I chose this build because it seems like I'll be able to put out a metric tonne of aoe damage very easily without running out of arcane power. Furthermore, I think the knockdown skills and teleport ability will make it easier to mitigate any incoming damage. The best defense is not being where the hits land
This is a "this sounds fun" Witch Doctor build. Some of the runes I'm not sure about, without knowing about mana cost feels and incoming damage, and the Spiritual Attunement passive I'm not sure on either. There was another passive I'd like to try, the one that increases all damage by 20% and all mana costs by 30%. Without having played, I feel like you could go with a couple of mana regaining runes and be able to rock that for everything but inferno.
I've made an attempt at an AoE heavy Demon Hunter spec. Not quite sure how resources will be though, probably need more hatred generators. But that will be easier to see in a beta:
Entangling Shot ~ Chain Gang~ For creep control and slow.
Impale ~ Grievous Wounds ~ for the increased damage for hell units.
Evasive fire ~ Covering Fire ~ for the increased damage and survivability
Sentry ~ Aid station ~ you will lose hp in hell good to have some party regen.
MultiShot ~ Suppression fire ~ Used to gain discipline to use aid stations and Shadow power, and to be able to use evasive fire.
Shadow Power ~ Gloom ~ Best skill increased attack speed and 65% reduced damage. Best used for bosses or large groups of creeps.
*side note i will be useing either a bow or a cross bow for the high damage burst attack-speed from the 1 hand crossbows to me will not be as effective in hell.*
Archery - I will be using either a bow or crossbow so 15% damage or 10% is better than the 50% crit damage i would prefer the bow
Cull the weak - With entangling shot this is a must many targets slowed 15% increased damage is to nice to pass up.
Sharpshooter - again with the crossbow or bow slower attack speed means less crit chance but bigger crits so, with the high damage crits creeps drop faster.
this is the link to my wizard build. I think there is a good balance between dealing damage to singular and multiple targets and avoiding death. this is more of an endgame build. i just hope the skills work like i think they do.
This build is for Wizard PvE / PvP with great overall damage and excellent forms to survive as well as escape.
Start off with Passives: Astral Presence is a must as it allows more Arcane regeneration every two seconds and gives an extra 20 arcane to the maxium power. The next passive will is Galvanizing Ward which allows you to regenrate 890 health per second in a sticky situation so benefiting your survivability would be reensured. Last is Evocation which allows the cool downs of any spell to be reduced by 15% for all spells. A must in my opinion as in a grim spot cool downs can not only prevent a wizard from doing the last 1-2% bit of health of the enemy before a boss/player comes to take the remaining health you have.
Now Skills:
Shock pulse with Lighting Affinity rune would allow great AoE for mass groups of monsters or melee characters and amazing restoration of Arcane Power for tight corners. With 135% weapon damage when an enemy is hit would allow Arcane to flow constantly rotation of spells to accumilate.
Arcane orb with Celestial Orb rune shows great burst of damage to grouped up monsters. With it's 10 yard limit having the rune Celestial Orb rune would grant optimal damage for anyone in the way of the orb as it also passes through multiple monsters contining the damage.
Disintegrate is by far the most reliant spell with the Intensify rune as these two together allows amazing burst with increasing damage over time affects.
Disintergrate has a high out put of constant damage channeled of 170% weapon damage as Arcane having it accumilate over a time period too 221% damage is by far the best reliant spell a wizard has in his/her spell book.
Hydra has the best potential to stagger a enemy while on the retreat from an up front battle. With the frost hydra rune this would allow a slow to be casted upon the enemy allow the attackers speed and damage to hault as you make an escape. Having them run into the hyrda's would allow 25% damage to slow eat away thier health but with the frost rune this allows 28% to be done as frost.
Now for both defensive skills Diamond skin and Slow Time. Both of these have the best survivability for not only melee but against range as well. Diamond skin with the Crystal shell rune can take up to a total 17794 damage taken, and with the Galvanizing Ward passive this makes for the best defense. Not only can you take some beating for 3 seconds of diamond skin with the passive you're able to gain health back for a total of 2670 health which could turn the battle. Slow Time with the Miasma rune is my favorite defensive spell out fo the bunch. This combo allows you to catch some bearing in the heat of battle as it not only slows enemiesby 20% attack speed but as well as there movement, which makes it an optimal time for you to counter the enemies being to assertive. The miasma rune allows the affect of slow time to consist for 3 seconds after they have left the bubble so if an quick desicion is made by enemy to escape they would have made a grim decision into venturing into the vortex area as it slows them and makes it easy picking to destory. The link to the Skill calculator- http://us.battle.net...SiXg!gfX!YccYaa
This build has a balanced mix of CC, pet damage, and DD. Also, it is an efficient build with respect to regeneration of mana and life, so there should be very few "oh crap" moments.
The "Throwmaster." I was intrigued by the various throw procs on a few of the barbarians abilities. Pretty much going for a solo/group PvE damage dealing whirlwind of axes and death.
This build is perfect for someone who plans on solo playing as the witch doctor. First you have your dog pets to act as a shield between you and the masses, and because of the rune they will also be doing aoe damage to everyone nearby them. Second you have haunt, which will go from enemy to enemy, with the rune ensuring that you wont have to recast too much if enemies are spread out a bit.
Locust swarm will just be spread like crazy between everything, especially with the rune to increase the chance to split off onto more enemies. Firebats will be a great opener to spread a lot of damage really fast to the hordes of weak demons.
When you get low on mana you can spam poison dart to the remaining enemies to regen a little while still damaging. The final spell will be perfect for when you lose your dogs and just need to get away, with the rune it will even heal you as you do this.
This is a solo witch doctor build with an old school necromancer feel to it. Everything is centered around pets. All your spells allow you keep out multiple pets at once and swarm the map with them! I chose garg to have the ae cloud to give a little ae dmg while everything else is chewing away at the mobs. I picked up 20% less dmg and increased life regen/thorns to pets also.
I've chosen the barbarian since I always liked to play a heavy melee class and also because the barbarian was and still is my favorite class since Diablo 2.
The builds that I came up with are meant for a Multiplayer Tank Barbarian. There isn't much damage output since my team would be working on that. Instead I focused on life steal, damage reduction and crowd control.
>>The first build is for Group Tanking: Link to build: http://eu.battle.net...YSdX!bce!acYccZ Skill uses: - Frenzy "Triumph" is the first life steal skill (12% of maximum life over 6 seconds )requiring to have the killing blow on the enemy. - Revenge "Provocation" is the second and more reliable life steal skill (5% of maximum life for each enemy hit ) making it increasingly effective as the number of enemies hitting you increases. - Threatening Shout "Demoralize" is mainly used to reduce damage received and preventing enemies from hitting my team. - War Cry "Impunity" is mainly a support skill increasing armor and resistances by 50% for the whole group. - Leap Attack "Iron Impact" is a great opening skill to have more control over the battlefield in addition to increasing my armor as I land into the fray. - Ground Stomp "Wrenching Smash" is also a crowd control skill by pulling enemy casters closer, clustering monsters for more effective AOE damage done by my team, in addition to stunning and interrupting the oppponents.
>>The second build is for Boss Tanking: Link to build: http://eu.battle.net...YSkj!bce!baYcbZ Skill uses: - Frenzy "Smite" is mainly used to stun the boss as much as possible ( specially after the 5 stacks of weapon speed ) in addition to fury generation.
- Overpower "Revel" is a free life steal skill (7% of maximum life) every 15 seconds in addition to damage output.
- Ancient Spear "Dread Spear" is also used for life steal ( 60% of damage inflicted ) in addition to keeping the boss away from my team.
- Threatening Shout " Demoralize" is a great damage reduction skill in addition to preventing the boss from damaging my team.
- War Cry "Impunity" is mainly a support skill increasing armor and resistances by 50% for the whole group.
- Call Of The Ancients " Duty To The Clan" is a situational skill used to increase the damage output and keeping the boss "occupied" for the duration of the skill specially when I am low on health and unable to regenerate ( skills or potions on CD and absence of health globes ).
The passive skills for my two builds are the same and consist of:
- Nerves of Steel great armor boost - Inspiring Presence life regeneration and shouts duration increased - Superstition non-physical damage reduction and fury generation
I hope you guys like my builds
Thank you diablofans for this opportunity and your hard work
Cheers
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From the distant north... Beyond the frigid seas... They come, bringing the black clouds of war. ( Vinland Saga )
Since this was the first time looking at the build calculator, what I picked would more than likely change once I played the game. In fact the only thing I know wouldn't change is that I would play Barbarian.
Big Heal
5 Second bubble
Utilizes stacking DPS boosts on multiple quick hits
Dmg Reduction while stunned (lots of cc's will be passed around)
Crit gear will need to be utilized to trigger lots of stuns off wave of light
I was torn on the monk, I want it to be good.. I just dont see the impact skills other classes have so far..
I chose the witchdoctor with focus on survivability in inferno through summons, single player. He never gets close to enemies, and when he does he uses horrify to scare them away.
Primary and secondary are haunt and plague of toads for damage dealing. Skills are zombie dogs, gargantuum, fetish army for as many summons as possible to distract enemies.
Passives focus on damage reduction and powering up the summons.
As mercenary I will choose the Templar as a tank.
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http://us.battle.net/d3/en/calculator/wizard#aZjWlh!cYX!YabZYY
I chose this build because it seems like I'll be able to put out a metric tonne of aoe damage very easily without running out of arcane power. Furthermore, I think the knockdown skills and teleport ability will make it easier to mitigate any incoming damage. The best defense is not being where the hits land
http://us.battle.net...XQfj!YUS!YZabcY
Yay!
http://us.battle.net/d3/en/calculator/demon-hunter#begkRl!Xeb!acbZY
_-=Amp=-_
DH - Hell - Pve Build.
Entangling Shot ~ Chain Gang~ For creep control and slow.
Impale ~ Grievous Wounds ~ for the increased damage for hell units.
Evasive fire ~ Covering Fire ~ for the increased damage and survivability
Sentry ~ Aid station ~ you will lose hp in hell good to have some party regen.
MultiShot ~ Suppression fire ~ Used to gain discipline to use aid stations and Shadow power, and to be able to use evasive fire.
Shadow Power ~ Gloom ~ Best skill increased attack speed and 65% reduced damage. Best used for bosses or large groups of creeps.
*side note i will be useing either a bow or a cross bow for the high damage burst attack-speed from the 1 hand crossbows to me will not be as effective in hell.*
Archery - I will be using either a bow or crossbow so 15% damage or 10% is better than the 50% crit damage i would prefer the bow
Cull the weak - With entangling shot this is a must many targets slowed 15% increased damage is to nice to pass up.
Sharpshooter - again with the crossbow or bow slower attack speed means less crit chance but bigger crits so, with the high damage crits creeps drop faster.
this is the link to my wizard build. I think there is a good balance between dealing damage to singular and multiple targets and avoiding death. this is more of an endgame build. i just hope the skills work like i think they do.
Arcane orb with Celestial Orb rune shows great burst of damage to grouped up monsters. With it's 10 yard limit having the rune Celestial Orb rune would grant optimal damage for anyone in the way of the orb as it also passes through multiple monsters contining the damage.
Disintegrate is by far the most reliant spell with the Intensify rune as these two together allows amazing burst with increasing damage over time affects.
Disintergrate has a high out put of constant damage channeled of 170% weapon damage as Arcane having it accumilate over a time period too 221% damage is by far the best reliant spell a wizard has in his/her spell book.
Hydra has the best potential to stagger a enemy while on the retreat from an up front battle. With the frost hydra rune this would allow a slow to be casted upon the enemy allow the attackers speed and damage to hault as you make an escape. Having them run into the hyrda's would allow 25% damage to slow eat away thier health but with the frost rune this allows 28% to be done as frost.
Now for both defensive skills Diamond skin and Slow Time. Both of these have the best survivability for not only melee but against range as well. Diamond skin with the Crystal shell rune can take up to a total 17794 damage taken, and with the Galvanizing Ward passive this makes for the best defense. Not only can you take some beating for 3 seconds of diamond skin with the passive you're able to gain health back for a total of 2670 health which could turn the battle. Slow Time with the Miasma rune is my favorite defensive spell out fo the bunch. This combo allows you to catch some bearing in the heat of battle as it not only slows enemiesby 20% attack speed but as well as there movement, which makes it an optimal time for you to counter the enemies being to assertive. The miasma rune allows the affect of slow time to consist for 3 seconds after they have left the bubble so if an quick desicion is made by enemy to escape they would have made a grim decision into venturing into the vortex area as it slows them and makes it easy picking to destory. The link to the Skill calculator- http://us.battle.net...SiXg!gfX!YccYaa
This build has a balanced mix of CC, pet damage, and DD. Also, it is an efficient build with respect to regeneration of mana and life, so there should be very few "oh crap" moments.
The "Throwmaster." I was intrigued by the various throw procs on a few of the barbarians abilities. Pretty much going for a solo/group PvE damage dealing whirlwind of axes and death.
This build is perfect for someone who plans on solo playing as the witch doctor. First you have your dog pets to act as a shield between you and the masses, and because of the rune they will also be doing aoe damage to everyone nearby them. Second you have haunt, which will go from enemy to enemy, with the rune ensuring that you wont have to recast too much if enemies are spread out a bit.
Locust swarm will just be spread like crazy between everything, especially with the rune to increase the chance to split off onto more enemies. Firebats will be a great opener to spread a lot of damage really fast to the hordes of weak demons.
When you get low on mana you can spam poison dart to the remaining enemies to regen a little while still damaging. The final spell will be perfect for when you lose your dogs and just need to get away, with the rune it will even heal you as you do this.
This is a solo witch doctor build with an old school necromancer feel to it. Everything is centered around pets. All your spells allow you keep out multiple pets at once and swarm the map with them! I chose garg to have the ae cloud to give a little ae dmg while everything else is chewing away at the mobs. I picked up 20% less dmg and increased life regen/thorns to pets also.
http://us.battle.net/d3/en/calculator/barbarian#bQXhkg!fSg!acZaYY
I've chosen the barbarian since I always liked to play a heavy melee class and also because the barbarian was and still is my favorite class since Diablo 2.
The builds that I came up with are meant for a Multiplayer Tank Barbarian. There isn't much damage output since my team would be working on that. Instead I focused on life steal, damage reduction and crowd control.
>>The first build is for Group Tanking:
Link to build: http://eu.battle.net...YSdX!bce!acYccZ
Skill uses:
- Frenzy "Triumph" is the first life steal skill (12% of maximum life over 6 seconds )requiring to have the killing blow on the enemy.
- Revenge "Provocation" is the second and more reliable life steal skill (5% of maximum life for each enemy hit ) making it increasingly effective as the number of enemies hitting you increases.
- Threatening Shout "Demoralize" is mainly used to reduce damage received and preventing enemies from hitting my team.
- War Cry "Impunity" is mainly a support skill increasing armor and resistances by 50% for the whole group.
- Leap Attack "Iron Impact" is a great opening skill to have more control over the battlefield in addition to increasing my armor as I land into the fray.
- Ground Stomp "Wrenching Smash" is also a crowd control skill by pulling enemy casters closer, clustering monsters for more effective AOE damage done by my team, in addition to stunning and interrupting the oppponents.
>>The second build is for Boss Tanking:
Link to build: http://eu.battle.net...YSkj!bce!baYcbZ
Skill uses:
- Frenzy "Smite" is mainly used to stun the boss as much as possible ( specially after the 5 stacks of weapon speed ) in addition to fury generation.
- Overpower "Revel" is a free life steal skill (7% of maximum life) every 15 seconds in addition to damage output.
- Ancient Spear "Dread Spear" is also used for life steal ( 60% of damage inflicted ) in addition to keeping the boss away from my team.
- Threatening Shout " Demoralize" is a great damage reduction skill in addition to preventing the boss from damaging my team.
- War Cry "Impunity" is mainly a support skill increasing armor and resistances by 50% for the whole group.
- Call Of The Ancients " Duty To The Clan" is a situational skill used to increase the damage output and keeping the boss "occupied" for the duration of the skill specially when I am low on health and unable to regenerate ( skills or potions on CD and absence of health globes ).
- Nerves of Steel great armor boost
- Inspiring Presence life regeneration and shouts duration increased
- Superstition non-physical damage reduction and fury generation
I hope you guys like my builds
Thank you diablofans for this opportunity and your hard work
Cheers
This is a Barb damage/regen build for trash/rare farming.
War Cry-> Leap into the fray(pulling enemies closer)->WotB->Overpower->rend->frenzy/rend till dead.
Constant healing from all damage done, double dipping on some spells and hopefully the reflected damage from overpower.
Since this was the first time looking at the build calculator, what I picked would more than likely change once I played the game. In fact the only thing I know wouldn't change is that I would play Barbarian.
Scowered over a monk build because I feel they are being overlooked.. heres my first stab
http://us.battle.net/d3/en/calculator/monk#aTXUjg!gZe!YcbYaa
Great pvp utility...
Big Heal
5 Second bubble
Utilizes stacking DPS boosts on multiple quick hits
Dmg Reduction while stunned (lots of cc's will be passed around)
Crit gear will need to be utilized to trigger lots of stuns off wave of light
I was torn on the monk, I want it to be good.. I just dont see the impact skills other classes have so far..
Giggsy
It's aimed more toward single player, but the skills can be devastating against anything. I just love the barbarian and this is a great AoE build.
Seems like it would be a fun way to play smashing thru everything with some survivability
http://us.battle.net...gQfh!Zbg!cbZZaY
Its purpose is to..wait for it...keep away mobs and attack from a safe distance. The build is a nice balance between offense and defense.
It also uses critical mass and evocation to keep cool downs refreshed.
I haven't had a chance to play beta yet so I'm not sure how effective these combinations are but they look good in the Skill Calc
Thanks
Knob
Basically I have no idea whats going to be good. I love the zombie ideas and some of the targeted abilities like haunt.
http://us.battle.net/d3/en/calculator/witch-doctor#dcYTWP!aWh!aaacZb
Primary and secondary are haunt and plague of toads for damage dealing. Skills are zombie dogs, gargantuum, fetish army for as many summons as possible to distract enemies.
Passives focus on damage reduction and powering up the summons.
As mercenary I will choose the Templar as a tank.