Arcane wizard build. I tried to focus on increasing Arcane damage while having some fun defensive measures and being able to take down groups with little trouble. I used Fracture on Teleport for an added defensive measure. I wanted Exploding Wave to also be more defensive than offensive since this should put out A Lot Of Arcane Damage.
I'm on the fence with regards to Familiar having not actually played with one, but between him and the Mirror Images, there's hopefully enough extra damage on to make them really worthwhile.
Wow, people are really being liberal with the "brief discription" requirement. I will keep things very simple: this build is for treasure hunting. I have tried to maximise item drops by increasing killing speed, chosing Grim Harvest (obviously), and (attempting) to balance resources- with a small nod to keeping health up.
This is a sort of blazing suicide build I made for the Witch Doctor. Little is left to defense except the massive amount of fiery summons you will have on screen (which should look hellishly amazing by the way!). Used Pierce the Veil to up damage, and Blood Ritual to mitigate some of the extra mana costs caused by Pierce the Veil. This build very well may not work, but it seems fun none the less!
This inferno group-centered Witch Doctor build focuses on crowd control effects with Grasp of the Dead, Hex, Horrify, and Wall of Zombies to minimize damage done to group members while making use of Hex(Jinx) and Big Bad Voodoo(Slam Dance) to increase group damage.
The whole purpose of this build is to create something that can grind large groups of enemies efficiently by keeping them slowed and spreading damage to them. This build is largely speculative, I'm not entirely sure how some of these abilities interact as they're not available on the Beta.
PASSIVES Glass Cannon
This passive almost a no-brainer simply because of the major increase it will yield to damage. The decrease to survivability is offset by the strong kiting ability of this build.
As mentioned above, I'm speculating a bit here on the effect this will have with Electocute. As worded: "When you deal damage," will trigger from a full 6-jumps of a Chain Lightning Electrocute. That will restore 24 Arcane Power and give you the ability to cast far more AP spells than most builds.
This is the core component of this build. While the others allow it to perform better, this is the ability that is absolutely required. In conjunction with Arcane Orb (Arcane Nova), you have a 20-yard explosion of large damage and a snare.
SKILLS Mouse Skills Electrocute (Chain Lightning)
Chain Lightning combined with large groups of enemies and based on the wording of Arcane Dynamo should result in excessive amounts of arcane power to spend, as well as spreading around some solid damage.
Arcane Orb (Arcane Nova)
This is the primary area of effect damage dealer against groups that are somewhat spread out. It will keep them slowed and deal heavy damage, but will quickly drain the Wizard's AP. Arcane Nova was chosen to increase the range of the damage, but also more importantly, the snare from Temporal Flux.
Action Bar Skills Familiar (Arcanot)
Depending on the interaction with Temporal Flux, the Familiar may act as a single-target snare. Even should that not be the case, the Familiar is here almost exclusively for the Arcanot rune and the AP regeneration that it grants.
Arcane Torrent (Cascade)
Arcane Torrent will function as the are of effect and snare for tighter groups (in fairness, it is the goal to have all groups be tight enough to use only Arcane Torrent). As enemies die, there will be almost a domino effect that hurls the Cascade bolts at those remaining enemies further damaging and snaring them.
Slow Time (Time Warp)
Slow Time is to get a leg up on those projectile based enemies that are less prone to be kited to death. When used offensively, while more risky due to the placement requirements, will yield a huge damage boost to anything caught inside of the bubble.
Diamond Skin (Crystal Shell)
Diamond Skin is my chosen defensive ability, included only as an emergency button in the event you get swarmed by enemies. With the rune to vastly increase the absorbtion, it should fill that role well. Depending on the damage I end up taking, the rune may change to Prism for the 15 reduced Arcane Power cost.
I've given little thought to the follower, but based on reading the abilities I would likely go with an enchantress. Just as an early idea, I'd likely be using Disorient, Power Armor, Erosion, and Focused Mind.
1st time posting here. I love clicking around the calculator and this seems like a really fun thing so I'm hoping fora key so I get to try out some of those builds.
This is a "Barbarian Multiple Mobs Tanking Spec" it uses Bash and Cleave for fury generating and then goes with a taunt shout and revenge to burn fury and keep the mobs on it while doing some self healing. Then its war cry and ignore pain for those "omg" moments.
What I do know is that the idea here is a melee Wizard. Ok, yes, it's probably not a great idea. Offensively they have very little to offer in this build other than Archon. This build comes purely from a desire to know if it's do-able though; if the Wizard can have one of the highest survivable builds.
I've always enjoyed the idea of seeing if wizards can be melee/survival focused in games. I know it's not their main shtick. Wizards are always portrayed as the dude with a stick standing back shooting fire and lightning. But if you have unimaginable power at your fingertips, why can't you use it to turn yourself into a walking fortress? That's what this aims to do.
Mouse Button 1 - Spectral Blade with Healing Blades. Melee attack with health restore.
Mouse Button 2 - Diamond Skin with Mirror Skin. Damage absorption that makes enemies take damage, yes please.
Ability 1 - Familiar with Ancient Guardian. The build won't be attacking a whole lot on its own due to only having one offensive ability, so having a familiar is useful. Then making that familiar able to absorb damage for me if things start to go south, bonus.
Ability 2 - Ice Armor with Crystalize. I know that taking something that would cause more damage when I'm hit would probably be the smarter choice, but getting more and more armor each time I'm struck sounded too appealing for the idea of this walking fortress.
Ability 3 - Magic Weapon with Blood Weapon. Of course I'm going to go with what gives me more healing as I damage guys.
Ability 4 - Archon with Pure Power. I could have gone for a constantly usable ranged spell instead of Archon, but I've always been a fan of self-transformation spells and it being a rather heavy "oh snap!" button. Plus being transformed increases armor and resistances. Seems right to me. It's like making it through the initial siege just to pour the boiling tar on top of the attackers. I can't pour the tar on them often, but when I do, it burns.
Passive 1 - Galvanizing Ward. This is all about survival which means longer shield and health regen is an absolute yes.
Passive 3 - Evocation. Having almost no real offensive spells to speak of, reducing the cooldown on Archon further and reducing it on Diamond Skin sounds as good as anything else to me.
I know that this may be a bit of a wasted build. Everyone always seems to focus on the big flashy hits and that this build has a lot of weak points - no real range to speak of, most of the damage comes from me getting my own butt kicked, there's no controller aspects to any of it.. but I couldn't resist the urge seeing how many strong defensive spells and abilities the Wizard has. I have to know if this is going to work and be possible. I want to experiment with D3 and want to know if these outlying weird builds are actually workable or if they're total garbage, but the potential is there, and so I must know. I could have gone with something else, I could have gone with a "plagues of Egypt" Witch Doctor, but after I made this build, I was sold on the Wizard being my first class to play just so I could know if the fortress can move, or if the Wizard is stuck living life as a glass cannon.
barbarian pure dps build for softcore playstyle. made for soloing stuff and playing in a party with friends. its the way i see the barbarian defenceless berserker.
frenzy used for single targets and cleave for aoe.
hammer of the ancients is for fury dump
rend = additional dps supply as a dot
leap = opener and a way to leave a dangerous place
wrath of the berserker= ultimate cooldown
bloodthirst = to keep me up while killin stuff
other 2 is a pure dps increase
the new skills help out a ton but this is more or less a basic solo build based around the Whirlwind ability.
ive givin him cleave for one of his mouse buttons more or less for the build-up of rage, but it's also fairly deadly in it's own right since it has the rupture rune added to it to give even more damage from the corpse explosion effect.
every other skill ive added is to fortify Whirlwind, such as ground stomp with and increased radius to keep monsters from hitting him as much as they normally would, add to that the revenge ability for when he does get hit. added to that is the vengeance rune to steal 7.5% life for each hit while in revenge. the bloodthirst, ruthless, and brawler passive abilities were added for more damage, more life steal, and more crit chance. i also gave him earthquake with a shorter downtime and not rage cost for those moments when it's looking grim.
it's been a few years since ive played, but i think this will be the first character build im going to try for when it comes out or a get a beta invite.