This is my PvE AE solo build for the Barbarian.
It dishes out a high amount of damage as long
as there are at least 3-4 enemies in range
and keeps the Barbarian alive with alot of Lifesteal.
When there are a high amount of enemies, the damage
can quickly skyrocket because of Cleave generating a lot
of Fury and Berserker Rage further increasing the damage
while at maximum Fury.
The game plan for this build is to keep the enemies slow and distant with Haunt, while letting my minions take and deal the majority of the damage. This build is primarily a high damage fire build with some good survivability.
Haunt- Grasping Spirit
I decided right away, that for Inferno I'd need a spell that I could cast repeatedly that could slow down enemies. The advantage of Haunt over other spells with slow, is that it can be fired from distance, keeping me out of danger. And possibly more important, the spirit can jump to another nearby enemy without me casting the spell again, thus saving mana. This is the spell I would be casting the most and will rely upon, so it is on my left mouse button.
Locust Swarm - Searing Locusts
For my secondary attack, I knew that I'd need a high damage medium to close range spell that hits multiple enemies in close proximity, and something that could get me out of a jam. With Searing Locusts, it accomplishes all of these.
Fetish Army - Tiki Torchers
This is a summon ability that I'll need to keep casting fairly often. These guys will help stop damage coming through to me, and can deal some good damage with the fire casters. These guys act as the first speed bump that the enemies have to get through to kill me.
Wall of Zombies - Zombie Rush
Since I expect there to be massive swarms of enemies in Inferno, having a "Zombie Nova" to hit all enemies around me is going to be necessary. Again, I'm going with the damage boosting ability as a way to take out the monsters as fast as possible. It is relevant that this ability does Physical damage as opposed to fire, in case there are a lot of fire resistant creatures that I run into.
Zombie Dogs - Burning Dogs
These guys will be doing a decent amount of damage while taking a large majority of the hits. Choosing fire damage to kill the enemies quickly is a recurring theme here as well. The fact that any enemies surrounding the dogs will get burnt is a big plus, as dealing with multiple enemies is necessary.
Gargantuan - Humongoid
I knew that I'd want a tank on my side to take the brunt of the damage. I decided to give him Cleave as a way to take out multiple enemies, increasing his kill speed. He also deals physical damage, so I'm again splitting up how my damage is dealt for resistances.
Passives: Jungle Fortitude
Keeping myself and my pets alive is a primary concern in the Inferno difficulty. Reducing damage by 20% seems like a sweet way to keep alive longer in the hardest difficulty.
This also increases the longevity of my pets, by increasing health by 20%. This and Jungle Fortitude combine to give a 40% resistance to dying in Inferno. I foresee keeping my pets around longer to be the most import thing in that difficulty.
What would a caster be without Mana? This gives a significant boost to Max Mana and Mana Regen, allowing me to continue dealing death to my enemies.
Ready to melt face in the arena? This is my pvp demon hunter arena build focused on keeping enemies snared/stunned with some good cooldowns for burst damage as well as healing to stay alive. See you in the arena
This is a high dot damage WD build with Pierce the Veil and mana regen being the focus of the build
1. Poison Dart (Spined Dart) works as a mana regen tool as well as dmg dealing spam
2. Locust Swarm (Searing Locust) High dmg dot that deals fire dmg, and since there is no school dmg multiplying skill the increased dmg looks nice
3. Soul Harvest (Swallow Your Soul) drains mana from mobs and gives you an int buff per enemy affected and the buff lasts double the cooldown duration, no explanation needed why that is good
4. Horrify (Ruthless Terror) Fear that returns mana for each affected enemey
5. Zombie Charger (Zombie Bear) pack of bears deal high poison dmg to enemies, with the mana regen and PtV these should be your big dmg nuke if the mana regen can sustain it, need to test in game first unfortunately
6. Big Bad Voodoo (Slam Dance) not sure if Slam Dance will replace the attack speed buff, if it does then this could be swapped for something else, however if you gain both attack speed and dmg its basically a Bloodlust with the added dmg benefit
7. Spiritual Attunement- increases maximum mana and gives mana regen, again supporting PtV
8. Gruesome Feast- Health globes give you mana back and a stacking int buff should be nice with Soul Harvest
9. Pierce the Veil (PtV) the whole reason this build was made, 20% extra dmg at 30% extra mana cost plus all the mana regen tools in the build should allow for high dmg spam if the mana regen can support it. I have not played the beta so getting a beta code would help me test this theory
Just a barbarian build meant for sword/board with plenty of defensive and life-regeneration skills but a number of offensive skills for killing enemies as well. I've always liked barbarians that can take a beating and dish out some decent damage.
My build is a PvM (PvE) Demon Hunter build designed to work in both solo and group play, more likely to be used in softcore as it only has a few survivability mechanisms.
The low discipline cost backflip from Evasive Fire combined with the passive Tactical Advantage should provide enough mobility to keep the passive Steady Aim active most of the time in open areas. The low startup cost on your main rage spender, Rapid fire, should assist in this role, but can be re-runed to the grenades if you prefer/need to fulfill a more AoE-oriented playstyle.
The only discipline spenders I have are the backflip (which shouldn't use up much of this energy source), Shadow Power, and Marked for Death, which should help provide a steady damage increase that can be maintained majority of the time. Multistrike with the discipline-generating rune will allow the player to juggle their energy bars in one direction or the other, generating rage over time with Shadow Power, and discipline in spikes when using Multistrike in a multi-target situation.
The last parts, Bola Shot as a generator and Archery as a passive, aren't too specific to this build, but are good ways of filling in more overall dps, as well as providing some extra AoE to the primarily single-target build.
The Barb will likely be my main class in D3, and since I will be playing with a buddy who is rolling Witch Doctor I figured this build would be somewhat ideal. It should let me soak more of the damage going out while also giving a few control options as well as high AoE damage.
Combined with the Witch Doctors control skills and dots I think this build may be pretty viable at least through Nightmare, depending, as always, on gear.
Electrocute - Surge of Power: Pretty standard AP generator
Disintegrate - Convergence/Intensify: Main DPS spell. Still unsure on which rune I will use. Depends on If convergence supplies suffiecent dps or if im lacking dps I will be going Intensify.
Frost Nova - Cold Snap: For HC Inferno, I have a strong feeling survivabilty will be huge.
Blizzard - Frozen Solid: Utility of freezing them in place, If all holds true we should be able to stack them on top of each other for decent dmg and increase chance to freeze in place.
Energy Armor - Prismatic Armor: SURVIVABILTY. Need I say more
Diamond Skin - Enduring Skin: Again for survivabilty, but this one is really subject to change. Without truely knowning what kind of dmg inferno mobs will be putting out vs dps required to kill them. I see myself possible changing this to fimilar or archon for additional dps. If I change this to archon for additional dps I would replace Disintegrate with RoF, giving me 3 differnt elmental spells for inferno.
Blurr: Survivabilty again.
Galvanizing Ward: I know, broken record...but survivabilty.
Black Ice / Temporal Flux: Only source of additional dmg. This is one reason I am considering RoF vs Disintegrate.
The intent with this build was to create a self sufficent Barbarian. Although you cannot see all of my skill tree. A lot of my attacks are equipped to regenerate HP as I deal damage. The intent was keep mobs slowed/stunned and dish out damage, while healing myself.
Cleave (Broad Sweep) - Fury generator with 156% weap damage.
Leap Attack (Call of Arreat) - Gap closer with 125% weap damage and draws in enemies.
Overpower (Revel) - 260% weap damage AE with no cost. Heals on hits.
Hammer of the Ancients (Smash) - 270% weap damage.
Battle Rage (Marauder's Rage) - 3% crit and 30% damage boost.
Wrath of the Berserker (Insanity) - 2 min CD DPS cooldown.
Ruthless - 5% crit and 50% increased crit damage.
Weapons Master - Using either an axe or sword gives 10% crit or 15% damage respectively.
Inspiring Presence - Gives a 60s Berserker Rage and 2% life gain per second.
With this build, you should always be able to keep a 30% damage and 2% life gain active. Leap Attack in to initiate and draw in enemies. Cleave to generate fury, using Overpower's Revel when taking damage to heal up a bit. With Battle Rage, Ruthless, and Weapons Master (and a 2H Axe) you'll have 18% additional crit chance; this will allow for more Overpowers and more health gain. Finish off remaining mobs with HotA.
For elite and boss mobs, pop Wrath of the Berserker for an additional 10% crit, 25% attack speed, and 100% damage.
I've only really seen the beta played and I know I want to have a monk HC char. They seem pretty tough and versitile, so I think I would go with something like this build for my HC monk. Lots of healing and damage reduction, and it would probably change a little if I run in a group. I'm sure the majority of it will change once we all actually get to play the whole game, but never the less, here she is!
This demonhunter build i believe is optimal for solo play, I will be able to slow enemies and kite alot. Cull the weak is used so that slowed enemies will take extra dmg. Also many situational movement abilities will help for sticky situations.
The idea was to try and make a build exclusively using zombie/corpse abilities. Unfortunately that does limit the choice of abilities somewhat, but I think this should still be a viable build, although it'll be interesting to see exactly how long it stays viable.
This build focuses on pure AOE carnage! I took all skills that maximize AOE damage and crit change while sacrificing some defensive ability. It will be more of a concern to annihilate your opponents as quickly as possible than it will to outlast them through defense.
I plan to begin by leaping into a group, drawing them closer to me, and whirlwind and cleave them into tiny bloody pieces!
[Information] Stun Barbarian to keep your enemy stunned to bring him down fast and quick. Most of skills in this build have stun or slow to keep your target in place. Cirtical is another must in order to do alot of damage. http://us.battle.net...XehP!ZUT!abaaYZ