I believe the Demon Hunter is the best class for my type of game-play. This is the build I will be using come launch. A few of my favorite skills mainly for AOE, Suppport, and you can't go wrong with Bola Shot. Easily my favorite skill. This is the way I try to play most rpg's.
http://us.battle.net/d3/en/calculator/witch-doctor#ehYSfT!aWh!YcaZZZ
This will most likely be my leveling build for diablo 3. It has a mixture of dogs and it also has a lot of range. I will be able to kill things from a far as well as my dogs going up and killing them. I will enjoy this it may change over time of course as i play the game but i will not know until i either have it in my hands or have the beta :). Thank you.
This will be as far as i know my leveling/pve build for my main (barbarian).
here is why i choose my skills/runes.
Cleave with extra fury gain just for the extra fury as that is all i'd use cleave for to gain some fury!
Wirlwind with lifeleech on crit.. can't have my barb without such a classic barb move.
Groundstop with damage rune. a good aoe stun with some aoe damage can't go wrong with that.
Leap attack with 50% chance stun. i want leap attack just for the mobility getting around easier. and the stun just for extra time to kill without getting hurt. probably good for inferno.
Revenge with extra life leech and fury gained. just another aoe skill with fury and life gained. yum!
Wrath of the berzerker with damage rune. more damage and other stats.. smash!
Unforgiving passive for the always gaining rage aww yeah
Ruthless for bigger crits for better heals!
and finally Bloodthirst just cus i like gaining life with doing damage.
This build is named for the Bola shot rune, Imminent Doom and the use of the Elemental Arrow Cold skill. The design of the build is to keep enemies clumped together allowing for maximum efficiency with both skills. The real draw of the build is the ability to spread marked for death with contagion quickly and easily while maintaining a "kite line" of caltrops traps with the occasional spiked trap thrown in. The choice of the ferret companion is to replace the lost functionality of the scroll of companion, and seeing as this will be my first character at release, it affords a way to earn slightly more coin to hopefully offset the costs of nightmare/hell/inferno repairs, crafting, etc...
The passives are custom engineering (obvious with benefits for caltrops, mark, and spike traps), with vengeance and cull the weak). I consider this a fairly balanced build with 3 different damage types (arcane, frost, physical) and two crowd control slows (80% slow from caltrops, 60% slow from elemental arrow).
The major drawback as I see it is mobility since I did not take vault, but I will try and use itemization to pursue movement speed to aid in kiting.
The build is primarily going to be used to help friends in groups to heal and support, while having skill sets in play to ensure I stay alive myself to continue to heal and support when needed. I have never tried a healing class, so I am looking forward to having the chance to try it in D3! I am not sure how the Elective mode fully works, but the skills I have picked look like excellent healing skills - based on cooldowns and the amount of times I can heal and for how much. Anything that would give me extra Spirit regens (with runes) I chose! I like the fact that other then my Prim and Secondary, I can use 4 skills to help with Health providing skills. As well as my Passives which will help my main objectives of supporting the group and keeping myself alive for their benefit.
By healing, and focusing on keeping myself alive, and ensuring the mobs have slow movement speeds, it will help my buddies, who can just focus on kicking butt and dps-ing, while I keep them up. I really want to partake in the challenges of Inferno, and see just how hard it will be.
I'd also love the chance to try the Beta with my friends who are already in it, to test out the skills and available runes.
This build focuses on surviving, with Spectral Blade and Explosive Blast for damage. Slow Time is also used as an offensive tool - the Stretch Time rune is an option instead of Perpetuity. With the abundance of Mirror Images, I doubt this build will be too effective in PvP; perhaps swapping out Mirror Image for Frost Nova could work for PvP.
This is my fun lightning Wizzard (with two Z's) build, based on my love of shocking the crap out of things - a goal far more achievable in D3 than it was in D2.
With Chain LIghtening (electrocute), lightning hydra and dartling familiar I'll be putting out a constant stream of lightning damage, with every hit having a chance to stun due to Paralysis. Magic weapon adds on some extra potential lightning, and Shocking Armor adds on yet more (!) lighting output plus passive healing due to Galvanizing Ward. The one choice I'm not sure about is prodigy, since I won't be using that much arcane power with many skills (teleport,armor, familiar) on (16/120/240) second cooldowns.
Finally, teleport with the decoy rune adds the potential to get the hell out of dodge when I run into a nasty lightning immune mob.
In summary: not terribly optimized, but there will be enough lightning flying across the screen at all times that I won't give a damn!
I chose Steady Aim and Cull the Weak to support my playstyle, and the bonuses should be fairly easy to keep up in a team game. Vengenace is there to keep my hatred generation up, along with Bat Companion.
I apologize if the build doesn't seem all that great, I am not in the beta thus my understanding of some of the skills is somewhat limited.
This is my Witch Doctor build, it will probably change in the future due to I have no played the game. I am a die hard fan of diablo series and cant wait to try this game!
Explanation:
This build is for when i am playing with my mates and wife, it is centered around being a "tank".
To be able to do this i have incorporated a very defensive skill set.
Skill 1: Bash: This move has been added due to its high damage rate on a single target, With Clobber added as the rune i hope to target the stringer enemies in a pack and stun them while my group can wipe out the weaker ones to then help focus on the harder enemy's.
Skill 2: Rend: Rend is here because from what i can see most Enemy's are always hit by this bleed meaning no "block" chance. Inferno and HC i can see this being an issue on those harder Enemy's so by eliminating that block chance will be helpful.
Rend is also has the rune for Leech Life for that added survivability in those harder difficulties.
Skill 3: Ground stomp: Ground stomp is added for its ability to stun multiple targets at once, also as an opener for a fight. Having the rune for Wrenching Smash i can pull my targets closer before adding my threatening shout.
Skill 4: War cry: war cry is for a Group and self buff of added protection, but is also there for Invigorate. With invigorate i hope to add a little more Survivability to myself with the Life regeneration and the 10% Vitality that will also contribute to Nerves of steel.
Skill 5: Threatening Shout: This was an obvious choice for me as it will not only lower my targets base attack but with Demoralize the targets will be forced to attack me leaving my team alone.
With this it will also be good for more chances of Revenge
Skill 6: Revenge: Revenge is a great move for anyone looking to be a meat shield, you know that the chances of being hit are high so revenge makes it worth while, Being able to Leech life from all Enemies is great but it is also a nice amount of damage to be dealing in an AoE style. I personally have made my rune for Provocation for added chance of dealing damage back at my targets.
Passives:
Nerves of steel : i added this since patch 13 since it seemed to me like it could provide more protection then Tough as nails. knowing that i will be stacking as much Vitality as possible to stay alive means more protection.
Inspiring Presence: Couple with both my War cry and Threatening shout this move was beneficial for both, with the added Life gain for the extra Survivability was to good to pass up.
Superstition: As i do not have War cry rune for more Elemental Resistance i knew that i would need this in order to stand up to those Enemy's that will be using it against me. As well as the benefit of having a chance to get more Rage to use if struck by ranged or Elemental was a good choice to take.
This is a simple softcore-pve barbarian build in which i focus on building lots of rage and some sustainability (life gained) using almost only AOE abilities ( some of them runed for fury generation) all in order to benefit from the passive "Berserker Rage" and to increase the duration of "Wrath of the Berserker". This because i love AOE, and more than anything i love being the plate armor guy, hehe.
pretty simple barb build.
focus is on keeping your fury maxed and generateing as much as posible to keep wrath of the berserker going
all dammage will come from cleave and overpower.
the only rage spending skills are threatening shout, battle rage and wrath of the berserker.
the main flaw with this build that i can see is that you have to be in a big group for cleave to generate enouff fury to keep wrath of the berserker going. and even then it may not generate enouff for it to be worth it.
Class: Barbarian
Build: http://us.battle.net/d3/en/calculator/barbarian#WcYSeP!ZYd!aZZbcb
Description: This is a PvE-based build centered around attacking fast and critting often. Crits and killing blows trigger AE damage that also heals you. Likely not a candidate for Inferno, but that i'll cross that bridge when I get to it.
High DPS build focused on combos to achieve huge burst. Electrocute generates tons of AP and sets up the Arcane Dynamo proc, which I can then follow up with Slow Time and Energy Twister right on top of the helpless mobs (keeping myself in between them and the twister to ensure max damage). Arcane Orb is my spam move for when Slow Time or Arcane Dynamo aren't ready. I don't know how to involve Archon in my setup but it looks like loads of fun :).
The theme of this Monk build is BALANCE. Heals, damage-single target and AoE, resistance, and mobility. I think it would be great for a group support since it looks like this will be the monk's specialty. Enjoy http://us.battle.net/d3/en/calculator/monk#bVXUhe!bXd!bbZcca
hey my build is a witch doctor. the main point is survivability and to last through infernal. he uses his spirit spells to keep his opponents at bay and uses all of his spells to keep his mana and health topped up. The point of him is to be able to take a hit and slowly work down the enemy forces. hope you guys like it. http://us.battle.net...UWkR!YVU!baccaZ
electrocute w/ chain lightning rune and prodigy passive to regen arcane power.
arcane torrent w/ cascade rune for lots of pure fire power.
frost nova w/ shatter rune to make for greater crowd control and aoe.
wave of force w/ exploding wave rune to increase the reach and damage.
energy armor w/ energy tap and the galvaniving ward passive to provide armor boost, arcane pool boost and decrease the need to recast and regen some health.
explosive blast w/ short fuse rune to make boom fast while frost nova and wave of force are on cooldown.
along with the evocation passive to reduce all cooldowns.
A PvE Wizard build focusing on melee combat and bolstered defense, with lower Arcane Power usage. Magic Weapon (Force Weapon) coupled with Spectral Blade (Siphoning Blade) focuses on direct melee damage while Arcane Orb (Arcane Orbit) serves as the Arcane Power sink, supplying indirect melee AoE damage. Arcane Dynamo is included to increase Arcane Orb (Arcane Orbit) damage. Energy Armor (Prismatic Armour) coupled with Galvanizing Ward grants a significant increase in armor and all resistances, and also regenerates health over time for the durability required in melee combat, not to mention Blur for the reduction in melee damage taken. Diamon Skin (Mirror Skin) serves as both a defensive and offensive spell, absorbing and reflecting damage. Archon (Arcane Destruction) is the emergency button, further increasing armor and resistances and offering a powerful AoE punch when activated.
This witch doctor build is for AOE farming. It allows for sustained dps and survivability. The fun of the build is that instead of aoe'ing from a distance, the build is designed to allow you to be inside of your AOE with the monsters you are killing.
I built it around being able to group a large group of enemies together and setting off a chain reaction with exploding palm. There are some defensive skills in there to hopefully survive close contact with that many enemies and I have a stun skill and a pull skill to get them grouped up. I could not get enough of that first monk video with the exploding enemies.
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http://us.battle.net/d3/en/calculator/demon-hunter#beVkfQ!WcX!ZbYZcb
Ambiguous Mouse-Mime demands attention!
This will most likely be my leveling build for diablo 3. It has a mixture of dogs and it also has a lot of range. I will be able to kill things from a far as well as my dogs going up and killing them. I will enjoy this it may change over time of course as i play the game but i will not know until i either have it in my hands or have the beta :). Thank you.
This will be as far as i know my leveling/pve build for my main (barbarian).
here is why i choose my skills/runes.
Cleave with extra fury gain just for the extra fury as that is all i'd use cleave for to gain some fury!
Wirlwind with lifeleech on crit.. can't have my barb without such a classic barb move.
Groundstop with damage rune. a good aoe stun with some aoe damage can't go wrong with that.
Leap attack with 50% chance stun. i want leap attack just for the mobility getting around easier. and the stun just for extra time to kill without getting hurt. probably good for inferno.
Revenge with extra life leech and fury gained. just another aoe skill with fury and life gained. yum!
Wrath of the berzerker with damage rune. more damage and other stats.. smash!
Unforgiving passive for the always gaining rage aww yeah
Ruthless for bigger crits for better heals!
and finally Bloodthirst just cus i like gaining life with doing damage.
ps can't wait to play this game!
http://us.battle.net...YUTQ!Ubc!cZaacY
This build is named for the Bola shot rune, Imminent Doom and the use of the Elemental Arrow Cold skill. The design of the build is to keep enemies clumped together allowing for maximum efficiency with both skills. The real draw of the build is the ability to spread marked for death with contagion quickly and easily while maintaining a "kite line" of caltrops traps with the occasional spiked trap thrown in. The choice of the ferret companion is to replace the lost functionality of the scroll of companion, and seeing as this will be my first character at release, it affords a way to earn slightly more coin to hopefully offset the costs of nightmare/hell/inferno repairs, crafting, etc...
The passives are custom engineering (obvious with benefits for caltrops, mark, and spike traps), with vengeance and cull the weak). I consider this a fairly balanced build with 3 different damage types (arcane, frost, physical) and two crowd control slows (80% slow from caltrops, 60% slow from elemental arrow).
The major drawback as I see it is mobility since I did not take vault, but I will try and use itemization to pursue movement speed to aid in kiting.
Enjoy!
http://us.battle.net/d3/en/calculator/monk#VcShXR!YVf!bcacZc
The build is primarily going to be used to help friends in groups to heal and support, while having skill sets in play to ensure I stay alive myself to continue to heal and support when needed. I have never tried a healing class, so I am looking forward to having the chance to try it in D3! I am not sure how the Elective mode fully works, but the skills I have picked look like excellent healing skills - based on cooldowns and the amount of times I can heal and for how much. Anything that would give me extra Spirit regens (with runes) I chose! I like the fact that other then my Prim and Secondary, I can use 4 skills to help with Health providing skills. As well as my Passives which will help my main objectives of supporting the group and keeping myself alive for their benefit.
By healing, and focusing on keeping myself alive, and ensuring the mobs have slow movement speeds, it will help my buddies, who can just focus on kicking butt and dps-ing, while I keep them up. I really want to partake in the challenges of Inferno, and see just how hard it will be.
I'd also love the chance to try the Beta with my friends who are already in it, to test out the skills and available runes.
Cheers!
http://us.battle.net/d3/en/calculator/wizard#dhgjOk!TfU!aaYYcZ
This build focuses on surviving, with Spectral Blade and Explosive Blast for damage. Slow Time is also used as an offensive tool - the Stretch Time rune is an option instead of Perpetuity. With the abundance of Mirror Images, I doubt this build will be too effective in PvP; perhaps swapping out Mirror Image for Frost Nova could work for PvP.
This is my fun lightning Wizzard (with two Z's) build, based on my love of shocking the crap out of things - a goal far more achievable in D3 than it was in D2.
With Chain LIghtening (electrocute), lightning hydra and dartling familiar I'll be putting out a constant stream of lightning damage, with every hit having a chance to stun due to Paralysis. Magic weapon adds on some extra potential lightning, and Shocking Armor adds on yet more (!) lighting output plus passive healing due to Galvanizing Ward. The one choice I'm not sure about is prodigy, since I won't be using that much arcane power with many skills (teleport,armor, familiar) on (16/120/240) second cooldowns.
Finally, teleport with the decoy rune adds the potential to get the hell out of dodge when I run into a nasty lightning immune mob.
In summary: not terribly optimized, but there will be enough lightning flying across the screen at all times that I won't give a damn!
This build is a Demon Hunter build, mostly focused on PvE and teamplay.
I went with an emphasis on CC and AoE effects to help my team control large groups of mobs.
http://us.battle.net/d3/en/calculator/demon-hunter#WZVkPQ!bYc!bYbcYZ
I chose Steady Aim and Cull the Weak to support my playstyle, and the bonuses should be fairly easy to keep up in a team game. Vengenace is there to keep my hatred generation up, along with Bat Companion.
I apologize if the build doesn't seem all that great, I am not in the beta thus my understanding of some of the skills is somewhat limited.
http://us.battle.net/d3/en/calculator/witch-doctor#ahRQij!eUg!bbcbYc
First Primary Skill is poison dart with spined dart.
Reason: Does 100% weapon dmg and 80% more for 2 seconds, for spined dart recharges my mana.
Second skill is locust swarm with diseased swarm.
Reason: When the enemy Dies it leaves a cloud of locust which can be used with acid cloud, mass confusion.
Third Skill is soul harvest with vengeful spirt/swollow your soul
Reason: Takes aditional dmg/mana gain
4th skill is mass confusion with mass hysteria/paranoia/devolution
Reason: Use this with Acid cloud and big bad voodoo
5th skill is Acid cloud with kiss of death
Reason good for croud control/aoe.
6th Skill Big bad Voodoo with Boogie Man
Reason: Chance to revive a zombie dog and used for ally buffs.
Im keeping it simple dont want to go to into to much detail about why. I still have not tried the game, i have no idea for weapon affix ect.
Role: Co-Op Tank for Inferno SC or HC
Build: http://us.battle.net...XSYR!bce!bZZbYc
Explanation:
This build is for when i am playing with my mates and wife, it is centered around being a "tank".
To be able to do this i have incorporated a very defensive skill set.
Skill 1: Bash: This move has been added due to its high damage rate on a single target, With Clobber added as the rune i hope to target the stringer enemies in a pack and stun them while my group can wipe out the weaker ones to then help focus on the harder enemy's.
Skill 2: Rend: Rend is here because from what i can see most Enemy's are always hit by this bleed meaning no "block" chance. Inferno and HC i can see this being an issue on those harder Enemy's so by eliminating that block chance will be helpful.
Rend is also has the rune for Leech Life for that added survivability in those harder difficulties.
Skill 3: Ground stomp: Ground stomp is added for its ability to stun multiple targets at once, also as an opener for a fight. Having the rune for Wrenching Smash i can pull my targets closer before adding my threatening shout.
Skill 4: War cry: war cry is for a Group and self buff of added protection, but is also there for Invigorate. With invigorate i hope to add a little more Survivability to myself with the Life regeneration and the 10% Vitality that will also contribute to Nerves of steel.
Skill 5: Threatening Shout: This was an obvious choice for me as it will not only lower my targets base attack but with Demoralize the targets will be forced to attack me leaving my team alone.
With this it will also be good for more chances of Revenge
Skill 6: Revenge: Revenge is a great move for anyone looking to be a meat shield, you know that the chances of being hit are high so revenge makes it worth while, Being able to Leech life from all Enemies is great but it is also a nice amount of damage to be dealing in an AoE style. I personally have made my rune for Provocation for added chance of dealing damage back at my targets.
Passives:
Nerves of steel : i added this since patch 13 since it seemed to me like it could provide more protection then Tough as nails. knowing that i will be stacking as much Vitality as possible to stay alive means more protection.
Inspiring Presence: Couple with both my War cry and Threatening shout this move was beneficial for both, with the added Life gain for the extra Survivability was to good to pass up.
Superstition: As i do not have War cry rune for more Elemental Resistance i knew that i would need this in order to stand up to those Enemy's that will be using it against me. As well as the benefit of having a chance to get more Rage to use if struck by ranged or Elemental was a good choice to take.
Hope you Enjoy see you all on the front lines!!
This is a simple softcore-pve barbarian build in which i focus on building lots of rage and some sustainability (life gained) using almost only AOE abilities ( some of them runed for fury generation) all in order to benefit from the passive "Berserker Rage" and to increase the duration of "Wrath of the Berserker". This because i love AOE, and more than anything i love being the plate armor guy, hehe.
http://us.battle.net/d3/en/calculator/barbarian#bTYhRP!dXS!ZaZbac
Cya later, and thanks for the chance !!!
pretty simple barb build.
focus is on keeping your fury maxed and generateing as much as posible to keep wrath of the berserker going
all dammage will come from cleave and overpower.
the only rage spending skills are threatening shout, battle rage and wrath of the berserker.
the main flaw with this build that i can see is that you have to be in a big group for cleave to generate enouff fury to keep wrath of the berserker going. and even then it may not generate enouff for it to be worth it.
Build: http://us.battle.net/d3/en/calculator/barbarian#WcYSeP!ZYd!aZZbcb
Description: This is a PvE-based build centered around attacking fast and critting often. Crits and killing blows trigger AE damage that also heals you. Likely not a candidate for Inferno, but that i'll cross that bridge when I get to it.
High DPS build focused on combos to achieve huge burst. Electrocute generates tons of AP and sets up the Arcane Dynamo proc, which I can then follow up with Slow Time and Energy Twister right on top of the helpless mobs (keeping myself in between them and the twister to ensure max damage). Arcane Orb is my spam move for when Slow Time or Arcane Dynamo aren't ready. I don't know how to involve Archon in my setup but it looks like loads of fun :).
http://us.battle.net...UWkR!YVU!baccaZ
Cascade wizard build.
basic idea is to aoe and keep aoeing.
electrocute w/ chain lightning rune and prodigy passive to regen arcane power.
arcane torrent w/ cascade rune for lots of pure fire power.
frost nova w/ shatter rune to make for greater crowd control and aoe.
wave of force w/ exploding wave rune to increase the reach and damage.
energy armor w/ energy tap and the galvaniving ward passive to provide armor boost, arcane pool boost and decrease the need to recast and regen some health.
explosive blast w/ short fuse rune to make boom fast while frost nova and wave of force are on cooldown.
along with the evocation passive to reduce all cooldowns.
http://us.battle.net/d3/en/calculator/wizard#dZXmRO!fUT!bYbaZc
A PvE Wizard build focusing on melee combat and bolstered defense, with lower Arcane Power usage. Magic Weapon (Force Weapon) coupled with Spectral Blade (Siphoning Blade) focuses on direct melee damage while Arcane Orb (Arcane Orbit) serves as the Arcane Power sink, supplying indirect melee AoE damage. Arcane Dynamo is included to increase Arcane Orb (Arcane Orbit) damage. Energy Armor (Prismatic Armour) coupled with Galvanizing Ward grants a significant increase in armor and all resistances, and also regenerates health over time for the durability required in melee combat, not to mention Blur for the reduction in melee damage taken. Diamon Skin (Mirror Skin) serves as both a defensive and offensive spell, absorbing and reflecting damage. Archon (Arcane Destruction) is the emergency button, further increasing armor and resistances and offering a powerful AoE punch when activated.
This witch doctor build is for AOE farming. It allows for sustained dps and survivability. The fun of the build is that instead of aoe'ing from a distance, the build is designed to allow you to be inside of your AOE with the monsters you are killing.
http://us.battle.net/d3/en/calculator/monk#WcXdVR!ZYV!cYZcZZ
I built it around being able to group a large group of enemies together and setting off a chain reaction with exploding palm. There are some defensive skills in there to hopefully survive close contact with that many enemies and I have a stun skill and a pull skill to get them grouped up. I could not get enough of that first monk video with the exploding enemies.