DiabloFans Calculator Build Contest Has Started!
As you know, the skill calculator was updated last week to reflect the new rune skill system and with that, its time to start our last and final contest!
This is a solo Demon Hunter PvE build meant for inferno.
This build is all about keeping your enemies far away from you,
thus gaining the 20% increase of damage from the "Steady Aim"
passive skill and making them stay far away by slowing them and
thus gaining another 15% damage increase from "Cull Of The Weak"
passive skill and then blast them with fast attacks and a long period
of AoE damage.
Evasive Fire / Displace
I chose this combo as a utility damage dealer. the way i see it,
having "Vault" is waste of an active skill slot because with a bit of
practice I can use this combo to vault, deal damage and gain
hatred all at the same time. with the 'Displace" rune you vault
30 yards which is very close to the 35 yard "Vault" gives you.
keeping the required distance is a must for this build.
Entangling Shot / Chain Gang
Explains itself (look at the build description)
Slowing 4 enemies in 1 shot.
Rapid Fire / Web Shot
this skill will be very effective to CC while they are slowed by the
other skills. The "Web Shot" is there for single target boss & elite
monsters to slow them in order to keep them away from me (thus
gaining the 35% overall damage bonus with the passives to the
already high and fast base skill damage)
Rain Of Vengeance / Dark Cloud
This is my choice of a AoE damage. It lasts for a pretty long period
of time with the "Dark Cloud" rune. This will weak most of the
enemies while they are on the "Caltrops" and being "Entangled" so
the "Rapid Fire" will tear right through them with all the DPS boost.
Caltrops / Jagged Spikes
Explains itself (look at the build description) I chose the "Jagged
spikes" to have more AoE damage to work with "Rain Of Vengeance"
Marked for Death / Valley Of Death
Another damage booster (overall 50% more damage with the
passives) I chose the "Valley Of Death" rune because with the rest of
the skills the monsters will already be "stuck" in one area and it will
work great with the "Rain Of Vengeance" AoE.
The first Two "Steady Aim" & "Cull Of The Weak" are already
explained and they are the core of the build, really. The last passive I
chose was the "Custom Engineering" passive skill because it directly
effects "Caltrops" & "Marked For Death" and make them last twice as
Again, this is a solo build so I will enjoy the company of a Templar
follower with the "Intimidate" skill (slowing enemies by 30% for 3 sec
when they hit him) so I get more slow effect and also occupy the
enemies with the templar while I keep the needed distance (to lay
traps & AoE damage while gaining the distance / slow damage
And lastly, the cherry on the top is that the level requirement for this
build is only level 38. So I will have plenty of time to master it before
I get to inferno
Frenzy is used as a form of self healing for last hitting enemies with the TRIUMPH rune effect. (Killing an enemy with frenzy heals you for 12% of your maximum life over 6 seconds.)
**ESSENTIAL TO BUILD** Threatening Shout is the rage spender, It reduces incoming enemy damage by 25%, And with the Demoralize rune, it TAUNTS all enemies affected within the 25 yard range for 3 seconds. This skill has a 15 second duration, costing 20 rage. This is the Tank Barbs best friend for keeping your allies alive and doing your job. The TAUNT rune effect is essential for Revenge. (See Revenge bullet)
Overpower is another form of self healing apart from Frenzy. In this build, Overpower would be used after Revenge procs to utilize the critical strike chance. The Iron Impact rune provides a 7% heal of your MAXIMUM life for each enemy hit.
**ESSENTIAL TO BUILD** Revenge is the key to this build with Threatening Shout. Revenge has a 15% chance to become active each time you are hit. It causes 220% weapon damage to all nearby enemies. You also heal 5.0% of your Maximum life for each enemy hit.The Best Served Cold rune also provides a 10% chance to crit for 12 second. The rune could be swapped out for either Provocation (Increased chance to activate by 30%) or Vengeance is Mine (Increased Fury and Life gained by 5 fury, and 7.5% Life) I chose Best Served Cold to increase the proc chance on Overpower, but upon live testing this could be changed)
Leap Attack is pretty self explanatory, this is the engage and armor buff skill for the build. Iron Impact provides 300% armor upon landing for 4 seconds. With the low cooldown and rage generator, this is great for keeping up your defenses.
Ancient Spear is used as both an engage for certain enemies, and to keep enemies off of your allies between the times the taunt from Threatening Shout isn't active. The Harpoon rune pierces through enemies and pulls them to you just in case you are surrounded and need to get an enemy that's being blocked by another enemy. Low cooldown rage generator.
(PASSIVES) Ruthlessness can be switched out for Superstition (Reduces all non-phsical damage by 20%. Whenever you take damage from a ranged or elemental attack you have a chance to gain 3 fury) Which I will most likely do in my final build.
(PASSIVES) Tough as Nails paired with the monks Mantra of Retribution and thorns gear provides a stalwart defense that also returns damage to enemies.
(PASSIVES) Relentless, While below 20% life, all skills cost no fury and all damage taken is reduced by 50%. Self explanatory for Tank barb.
This concludes my Tank barbarian build, Which in this state is currently still being tweaked for optimum performance in Inferno. This build should also be self sustaining with a considerable amount of armor/health. The barb is the heart of the team, The initiator, the engager, He takes the poundings so you can dish out the pain.
The Monk is the Tank Barbsright hand man, He deals damage and provides utility to the group, keeping the barb alive, killing stragglers, and pounding in skulls. I'll be honest, I didn't work out the Monk build to the highest extreme, but with whatever knowledge I have of what my friend intends on playing as, I created a build based off of that.
Stay with me here, I'm not too experienced in the ways of the monk.
This description will be summarized unlike the barbs in depth one.
--About the Build--
Deadly Reach with piercing trident is the monks main source of generating spirit, causing AOE damage in the process.
Dashing Strike with Blinding Speed is the monks mobility spell, used to escape, chase down, and save allies from afar, all while increasing dodge by 20% for 3 second.
Inner sanctuary is an "OH SHI-" button for both the monk and barb, or to provide protection for the wizards in the distance form melee attackers. With the Safe Haven rune it also increases health regeneration by a ton. (2966 a second while inside the circle)
Mantra of Retribution returns damage to attackers for all party members by 40% dmg taken, or 80% upon activation for 3 seconds. The Transgression rune also increases attack speed by 8%.
Seven-Sided-Strike is the monks "Engage" spell, with the Sudden Assault rune, it causes 1007% weapon damage over 7 hits and teleports to the target selected. Costs 50 Spirit.
(PASSIVES) Guiding Light, Whenever you use a direct heal skill on another player, you and the other player deal 16% more damage for 15 seconds. This spell in my opinion is great for "Crunch time" killing to boost dps in a dire situation.
(PASSIVES) Resolve, Damage you deal reduces enemy damage by 25% for 2.5 seconds. This is to help the barb reduce damage taken and goes well with deadly reach and seven sided strike.
(PASSIVES) Near Death Experience.
This concludes my Support/Utility Monk build.
You're a Wizard, Harry!
The two wizards in this build will have two functions, Raw damage glass cannon, and slow/anti-range.
I'll place both builds into one summary, Somewhat simplified.
The Destruction wizard: A glass cannon that spams arcane orbs and meteors with several abilities used to generate Arcane Power. This wizard is made to do massive AOE damage as well as utilizing arcane power. Curious about some of the spells? A few could be altered or changed completely, But the idea is to generate a lot of arcane power all while still pushing out tons of damage. Take a look at a few of the rune effects to understand why i choose those choices.
The Time Mage wizard, or Entropist as I also call it: This wizard spells utilize being a jerk to enemies. Slowing them, Slowing them, and slowing them. This build also increases damage done to enemies and slows them. Lastly, The build focuses on slowing the enemy making it so that they are slow as hell. Like, REALLY slow.
Both wizards will be a great addition to the Monk and Barb team, One will deal massive damage, while the other makes sure to keep enemies in check, Away from the caster, helping the monk and barb, and still dealing decent damage.
This concludes my DiabloFans Beta Key build contest. Sorry for excessive bolding/underlining, laziness, and any other form of whacky whacky absurdity. If you have any questions about any of my build choices, suggestions, or just plain out like them, Feel free to post about it! Thanks! P.S. I will be playing the tank barb in live! Perhaps one day we can play together!
I am more of the PVE Builder I like to make builds that can survive waves of monsters, in this build I have made the Barbarian reliant on hitting the enemy to survive, sustain damage with the reduce of certain cool downs, and uses either two one handed Mighty weapons or a single two handed Mighty weapon for fury generation on attack.
First: I have Frenzy as my main single target attack, upon killing the target I gain 12% of my max health over time, very nice for small single mobs
Second: I have Cleave for more than about 3-4 mobs with increased damage
Third: I picked Furious Charge because I need to get into groups of monsters to deal damage to or just to get up to one single mob that needs to go down ASAP this fits the bill, then having 6% of my max health regain after each target that is hit by my charge the bigger the pack the better.
Fourth: Whirl Wind after a Furious Charge with a couple cleaves this is wonderful to perform right after, I gave it Volcanic Eruption that increases the damage to 130% and it has a cool look to it.
Fifth: Earthquake if my previous combo did not finish anything off or more mobs come in this is a great use after WW, I also removed it's fury cost and reduced the cool down.
Sixth: Call of the Ancients I picked this to help with single boss fights, nothing more fitting than 3 other Barbarians to help single hit a target down, also is great if your really low on life but with this build I am possative I won't be low at all. Gave it Talic's Anger giving him leap attack and deals 250% weapon dmg and he still has WW after, it's a powerful attack.
Passives: Weapon Master, Since I am using Might Weapons I gain additional fury per hit it's a great passive to keep fury up. Bloodthirst is another great passive to keep yourself alive in those pack of monsters. Lastly Boon of Bul-Kathos reduces the cool down time on two of the skills I am using, is a no brainer to use them sooner than later.
Class: Demon Hunter
Level Requirement: 58 (30 - If you remove discipline managment out Vault, Multi Shot and Preparation)
What it's used for:
- PvE Build
- Solo Gameplay
- Group Gameplay, but some Action Bar Skills should be replaced. (Some alternatives are at the bottom)
The gameplay of this build is centered around the two passive skills Steady Aim and Cull the Weak.
Steady Aim increases your damage done while no enemy is within 10 yards of your character, while Cull the Weak increased damage done against slowed enemies.
The skill selection is based around these two passive. The general idea is to slow the enemies with Entangling Shot and Caultrops, chaining Marked for Death,
while using Vault to keep Steady Aim up.
Entangling Shot is picked as the Hate-Generator for it's slow effect, runed to affect 2 additional targets.
Multishot runed for Discipline Regeneration is picked as the Hate-Spender.
The Action Bar Skills are as follows:
Vault is used as a gap widener to keep Steady Aim active. It is glyphed for recuded Discipline cost.
Caltrops are picked as an additional AoE Slow Effect, runed for a damage dealing component.
Marked for Death is used because the build lacks hard hitting abilities, and requires high baseline damage, achieved by both passives and this spell.
To reduce the discipline it is glyphed for it's chain effect.
Preparaton, runed for a chance to not trigger cooldown. Since all Action Bar Skills are Discipline Spenders, i put this in as an emergency discipine regen skill.
Custom Engineering is chosen as the 3rd passive skill, to enhance the Caltrops and Marked for Death (and lessen the discipline spent)
This build greatly depends on discipline managed and/or consumption.
Since i currently do not know wether the regeneration/consumption of discipline is enough, these are some adjustements that can be done:
If the discipline regeneration is more then enough:
- Change the rune in Multishot for additional damage
- Change the rune in Vault for additional damage
- Replace Preparation for another Skill. If you still have enough discipline, Companion runed for slow spiders might be an option.
Other then that, Rain of Vengeance runed for AoE Stun is an Option.
- Replace Custom Engeneering for a different passive skill, Archery might be the best pick here
If the discipline regeneration is not enough:
- Change the rune in caltrops for reduced discipline cost
- Change the 3rd passive to either Nightstalker (since your mine Hatred spender is AoE) or Perfectionist
- Replace Vault with Evasive Fire runed for a 30 yard Backflip (this is the last option i'd try, since you'll temporarely loose Steady Aim)
If you're going to play with your friends and have a good tank available, you might replace:
- Vault - the tank will keep the mobs of you
- Caltrops - Entangling Shot for slow Debuff, or the other way.
- Entangling Shot - Keep Caltrops for slow Debuff, and use another hate-generator.
- Possible options are: Impale as single-target nuke, Sentry-Turret for additional damage (if you kept the custom engeneering passive), Cluster Arrow as a spammable AoE.
This will be (or something very similar) my build for a PVP Demon Hunter. This build is primarily to target and eliminate single opponents in the arena, specifically the enemy team's most squishy player. Start by using Marked for Death and activate Shadow Power if you start to receive damage or are being pursued by an enemy player. I will most likely utilize two defensive abilities in arena for more versatile movement and control of the arena. Vault and Evasive Fire should provide enough mobility around the map. After marking your opponent burst them down as fast as possible with Hungering Arrow and Elemental Arrow. Note the rune I chose for Marked for Death- Grim Reaper- If an enemy wants to hide behind their bulky teammates; they too will pay a price. Can't get that nasty Barbarian off of your back? Evasive Fire's rune Parting Gift should make them think twice about chasing you. Vault's rune Rattling Role should help detour enemies from health globes. My passives are based on dealing as much damage as fast as possible, in this case with a bow.
This build takes everything awesome about a barbarian, and tries to maximize the "cool" factor (while still being able to kill things!). He is a whirlwinding, Ancients calling, singer.
In D2, I loved the typical Singer build and whirlwind build. Combining them effectively should make a versatile powerhouse. He has the passive health regen and resistances to get up front and dish out the pain.
First of, my primary Hatred regenerating skill:
1. Hungering Arrow: Shatter Shot
--> as a Hatred generator, each shot generates 3 Hatred.
--> runed as Shatter Shot, every successful target pierced splits the arrow into 3, which by doing the math means that that particular shot could actually generate a total of 12 Hatred. But what if the arrow from the first split, splits again... and again... would that simply mean that there is a possibility of generating around 24... 36... or even up to 48 Hatred or more in just one shot? Then by all means, fire away to your heart's content and generate as much Hatred as you would need. (I do wish this could be the case for this skill would be so useful in Hell and Inferno).
--> in my opinion, this is the best source of Hatred generator.
Armed with Hungering Arrow, for the assured additional damage best to partner it with:
2. Marked for Death: Contagion
--> marked enemies takes additional 15% Dmg. for the next 30 seconds.
--> runed as Contagion, the ability spreads to 2 other nearby targets... plus the effect can chain repeatedly. So with Multishot included in my build, being able to kill a lot of enemies in a wide radius means that this ability would be so contagious.
--> in my opinion, the add'l. damage paired w/ a weapon that has a very high DPS, and the ability spreading among close knit groups, only means faster kills from the add'l. Dmg.
With enemies marked, time to use my primary AoE skill:
3. Multishot: Arsenal ~ Click here to watch the Multishot video. --> costs only 15 Hatred per shot, you can fire a massive volley of arrows in a certain arc that spreads out, creating a wider area of effectiveness.
--> runed as Arsenal, every shot releases 3 Homing Rockets that deals 40% weapon Dmg. at nearby enemies (15 Hatred is cheaper compared to the Cluster Arrow: Shooting Stars skill that uses 50 Hatred and has a 200% weapon Dmg. w/ 3 rockets per shot doing an add'l. 175% weapon Dmg. each). Another alternative skill is Rapid Fire: Fire Support skill that uses 20 Hatred initially and an additional 10 Hatred while channeling, but only launches the 3 Homing Rockets that deals 40% weapon Dmg. every second.
--> both Multishot and Cluster Arrow releases 3 rockets per shot, while Rapid Fire releases 3 rockets per second. There is great possibility that you may be able to fire 2 shots in a second, which means that Multishot might get an add'l. 80% weapon Dmg. per rocket per second for the cost of 30 Hatred, while the Cluster Arrow might get an add'l. 350% weapon Dmg. per rocket per second for the cost of 100 Hatred.
--> there is no doubt that Cluster Arrow and Rapid Fire causes more damage but in consideration of the amount of Hatred being used up per shot per second, in my opinion, Multishot would be the most effective choice to use with a widening area of damage and be able to spam repeatedly.
To make these skills more cost effective, I need a by using:
4. Caltrops: Torturous Ground
--> costs 8 Discipline, using this trap slows the movement of the enemies by 60% for 6 seconds.
--> runed as Torturous Ground, all enemies in the area when the trap is sprung would be immobilized for 2 seconds. A skill that can immobilize the enemies for the first 2 seconds will give me plenty of time to do maximum damage before slowing what's left of them still standing.
--> in my opinion, getting enemies immobilized for 2 seconds would be enough time to fire off a MfD Contagion followed by multiple Multishot Arsenals.
I thought Wizards used to be OP when they use Hydra, which makes this next skill a very plausible choice for additional AoE damage:
5. Sentry: Spitfire Turret
--> costs 10 Discipline to drop a turret on the ground that fires at nearby enemies which lasts for 20 seconds.
--> runed as Spitfire Turret, homing rockets that fire of every 1.5 seconds that deals 40% weapon Dmg. at nearby targets, which means that the turret will have fired 13 rockets within that 20 seconds duration.
--> in my opinion, just like Hydra, the Sentry would provide the additional damage and also serve as a diversion.
Finally, a skill for getting out of tight situations:
6. Smoke Screen: Lingering Fog
--> costs 15 Discipline to vanish behind a wall of smoke and become momentarily invisible for 2 seconds.
--> runed as Lingering Fog, makes you invisible for 3 seconds. An alternative skill to use for this slot would be Preparation Obsidian runed as Backup Plan for that 30% chance that the cooldown will not be triggered after restoring all Discipline. Backup Plan gives you the opportunity to continuously use the Spitfire Turret, Marked for Death and Torturous Ground repeatedly as long as your Discipline keeps on refilling and the cooldown is not triggered.
--> in my opinion, Lingering Fog would be useful when facing bosses and Preparation when facing Diablo's minions.
1. Cull the Weak
--> with Caltrops in place, all damage against slowed enemies increases by 15%.
--> combined with the Marked for Death ability, all damages are increased by 30% already.
--> in my opinion, this is the best passive to make Caltrops very effective in causing damage, not to mention taking advantage of killing immobilized enemies fast.
2. Custom Engineering
--> increases the duration of Caltrops, Marked for Death and Sentry by 100%.
--> this means that Torturous Ground will now lasts for 12 seconds and maybe the enemies will be immobilized for 4 seconds now instead of just 2, when the trap is sprung. The mark for the Marked for Death skill will now linger above the marked enemies head for 1 full minute for that 15% add'l. Dmg., thus increasing the chances of the mark spreading to more enemies after every kill, making it more contagious than before. Lastly, Sentry, Demon Hunter's own version of a Wizard's Hydra, will now cause distraction for 40 seconds wherein the Spitfire Turret would be releasing 26-27 homing rockets for that additional 40% weapon Dmg. plus the original Sentry's 20% weapon Dmg. it will cause to enemies that comes near it.
--> in my opinion, this passive would bring out the best in my traps and defensive skills.
--> damage from rockets are increase by 100%.
--> the additional damage from the 3 rockets for every Arsenal shot is now 80% weapon Dmg., same with the rocket from the Spitfire Turret, so if the homing rockets from both the Arsenal fire and Spitfire Turret, homes in on one particular enemy, you get an additional 160% weapon Dmg.
--> in my opinion, 160% weapon Dmg. in addition to the 115% weapon Dmg. of the Multishot plus the 20% weapon Dmg. from the Sentry and the additional 30% damage from Caltrops and Marked for Death, for a whopping total of 325% weapon Dmg. would be ballistic and really blow the competition away.
This summarizes my Rocket Master Demon Hunter build. Click here to see the build.
Any additional damage from your weapons, accessories and gear, simply means that this is one bad ass build to be reckoned with. lol!
Notes: I actually considered whirlwind for a fury spender position. It has high attack speed which also works fine with the build.
But the theoritical issue i have with it is that it spends fury too slow. With a high fury generating build like this one,
u need to spend it even faster to utilize all that fury. If Whirlwind costs 16 fury per sec,
and we have to generate +25 fury per sec (+35 preferably) then we'll spend more time spending it then gaining it.
Which is not the point of the build. The point is to generate it fast and spend it twice as fast.
Thats why HotA is perfect for this task. It costs 20 fury, deals insane dmg, is also an aoe attack, has 15% crit and with high attack speed,
I believe u can slam it 3 times a sec. Considering the high crit chance of this skill, and the Battle Rage Rune effect, we should be able
to slam HotA 6-9 times in a row in no less then 2-3 second spam. Absolutely brilliant if u ask me.
ALSO! in theory, what if this build generates too much fury? For example 50 fury per sec. I believe with high attack speed
and high crit stats on gear it should be possible. The Weapon master passive grants us a high balancing possibility.
For example we can chose an axe/mace or a sword for the MH, and a Mighy Weapon for the OH, lowering the already high Fury per sec,
and giving all main dmg abilities 10% more crit chance or 15% more dmg. Or if the fury is even higher We can swap both for axes/maces or swords.
Personally i think Mighty weapons should be used in the early game and Axes/Maces in the lategame.
The build also offers adjustments in a case when our dmg is actually too high for the content. And this is done jsut by swaping some runes.
For example Frenzy, we can swap Maniac with Relentless, granting us more movement speed, thanks to witch we finish the content faster.
Or swap Smash in HotA for Birthright for even higher chance for epic loot. In the case that the current content is too tough we can
add some defenses through stuns. Frenzy's Smite and HotA's Thunderstrike combined with high attack speed should basicly stunlock any enemy.
The build is nicely rounded up with healing from Rvenge and mobility from Furious Charge and high movement speed.
If ur wondering
Overall i think this is a very well balanced build with lots of situaltional customization and a little gameplay gimic to it
to keep you even more entertained.
Magic Missle (Attunement): Used For faster AP regen. Arcane Orb (Arcane Nova): Secondary skill used for AoE against packs of mobs. Teleport (Safe Passage): Will be used to keep a fair distance away from mobs and escape combat. Energy Twister (Gale Storm): Used against stronger, single enemies such as Elites and major bosses. Energy Armor (Energy Tap): For Increased armor and maximum AP. Slow Time (Time Warp): Primary crowd control spell that will make killing meele enemies easier while avoiding ranged attacks.
Illusionist: Will let me cast teleport more often on harder difficulties. Galvanizing Ward: Increased time that Energy Armor will be up and vital health regen. Evocation: Used to support Teleport and Slow Time to allow me to cast them faster.
Overall, I like this build because I think it has the right combination of both offensive and defensive spells that will hopefully let me live through Inferno and endgame gear hunting.
Rollback Post to RevisionRollBack
"We have a hockey stick in one hand, a beer in the other, we all wear toques and live in igloos. Right, world?"
Here is a short explanation of why I chose this build:
My Witch Doctor build is centered around bouncing aoe damage bursts followed by crowd control and cooldown reduction to be effective against grouped or single target mobs. The build allows for vast amounts of mana regeneration and cooldown reduction so my crowd controls can be effective over time as well as in short bursts.
I like this build because I feel the amount of crowd control on the Witch Doctor seems like a big difference between its class and the other classes, and crowd control seems like an interesting change from the earlier Diablo games where there was not much crowd control at all.
Although, it could just be the fact that they didn't implement a Necromancer class into Diablo 3 and I feel the Witch Doctor is the closest I'll get to it.
A DH slowing centric build that focuses on keeping the enemy at range and slowed while boosting as much damage againist the enemy as possible.
Control build that could serve well in higher difficulty survival and HC mode.
The part I really like of the build is with Caltrops runed to give extra damage while standing in it, it will slow the enemy down if they get close for you to control the battlfield how you see fit.
This build focuses on doing as much damage in one hit as possible. If +%damage is multiplicative like I think it is, then this attack will be doing 1145% weapon damage. Then all you have to do is find a weapon that does a lot of damage but has a slow attack speed, and you will be able to one shot your opponent in pvp. Teleport is on the build as a means to escape and is not overly important to the build.