" for the increase damage on both the initial burst and delayed burst. And finally I chose Seven-Sided Strike runed with "Sudden Assault" for the mobility which will allow me to move from mob to mob if needed.
Passive Skills that I chose Transcendence, Exalted Soul, The Guardian's Path. I chose Transcendence for the added survivability, Exalted Soul for the increased spirit allowing me to heal more with Transcendence and deal more damage, and The Guardian's Path for added benefits depending on the weapon I'm wielding at the time.
This is my monk, i made him most to explode monsters over, but i dont really know what will happen. I need to play the game do experiment first.Right?xD
I made his entire build focusing in the explosion of the exploding palm, i just didnt care much to defensive skills, so i only put the skills that could make a lot of damage. Got a little defense int the passives, better safe than sorry. xD
Thanks for the opportunity Diablo Fans, and good luck everyone.
Wizard build. I had mostly PvE in mid but maybe there are afew things that could be used for PvP.
The main Idea here is to do two things.
First - Be sure to have means to run ( or escape, to sound less useless) if necessary. This is accomplished by slowing things down and/or freezeing them in place.
And second and more importantly, be able to produce a constant area of damage, i.e. have spells that do a lot a damage to an area and have combinations that amplify this damage.
The idea is to gatter all enemies an dispose of them all at once with as much damage as possible.
Although slowing enemies can be used to escape, this is also very usefull to amplify damage in this build.
note: it`s possible that this wont be very effective in boss fights, but since I do not have access to beta I can not draw much conclusion on that.
I absolutely love the witch doctor as my family (mother's side) has a history in voodoo. While I've never believed any of it was true I was always interested in it. This is the build I want to try out for massive crowds of mobs to stay out of the fray and keep mobs at bay.
Pretty much a straight PvE aoe build. Everything is geared towards getting the units together and then womping them. The moves synergize with each other, building aoe damage as both the spirit generator and spirit spender are used. The only thing i perhaps would change is the 7 sided strike for the vortex thing, but either or, if i can start a new aoe build up by teleporting to a group of enemies and dumping my current spirit then thats a pretty good deal too. beside i already have a lesser spirit spending aoe move in tail kick. My mantra is simply geared for damage, and my passives are generally the same as well, except for one with everything, which is there for survivability against ranged casters.
Damage Skills Shock Pulse (Lightning Affinity) - Offers basic AE damage, runed to restore arcane power when it hits. Arcane Torrent (Disruption) - Solid AE damage, and runed to increase arcane damage dealt to targets. Energy Twister (Storm Chaser) - Your most expensive spell, the most damaging, and the one requiring careful placement. Runed to allow Shock Pulse to launch a giant damaging twister every 3 casts. Explosive Blast (Time Bomb) - Point blank damage, runed to center on casting location rather than the caster. Can be used while retreating, or with teleport to offensively place the explosion.
Defensive Skills Teleport (Wormhole) - Escape and damage setup tool. Runed to allow multiple teleports in quick succession. Depending on lag and reaction time, may be possible to teleport, cast damage spell, teleport away. If this proves not to be possible, Reversal would offer something closer to my intent. Energy Armor (Prismatic Armor) - Increases your armor, lowers your max arcane power. Runed to increase your resistances. This will offer you a measure of survivability on harder difficulty levels.
Passive Skills Temporal Flux - Your arcane damage will slow enemies. Two of your 3 damage abilities are arcane, and this will offer you a decent bit of crowd control. Arcane Dynamo - Every 5 casts of Shock Pulse, the damage of your next non Shock Pulse spell is increased. This encourages the use of Shock Pulse when you aren't totally out of arcane power. Unstable Anomaly - When almost dead, damages and knocks all enemies back. Blur or Galvanizing Ward may turn out to be more useful depending on circumstances.
Combos Shock Pulse x5, Energy Twister / Arcane Barrage - Standard low on mana combo. 5 Pulses will put out solid AE damage and restore a chunk of arcane power. The final spell will be powered up by Arcane Dynamo. Arcane Barrage, Energy Twister x3, Shock Pulse - Debuff the enemies, then lay into them with Energy Twisters. The final Shock Pulse will fire a free powered up Energy Twister from the Storm Chaser rune. Shock Pulse x 5, Arcane Barrage, Energy Twister x 3, Shock Pulse - Combines the two basic combos into one long chain, providing a chunk of up front mana regeneration, debuffing the enemies, then finishing them off with 4 large AE damaging spells. Teleport, Explosive Blast, Teleport - Teleport into the middle of enemies, set off a Time Bomb runed Explosive Blast, Teleport out.
This build is made for inferno soloing via Demon Hunter.
At it's heart, the build uses a slowing/stunning mechanic to maximize damage through Cull the Weak.
It uses Caltrops/Hooked Spines for increased slowing and it also utilizes Bola Shot/Thunder Ball.
With enemies slowed, rounding them into groups shouldn't be too much trouble, which is where Steady Aim combined with Archery comes in handy. The Companion/Spider will also help to keep enemies at bay, while the more offense abilities such as Rapid Fire and Cluster Arrow should do just enough damage to finish enemies off.
Followers-
The followers used are fairly basic, with the Templar taking a more tank role, while the Scoundrel provides Anatomy. The Enchantress can be utilized for the Reflect Missiles spell with Mass Control for extra support.
Was just trying to create something interesting and I think I got what I wanted. A fair amount of damage, but I think my DH won't be totally fail on the defensive end, either.
http://us.battle.net/d3/en/calculator/wizard#eZjWTm!ZXV!YYYaZZ
http://us.battle.net...YXOm!bWg!YcYcZc
A cold crit wizard build meant for using Archon as frequently as possible while being viable in normal form. Only Blizzard uses any arcane power!
Tribute to the Blizz sorc of old, might actually try and use this if i get this beta key teehee
http://us.battle.net/d3/en/calculator/demon-hunter#acXURl!aYe!ZaaYYc
This build revolves around the Shadow Power skill. Thats where the leech title comes from.
I went with Shadow Glide to get that extra speed in there for staying away from those melee'ers!
Basically I want to get some sure shots in, so I'm going with hungering arrow as my primary. Cinder arrow for +damage.
Rapid fire will be used as my secondary. Withering fire to get that extra damage in.
Multishot for another sure hitter. Broadside for that extra damage for more leeching... and well frankly, more damage xD
Marked for Death I chose for my archery skill because I feel it'll give more damage, and since this is PvP, marking your target seems prime.
Passives:
Tactical Advantage for an even faster build.
Steady aim for increasing damage.
Archery for, what would you think, more damage.
Thanks for reading, and good luck!
Heavily theory-crafting Barbarian AoE talent build.
So I present a build for all five character classes. I won't go into too much detail on each to save your eyes.
Uh... let's be honest, though... no one's reading these. They're just making their own builds and ignoring everyone else's. Not me, though! I'm curious to see what everyone else thinks will be THE elite build.
Anyway, my results after a couple hours. All of these builds are intended for solo PvE play.
The Barbarian
Lots of AoE potential via Cleave, Seismic Slam, Overpower & Revenge. Furious Charge is my movement skill, and I'm going with Wrath of the Berserker for my buff. Lots of life leech, negate Fury loss through inactivity, and decrease my buff cooldown with the passives. The gear for him will want to focus on crits so I can spam Overpower as much as possible.
The Demon Hunter
As much as I want to love this character, the results of her skills make me a little fearful without any super hard hitting attacks. Still, I think she can still manage Inferno solo with some tactful play. Hungering Arrow for single targets & potential splash, Cluster Arrow for groups, and Grenades because... well, they seem weak from watching beta vids, but I want them to work well, darn it! Vault for movement, Caltrops to keep enemies at range, and a Familiar for Hatred regen. Passives are for increasing crit chance, as well as gaining more Hatred.
The Monk
Wow, this guy has lots of potential. Exploding Palm for AoE & Hundred Fists as the highest damaging Spirit generator to set off the explosions more reliably. Wave of Light is my distance attack while Lashing Tail Kick is both a good source for creating space & good damage. Tempest Rush is my movement skill, and Mantra of Healing because a) I'm afraid of Inferno, and b ) as a frontline fighter it may be difficult to grab health globes in the midst of battle. Passives give healing whenever I use Spirit, boosts armor by 100%, and will give incredibly high resists for very little cost on my gear.
The Witch Doctor
This was the hardest one to plot out. A lot of his skills seem passive a la D2's Necromancer, and I don't like sitting back and waiting for stuff to die.
No movement skill for this build, so I've got the Zombie Dogs out front to tank. Sacrifice is a no-brainer after that. Soul Harvest will buff my attacks, which include a hard hitting Poison Dart for single targets, then Plague of Toads and Locust Swarm for AoE. Passives give my dogs and toads more damage while giving me more mana regen.
The Wizard
A hodgepodge of elements and skills, and probably the one build I'm most willing to experiment with to find better results. My signature skill is Electrocute, mostly because everyone seems to love it in the beta. Energy Twister is my main attack skill since it hits mega hard and can be good AoE. Frost Nova and Slow Time are my safety skills, Wave of Force is my "uh oh, I'm getting surrounded" emergency skill, and Teleport will be used for escaping as well as repositioning myself for better attack angles. Passives are for mana regen and potential stuns while using Electrocute.
All-around wizard, with good defenses and (what I assume would be) high damage.
So I'm super psyched to play Diablo 3 and I'm leaning towards the Monk and Demon Hunter as my first classes.
So the build I chose for the Monk is focused primarily on AOE and a bit of survivability. I have Exploding Palm and Sweeping Wind as my spirit generators. My Exploding Palm is runed with "Essence Burn" because I love chain explosions! And I have "Fire Storm" runed into Sweeping Wind so I can hit almost everything around me (It also reminds me of Shyvana from LOL).
For my spirit spenders I decided to go with Mantra of Conviction, Wave of Light, Serenity, and Seven-Sided Strike. I chose Mantra of Conviction runed with "Reclamation" because the increased damage just seemed too good to pass up and the extra survivability helps a lot. My Serenity is runed with "Peaceful Repose" it's basically an "OH CRAP!" button to save myself during tight situations. I chose Wave of Light runed with "Pillar of the Ancients" for the increase damage on both the initial burst and delayed burst. And finally I chose Seven-Sided Strike runed with "Sudden Assault" for the mobility which will allow me to move from mob to mob if needed.
Passive Skills that I chose Transcendence, Exalted Soul, The Guardian's Path. I chose Transcendence for the added survivability, Exalted Soul for the increased spirit allowing me to heal more with Transcendence and deal more damage, and The Guardian's Path for added benefits depending on the weapon I'm wielding at the time.
Thanks for taking the time to read this!
http://us.battle.net...jTUg!YdZ!cZYcaa
This is my monk, i made him most to explode monsters over, but i dont really know what will happen. I need to play the game do experiment first.Right?xD
http://us.battle.net/d3/en/calculator/monk#WcYjQg!gaX!YYcacZ
I made his entire build focusing in the explosion of the exploding palm, i just didnt care much to defensive skills, so i only put the skills that could make a lot of damage. Got a little defense int the passives, better safe than sorry. xD
Thanks for the opportunity Diablo Fans, and good luck everyone.
http://us.battle.net...gPfm!XgW!cbZZaa
Wizard build. I had mostly PvE in mid but maybe there are afew things that could be used for PvP.
The main Idea here is to do two things.
First - Be sure to have means to run ( or escape, to sound less useless) if necessary. This is accomplished by slowing things down and/or freezeing them in place.
And second and more importantly, be able to produce a constant area of damage, i.e. have spells that do a lot a damage to an area and have combinations that amplify this damage.
The idea is to gatter all enemies an dispose of them all at once with as much damage as possible.
Although slowing enemies can be used to escape, this is also very usefull to amplify damage in this build.
note: it`s possible that this wont be very effective in boss fights, but since I do not have access to beta I can not draw much conclusion on that.
I absolutely love the witch doctor as my family (mother's side) has a history in voodoo. While I've never believed any of it was true I was always interested in it. This is the build I want to try out for massive crowds of mobs to stay out of the fray and keep mobs at bay.
http://us.battle.net/d3/en/calculator/monk#WZcXjg!ZUg!bYYbca
Pretty much a straight PvE aoe build. Everything is geared towards getting the units together and then womping them. The moves synergize with each other, building aoe damage as both the spirit generator and spirit spender are used. The only thing i perhaps would change is the 7 sided strike for the vortex thing, but either or, if i can start a new aoe build up by teleporting to a group of enemies and dumping my current spirit then thats a pretty good deal too. beside i already have a lesser spirit spending aoe move in tail kick. My mantra is simply geared for damage, and my passives are generally the same as well, except for one with everything, which is there for survivability against ranged casters.
Concept - Sustained AE damage, decent survivability, some fun combos.
http://us.battle.net...jUOh!ZTh!YaZccc
Damage Skills
Shock Pulse (Lightning Affinity) - Offers basic AE damage, runed to restore arcane power when it hits.
Arcane Torrent (Disruption) - Solid AE damage, and runed to increase arcane damage dealt to targets.
Energy Twister (Storm Chaser) - Your most expensive spell, the most damaging, and the one requiring careful placement. Runed to allow Shock Pulse to launch a giant damaging twister every 3 casts.
Explosive Blast (Time Bomb) - Point blank damage, runed to center on casting location rather than the caster. Can be used while retreating, or with teleport to offensively place the explosion.
Defensive Skills
Teleport (Wormhole) - Escape and damage setup tool. Runed to allow multiple teleports in quick succession. Depending on lag and reaction time, may be possible to teleport, cast damage spell, teleport away. If this proves not to be possible, Reversal would offer something closer to my intent.
Energy Armor (Prismatic Armor) - Increases your armor, lowers your max arcane power. Runed to increase your resistances. This will offer you a measure of survivability on harder difficulty levels.
Passive Skills
Temporal Flux - Your arcane damage will slow enemies. Two of your 3 damage abilities are arcane, and this will offer you a decent bit of crowd control.
Arcane Dynamo - Every 5 casts of Shock Pulse, the damage of your next non Shock Pulse spell is increased. This encourages the use of Shock Pulse when you aren't totally out of arcane power.
Unstable Anomaly - When almost dead, damages and knocks all enemies back. Blur or Galvanizing Ward may turn out to be more useful depending on circumstances.
Combos
Shock Pulse x5, Energy Twister / Arcane Barrage - Standard low on mana combo. 5 Pulses will put out solid AE damage and restore a chunk of arcane power. The final spell will be powered up by Arcane Dynamo.
Arcane Barrage, Energy Twister x3, Shock Pulse - Debuff the enemies, then lay into them with Energy Twisters. The final Shock Pulse will fire a free powered up Energy Twister from the Storm Chaser rune.
Shock Pulse x 5, Arcane Barrage, Energy Twister x 3, Shock Pulse - Combines the two basic combos into one long chain, providing a chunk of up front mana regeneration, debuffing the enemies, then finishing them off with 4 large AE damaging spells.
Teleport, Explosive Blast, Teleport - Teleport into the middle of enemies, set off a Time Bomb runed Explosive Blast, Teleport out.
http://us.battle.net/d3/en/calculator/witch-doctor#ehYSiP!WeZ!aaYcaY
my play style is mainly PVE and I love taking down waves of enemies with massive AOE!
http://us.battle.net/d3/en/calculator/follower#1100!1110!0101 & His/her loyal companions
This build is made for inferno soloing via Demon Hunter.
At it's heart, the build uses a slowing/stunning mechanic to maximize damage through Cull the Weak.
It uses Caltrops/Hooked Spines for increased slowing and it also utilizes Bola Shot/Thunder Ball.
With enemies slowed, rounding them into groups shouldn't be too much trouble, which is where Steady Aim combined with Archery comes in handy. The Companion/Spider will also help to keep enemies at bay, while the more offense abilities such as Rapid Fire and Cluster Arrow should do just enough damage to finish enemies off.
Followers-
The followers used are fairly basic, with the Templar taking a more tank role, while the Scoundrel provides Anatomy. The Enchantress can be utilized for the Reflect Missiles spell with Mass Control for extra support.
<3 Diablo
My Demon Hunter build.
Was just trying to create something interesting and I think I got what I wanted. A fair amount of damage, but I think my DH won't be totally fail on the defensive end, either.
A Witch Doctor build focusing mostly on heavy AOE and pets.
http://us.battle.net/d3/en/calculator/demon-hunter#aZUYkQ!beU!.baZYZ
Versus one or multiple targets easily
http://us.battle.net...gilP!deT!bcYYYZ
This is a PvE build to kill lots of monsters while surviving on my own. I don't want to have to depend on others to get through the game.
http://us.battle.net...UfQk!Xac!caZcZc
I made this build all about getting dots on whatever you're fighting and chain lightning for crowd control PVE build. also shields for protection