I thought this would be a fun PvM Frenzy Barb in the late stages of the game. I thought that the late stages of Hell might be more fun to rip through and hopefully not rely on a ton of defensive abilities. I've almost always played melee characters with a lot of ruthless abandonment and have always enjoyed that play style. I hope this build can support such wreckless behaviour.
I chose this build for gathering up enemies into one group and then AoEing them down. It has the abilities for slowing the enemies to give the demon hunter enough room between them and the enemies to have the added affect of extra damage. I like this build because it seems like it will be affective at mowing down mobs while still providing the defense and mobility to stay alive.
My build is for the Demon Hunter. When considering how I was going to build my DH I considered all of the kiting I had to do in WoW and also the chaotic AoE experience that Diablo has always provided! From there I tried to imagine a build that would be effective in party or solo and decided on the following:
This was an obvious choice for me from the day I first saw a video of the skill being used. Properly placed in a doorway or a hallway, this could create the best meat shield imaginable: One made of your own enemies! Can't wait to try it out at release!
Multishot w/ Full Broadside:
I really really really wanted to put Rapid fire here, but I felt that Multishot with this rune would be more effective in general game play. With all of the slows I have in this build, I thought of an amazon doing cow level runs in Diablo 2.... Incredible amounts of AoE work really well if you can kite a large group of mobs into its area. That's my plan with this skill!
Fan of Knives w/ Hail of Knives:
First let me say that I tried to think of a reason to not use Fan of Knives aside from that it is definitely stolen from WoW, and I couldn't. The crazy damage that this skill will bring to the table and having a slow added on top of it makes it a perfect fit for this build. I had other runes that I wanted to use in combination with this skill, but once I decided to use the Steady Aim passive, increasing the radius of this skill was necessary.
Marked for Death w/ Valley of Death:
The build is pretty much centered around slows and AoE, this skill/rune combo just improves its efficiency in too good of a way to pass up.
Spike Trap w/ Sticky Trap:
Gives the illusion of corpse explosion! AoE, big damage, strong utility delayed effect spell. Should work great to damage enemies that are >10 yards away without requiring the character to be near by or stop running for it to take effect.
Shadow Power w/ Shadow Glide:
Dual utility spell with this rune combo: Massive movement increase and lifesteal bonus. With all of the area of effect and damage bonuses in this build I imagine being able to get a healthy chunk of life in just 3 seconds. Alternatively, the same spell allows a Demon Hunter with all of the slows in this build to put some healthy distance between the character and one of the many surprise monsters that I'm sure Blizzard has in store for us.
Cull the Weak: Obvious choice, all these slows and I get extra damage for it? Yes please!
Archery: I feel this is going to be a pretty common passive in most DH builds, percentage increase is damage/crit%/crit damage is gonna be good for everyone
Steady Aim: With all of the slows in this build this was once again an easy choice!
In sum, I feel the constant slows, high burst AoE, supplemented with delay effects of traps and situational utility of shadow power will make this an effective build come release! I hope others feel the same.
Was going for an aoe, possible slow build. With the recent changes not sure how well it will fare; however I still plan on giving it a shot. With the generation of discipline through my multishot and through life orbs, my discipline should never be an issue. Also I have the 20% reduced discipline cost. With caltrop out, most enemies should end up snared... entangling shot will help with this as well. All the while having 6 spike traps set up on the path the enemies will take as well as my sentry. Unfortunately, I will have to be lvl 47 to actually have this exact spec. Hoping everything goes according to plan.
This build is entirely for leaping in to battle, killing anything you can as fast as possible, and hoping to god you dont die. Which is mostly how i'll be playing the game ... I doubt i'll dabble in hardcore.
Its focused on crit. U basically charge into the mob, Cleave - Rend - Cleave - Overpower(as long as crit can sustain it) - Whirlwind (till 0 fury) - Repeat the proces.
the War Cry is there to keep u alive.
I picked this build which is powerful, yet would give lots of fun gameplay also. I like the Long range fast damage and the elemental effects. This would allow support for people in my group yet allow powerful solo also.
It's a first pass on a potential Barbarian pvp build. I obviously don't have much info on how fights go in pvp, but this build is focused on killing someone pretty much instantly either alone or with a partner with similar dmg. The frenzy is runed for speed to help keep up with people obviously afraid of the barbarian. Hammer of the ancients is runed for alot of dmg and less aoe, which is great in pvp because you're singling out targets. It's all quite explanatory i'd say but here is how i see them play together.
You build up some rage with frenzy and ancient spear and possibly keep up battle rage, and when you're ready to burst you pop wrath of the berserker and battle rage if you didn't already. Then go for a ground stomp and hammer of the ancients spam till they die and ancient spear for some more rage and keep up frenzy.
The passives are focused on making you survive long enough for the opportunity to go crazy, and are tanky because of that.
<3 served with cold steel
The build I will be going with is a Witch Doctor Pve build that focuses on AOE damage with a lot of buffs for pets and high regen. With this build I should have no problem In what ever difficulty staying alive and dealing massive amounts of damage.
Seriously though, split magic missile builds arcane dynamo 3 times as fast. Unlike Electrocute you can get multiple hits on one large target, unlike Spectral Blade, it's ranged which is very important, and unlike Shock Pulse you actually have some say in where it goes.
Ray of Frost upgraded with the damage rune is great single-target dps (13% weapon damage per AP) vs bosses in multiplayer games where others can tank it and let me channel until my AP is out (which I may be able to avoid through gear)
Frost Nova is there almost entirely for the Deep Freeze effect.
Blizzard runed with Unrelenting Storm to maximize the damage of a single cast, for reasons explained further down.
Slow Time layered on top will provide even more movement-crippling goodness. The Time Warp rune adds even more damage to the Blizzard layered over it.
Ice Armor is there to save my ass if things go south, since I don't need any additional attacks. Crystallize makes it even better for this, increasing my armor when I get hit.
Gearing strategy is to stack AP on crit and +crit%, keeping my AP afloat through a high frequency of crits assisted by Deep Freeze. The ideal end-game setup would have enough +crit% and +AP/crit to power Ray of Frost or Blizzard forever. For example, with 33% crit and +11-12 AP/crit, a Blizzard (45 AP, ticks 4 times with Unrelenting Storm) on 3 targets will break even on average, and that's without Deep Freeze.
Vs single large targets, open with Magic Missile until Arcane Dynamo procs, then Slow Time, Frost Nova if there are enough adds to proc Deep Freeze, and channel Ray of Frost until depleted, then repeat.
Vs large mobs (mobs of enemies, not mobiles), Dynamo, Slow Time, Frost Nova, Blizzard, Dynamo, Blizzard, using cooldowns as they come up. Unrelenting Storm allows 4 Blizzard ticks to benefit from Dynamo instead of 3, improving the ratio of Blizzard to Magic Missile.
Although really, I just like ice magic and my build would use ice even if it sucked. Frozen Orb Sorc, ooooooh yeeeeeah.
Two builds that both look to me as they could be loads of fun.
First up is what I am calling the Black Hole Wizard. Unlike most other Wizards she actually wants to get into the thick of things. The more she finds herself surrounded the more pain her enemies are going to feel.
Starting with the passives: Black Ice, Galvanizing Ward, and Blur are all key to the build and work to create a synergy which the other abilities are based. They also work together to keep her alive while her opponents build up around her.
Black Ice increases the damage done to both chilled and frozen targets. With enemies becoming chilled from her Ice Armor and Ray of Frost the damage done by Blizzard increases.
Galvanizing Ward is one the keys to staying alive by increasing her effective health pool. While she isn't a true tank, with her other abilities she doesn't have to be.
Blur, the final component to her tank, a straight up decrease to all incoming melee damage.
Moving on and in no particular order, the next two abilities go hand in hand with the passives to set up this roving Dervish of Death. Diamond Skin and Ice Armor both serve to provide her with additional damage mitigation as well as increasing the damage she does. Her own defense has been turned into a potent offense.
Ice Armor is a no brainer. It slows and deals damage. Adding on the Jagged Ice the damage enemies suffer when they hit our lovely lady of death increases and slows her foes for an additional second.
Diamond Skin is a key damage mitigation ability. Straight up absorbs incoming damage which can be great for moments of spiked damage coming in. Toss on the Diamond Shards rune at the end, when the shield either breaks or wears off, to give her foes a nasty surprise.
Next up is her bread and butter attacks. Electrocute, Ray of Frost, and Blizzard all serve to dish out lots of damage to large groups of foes that try to crowd up on her.
Blizzard opens up this combo creating a deadly zone of falling ice on her foes to slice them up. Snowbound brings down the cost of the ability so she can keep her 1-2 combo punch for quite some time.
Ray of Frost, Sleet Storm right after to provide the chill and additional damage to send Diablo's minions back to an icy hell.
Electrocute rounds out her deadly offensive arsenal. With Chain Lightning ensuring maximum damage to as many targets as she can hit, this becomes the Wizards filler nuke when she is replenishing Arcane Power.
Finally her last ability, I presume, is both an ultimate finisher in of itself and a very nice "Oh Crap!" button. Archon.
Archon, Arcane Destruction deals a whopping 450% weapon damage as arcane damage to all enemies within 15 yards. Then, according to the talent tool tip, she gains a range of immensely powerful new abilities for the duration of the Archon form. This clears her of immediate danger in case her fans become to attached and then lets her remind everyone why she is the Boss.
The second build is what I first made when I started exploring the talent tree from the top down. This build is built around her core arcane abilities you get at the start and at level 2. My Wizard is fast moving cannon of arcane death. I call her the Gamma Ray Cannon.
This build started with her primary and secondary abilities. Magic Missile and Arcane Orb are her mainstays and her offensive nature is built around it. Magic Missile costs nothing and with the passives, such as Arcane Dynamo, lets her build up the Arcane Orb into a much greater force of destruction.
Magic Missile is her signature spell. Simple and to the point, Penetrating Blast ensures foes behind the lead wave also don't miss a thing.
Arcane Orb is another combo ability like with the previous build. This time Arcane Dynamo combines with Magic Missile to bolster her offense into lots of dead enemies. Obliteration simply makes the destruction even sweeter.
Arcane Dynamo is the final component to this combo. As our goddess of arcane destruction travels the world, she builds up Flashes of Insight. With 5 flashes, she then unleashes them on those who would stand against her with a truly powerful Arcane Orb.
Further bolstering her already high damage output comes an additional ability and another passive. Familiar provides her with a pet to follow her around and harass her foes. This pet isn't content to deal damage itself however. It provides our mighty Arcane Goddess with a boost to all damage she deals while it is around. Combined with Glass Cannon and her damage knows no bounds.
Familiar - Sparkflint
Running out of time making this so gonna speed up. The next two abilities provide her with both her mobility and make getting too close a bad idea. Teleport and Wave of Force are at her disposal.
Teleport - Fracture
Wave of Force - Exploding Wave
Her ultimate is once again the mighty Archon.
Archon - Arcane Destruction.
More to follow when I am not so pressed for time and can edit this post.