First of all i'll explain the skill choices : It has high mobility, 2 buffs and barely any fury consumption...
You must be wondering no fury spenders except for Wrath of the Berserker, "This guy is mad", "His build probably sucks..." and "Where is his DPS?".
Well here are the listed bonuses you get with all the max buffs and stuffs you can get from my build:
Crit Chance : +(28%)[Wrath of the Berserker,Battle Rage, Weapon Master(Axe/Mace) and Ruthless]
Crit Dmg : +(50%)[Ruthless]
Attack Speed: +(100%)[Frenzy(Buff stacks) and Wrath of the Berserker]
Damage Increase: +(150%)[Frenzy(Buff stacks),Battle Rage and Wrath of the Berserker]
Armor Increase: +(50%)[Warcry]
HP Increase: +(10%)[Warcry]
HP Regen: +(2% + 890/sec)[Inspiring Presence + Warcry/Battle Rage]
Dodge Chance: +(20%)[Wrath of the Berserker]
Movement Speed: +(20%)[Wrath of the Berserker]
I guess the main focus is that the buffs with wrath of the berserker will grant you a whopping additional 28% chance to crit
on top of your own static crit as well as stats from items and also a whopping additional 150% damage increase. So imagine end game say being idealistic i would crit for 50% total and with all the other pleasant buffs to go with. Some might ask what for my skills. I would reply them this Leap Attack/Furious Charge to get you out of sticky situations.
Frenzy well it will be the main DPS and if I maybe get some gear to give me life leech. I could just tank and spank the mobs no hurry to clear them off with AoE skills.
How to Use: Frenzy to DPS, Furious Charge and Leap Attack to DPS as well as get out of sticky situations.
Battle Rage and Warcry are buffs that last quite awhile because of Inspiring Presence but must be always kept up.
Wrath of the Berserker to give extra kick in DPS or a difficult fight.
Hope you guys enjoyed it, this is just one of my many builds which I will be using for PVE/PVM and probably PVP depending on how well it works.
This is primarily a leveling build for the wizard. It generates arcane power and uses lots of slowing effects to control crowds of mobs into one area and then uses Disintegrate with explosive effects to destroy masses at once.
Primary: Magic Missile with Attunement rune. Primarily for arcane power generation.
Secondary: Disintegrate with Volatility rune. Will be my offensive ability of choice, I really like the animation for this skill and with Volatility causing mobs to explode it just seems epic!
Defensive: Teleport with the Wormhole rune. For when I have to get the hell outta dodge.
Arcane: Blizzard withe Grasping Chill rune. Gives a nice aoe slow which supports my Disintegrate ability nicely.
Conjuration: Ice Armor with Chilling Aura rune. Gives a nice amount of slowing effect for melee mobs around me for further control.
Mastery: Archon with Teleport rune. Highly damaging attacks with the ability to move quickly with teleport.
Passives: Glass Cannon (more damage straight up), Galvanizing Ward (good life regen and less self buffing), Blur (Further increases my ability to withstand melee damage)
Barbarian tank with Crowd control. Pve end games. Group only.
using cleave and hammer of the ancients to slow monster, the shout for aggro. Leap attack to engage first. Overpower for healing ( little). Earthquake for some firepower, u can change it for more def or healing. 3 passive to increasing armor and life ( well healing when stun,charm or fear)
I chose Electrocute as the primary attack with the rune "Serge of power" so it will be a good way to
recreate some arcane when needed.
The secondary skill i chose Arcane Orb fused with the rune "Arcane nova", reasons being that from what i see in the play-through videos on YouTube, is that Arcane Orb is useful in dealing with large groups of enemies. The rune gives the Arcane Orbs increased damaged, that will be useful in the higher difficulties.
I chose Ice Armor as the defense skill with the rune "Chilling Armor". The reason i chose this skill is because i found it useful in the d2 version of the skill, and the Chilling Aura seems like it will help a lot if mobs get too close to you, it would give you more time to get back at safe distance.
I then chose Wave of Force because i think it would add to getting rid of large mobs of monsters, fused with the Exploding Wave rune, adds even more mob killing power by creating multiple Waves of Force to increase AOE and overall damage to nearby monsters.
I then chose Teleport with the "Worn Hole" rune because teleport was one of my favorite skills from d1 and d2, the rune seems like it will make it so you can teleport fairly quickly after you cast it, making it possible to spam teleport. Im hoping anyways.
For the last skill i chose Archon with the "Improved Archon" rune in it. I was curious about this skill and having him as a summoned companion, could help with taking some damage for the Wizard, and help out killing.
As for a Companion with this build i would choose the Templar equipped with the Inspire skill and the Charge skill, the stun the charge does to enemies would be helpful for the Wizard to either give him more time to escape an attack, or allow the Wizard to cast enough attack spells to get them while under stun.
My first passive skill is Illusionist because i thought it would be useful when you teleport into a mob of monsters by mistake and take a whole bunch of damage, this would take the cooldown off and then you could cast teleport again to get out of harms way.
I then chose Paralysis because it will add to my primary attack, and improve it.
My last passive skill that i chose was Galvanizing Ward, i chose this because i thought it would be very helpful when my Ice Armor is activated, it would regenerate a lot of hit points.
That concludes my build i created for a late game Wizard. Thank you and i really hope I get selected for a beta key!
So this build follows the hypothesis in that the passive skill Guiding Light is actually stackable ("whenever you use.."). If we can stack Guiding Light, once we heal 6 times another player within 15 seconds, he and we should gain almost 100% global damages. What if we heal multiple targets ? And what if they do the same ? (guiding monks team ?)
Powerfulsummoner. No one can stand in front of his army of darkness. His henchmenare always readyto takethe brunt. Oneof his appearance causes enemiesto tremblewith fear. Dissenting fall! The followers will rise!
This is my monk build.
It focuses on
Being able to stay back behind a tank and generate spirit (Deadly Reach).
If need be control the enemy from behind the tank (Blinding Flash and Crippling Wave with Tsunami rune)
The ability to strike forward of the tank quickly for max damage and retreat to safety (Seven Sided Strike w/ Sudden Assault rune & Fleet Footed Passive)
Survivability of myself and tank through added armor, dodge and healing (Seize the Initiative and Sixth Sense passives Mantra of Evasion and Breath of Heaven)
This build has low mobility but high AoE damage, coupled with yet more AoE Attack/Self-Heals.
I'm not sure how this build would be against strong single targets, but you'll surely tear through legions of enemies like butter
without having to worry about health orbs.
This build is just a simple soloing build. I like it because of the zombie dogs and the gargantuan. These guys will be with me on my adventures for a long, long time.
This is my first shot at creating a nice fury regeneration Barbarian build. Its main components involve AoE damage with added bonuses like Knockbacks and Stuns. Back during Diablo 2 My main was a Whirlwind Barbarian and I just feel like I should keep up the AoE tradition, I think this'll do well as a bursting build in pvp also. Hopefully theres a cow level so I can just round up 200 and then Arc-Slash them all into steaks.
Hungering arrow
This is for regening hatred.
It got a good pierce effect, and runed for more damage.
I hope it will be gear when tearing through hordes of enemies.
rapid fire
Obviously a very good singletarget source for damage.
Runed with 40% pierce as well. Down goes the hordes!
Fan of knives.
Obviously good for getting away, if the hordes catch you!
Runed with increased radius. Will keep the hordes at bay (a little)
Vault
If fan of knives doesnt keep the hordes away, then I can tumble acrobatically away!
Shadow power
increased health regen, looks great for bosses.
runed with more health regen.
Marked for death.
Also seems great for bosses.
Runed so it gets the effect as an aoe, so it's good vs. mobs as well!
Passive skills:
Sharkshooter
Gives me increased crit when I'm not critting. MORE CRITS!
Steady aim
Since I'm so tumbly acrobaticallyish I'll always be 10 yards away, so why not more damage!
Vengance
More maximum hatred, goes well with rapid fire.
Asa well as having heath globes give me a lot of hatres. Will be nice when I'm plowing through hundreds of demons from hell!
Its a melee wizard with only 2 atack skills, spectral blade and teleport with calamity rune(both for runing and entering the combat)
Spectral is with thrown blade rune, so it hits more range, i didnt decide if i go with this rune or healin blades.
Magic weapon for obvious reasons, diamond skin defence(with shards) for a safe ending, and ice armor with cristalize. Archon for extra damage output.
Glass cannon and galvanizing guard for a complete build, and random extra
I like to think of this build as a berserker barb build. It thrives on staying at maximum fury (with +25% dmg at max fury passive) and doing insane damage to crowds. Cleave and Frenzy are the 2 generators, with frenzy being used for single target dps. Overpower and Revenge also do great amounts of damage to surrounding enemies, and do not reduce fury. Both are equipped with the +10% crit runes, which should keep up a +20% chance to crit at all times. Wrath of the Berserker makes the Barbarian into a powerform that is runed for an additional 100% damage. Assuming this stacks with the 25% dmg from the passive, this should yield insane amounts of damage. Earthquake is the supreme AoE damage in this build, and is runed to cost no fury so the fury stays at its max. I believe a large 2h weapon would be most ideal for this build.
I believe this will allow for a sort of juggernaut build that will tear through large groups very quickly, but will be lacking for ranged damage.
Witchdoctor AOE http://us.battle.net...WdiU!XeS!aZcabY
This AOE Witchdoctor build aims at massive AOE damage with crowd control abilities to keep you alive.
Grasp of the Death acts as the main CC ability. With enhanced slow it keeps all enemies away from you. Firebomb and Acid Cloud are your damage abilities to burn and melt your enemies away.
The dmg is further enhanced by your passive Pierce of the Veil. To deal with the higher mana costs Blood Ritual is also picked up as a passive. In order to remain at a high health level Haunt is enhanced to grant health over its durotation and Grave Injustce is chosen as the last passive.
If all goes wrong u can still fear all your enemies withHorrify and escape with Spirit Walk.
This is a solo pve Barbarian build. It gets 18% passive crit chance (when wielding axe or mace) from skills and shouts, and I'm specced so that the shouts are doubled in duration. Also, Hammer of the Ancients gets 15% chance to crit on top of that. Damage is also passively increased by 30% and 50% crit damage. Even with all this damage I was able to fit in a good amount of survivability such as stuns and huge amounts of life gain. I unfortunately haven't played this game yet, but I'm dying to try out this build!
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http://us.battle.net/d3/en/calculator/barbarian#WdhSeP!cYZ!ZZabYZ
First of all i'll explain the skill choices : It has high mobility, 2 buffs and barely any fury consumption...
You must be wondering no fury spenders except for Wrath of the Berserker, "This guy is mad", "His build probably sucks..." and "Where is his DPS?".
Well here are the listed bonuses you get with all the max buffs and stuffs you can get from my build:
Crit Chance : +(28%)[Wrath of the Berserker,Battle Rage, Weapon Master(Axe/Mace) and Ruthless]
Crit Dmg : +(50%)[Ruthless]
Attack Speed: +(100%)[Frenzy(Buff stacks) and Wrath of the Berserker]
Damage Increase: +(150%)[Frenzy(Buff stacks),Battle Rage and Wrath of the Berserker]
Armor Increase: +(50%)[Warcry]
HP Increase: +(10%)[Warcry]
HP Regen: +(2% + 890/sec)[Inspiring Presence + Warcry/Battle Rage]
Dodge Chance: +(20%)[Wrath of the Berserker]
Movement Speed: +(20%)[Wrath of the Berserker]
I guess the main focus is that the buffs with wrath of the berserker will grant you a whopping additional 28% chance to crit
on top of your own static crit as well as stats from items and also a whopping additional 150% damage increase. So imagine end game say being idealistic i would crit for 50% total and with all the other pleasant buffs to go with. Some might ask what for my skills. I would reply them this Leap Attack/Furious Charge to get you out of sticky situations.
Frenzy well it will be the main DPS and if I maybe get some gear to give me life leech. I could just tank and spank the mobs no hurry to clear them off with AoE skills.
How to Use: Frenzy to DPS, Furious Charge and Leap Attack to DPS as well as get out of sticky situations.
Battle Rage and Warcry are buffs that last quite awhile because of Inspiring Presence but must be always kept up.
Wrath of the Berserker to give extra kick in DPS or a difficult fight.
Hope you guys enjoyed it, this is just one of my many builds which I will be using for PVE/PVM and probably PVP depending on how well it works.
Seeing those buffs just make my drool... :3
build for PVE. hope this build will help me kill monsters the fastest way without any godly items
trying to get the max dps and fastest strikes possible.
This is primarily a leveling build for the wizard. It generates arcane power and uses lots of slowing effects to control crowds of mobs into one area and then uses Disintegrate with explosive effects to destroy masses at once.
Primary: Magic Missile with Attunement rune. Primarily for arcane power generation.
Secondary: Disintegrate with Volatility rune. Will be my offensive ability of choice, I really like the animation for this skill and with Volatility causing mobs to explode it just seems epic!
Defensive: Teleport with the Wormhole rune. For when I have to get the hell outta dodge.
Arcane: Blizzard withe Grasping Chill rune. Gives a nice aoe slow which supports my Disintegrate ability nicely.
Conjuration: Ice Armor with Chilling Aura rune. Gives a nice amount of slowing effect for melee mobs around me for further control.
Mastery: Archon with Teleport rune. Highly damaging attacks with the ability to move quickly with teleport.
Passives: Glass Cannon (more damage straight up), Galvanizing Ward (good life regen and less self buffing), Blur (Further increases my ability to withstand melee damage)
Barbarian tank with Crowd control. Pve end games. Group only.
using cleave and hammer of the ancients to slow monster, the shout for aggro. Leap attack to engage first. Overpower for healing ( little). Earthquake for some firepower, u can change it for more def or healing. 3 passive to increasing armor and life ( well healing when stun,charm or fear)
Cleave - with slow effect
Hammer of the ancients - with slow effect
Threatening shout- aggro
Leap attack- + armor engage fight
Overpower- healing
Earthquake- firepower
This build is for late game Wizard.
I chose Electrocute as the primary attack with the rune "Serge of power" so it will be a good way to
recreate some arcane when needed.
The secondary skill i chose Arcane Orb fused with the rune "Arcane nova", reasons being that from what i see in the play-through videos on YouTube, is that Arcane Orb is useful in dealing with large groups of enemies. The rune gives the Arcane Orbs increased damaged, that will be useful in the higher difficulties.
I chose Ice Armor as the defense skill with the rune "Chilling Armor". The reason i chose this skill is because i found it useful in the d2 version of the skill, and the Chilling Aura seems like it will help a lot if mobs get too close to you, it would give you more time to get back at safe distance.
I then chose Wave of Force because i think it would add to getting rid of large mobs of monsters, fused with the Exploding Wave rune, adds even more mob killing power by creating multiple Waves of Force to increase AOE and overall damage to nearby monsters.
I then chose Teleport with the "Worn Hole" rune because teleport was one of my favorite skills from d1 and d2, the rune seems like it will make it so you can teleport fairly quickly after you cast it, making it possible to spam teleport. Im hoping anyways.
For the last skill i chose Archon with the "Improved Archon" rune in it. I was curious about this skill and having him as a summoned companion, could help with taking some damage for the Wizard, and help out killing.
As for a Companion with this build i would choose the Templar equipped with the Inspire skill and the Charge skill, the stun the charge does to enemies would be helpful for the Wizard to either give him more time to escape an attack, or allow the Wizard to cast enough attack spells to get them while under stun.
My first passive skill is Illusionist because i thought it would be useful when you teleport into a mob of monsters by mistake and take a whole bunch of damage, this would take the cooldown off and then you could cast teleport again to get out of harms way.
I then chose Paralysis because it will add to my primary attack, and improve it.
My last passive skill that i chose was Galvanizing Ward, i chose this because i thought it would be very helpful when my Ice Armor is activated, it would regenerate a lot of hit points.
That concludes my build i created for a late game Wizard. Thank you and i really hope I get selected for a beta key!
So this build follows the hypothesis in that the passive skill Guiding Light is actually stackable ("whenever you use.."). If we can stack Guiding Light, once we heal 6 times another player within 15 seconds, he and we should gain almost 100% global damages. What if we heal multiple targets ? And what if they do the same ? (guiding monks team ?)
http://us.battle.net...iXdbV!.f!ccbcZc
Obsidians Crippling Wave & WOTHF are the main damage/spirit sources and provide speed/defensive buffs/debuffs
Golden Breath of Heaven heals and increases the overall damages via Guiding Light (used as often as possible on other players)
Obsidian Dashing Strike increases the mobility and defense (frequent rebuff)
Crimson Mantra of Evasion provides extra AOE damages and defense, mainly against ranged attackers
Obsidian Mantra of Retribution disables fast and aggressive melee attackers + extra damages
http://us.battle.net/d3/en/calculator/barbarian#WZXdUg!Ydg!bZcZZb
Powerful summoner. No one can stand in front of his army of darkness.
His henchmen are always ready to take the brunt.
One of his appearance causes enemies to tremble with fear.
Dissenting fall! The followers will rise!
This is my monk build.
It focuses on
Being able to stay back behind a tank and generate spirit (Deadly Reach).
If need be control the enemy from behind the tank (Blinding Flash and Crippling Wave with Tsunami rune)
The ability to strike forward of the tank quickly for max damage and retreat to safety (Seven Sided Strike w/ Sudden Assault rune & Fleet Footed Passive)
Survivability of myself and tank through added armor, dodge and healing (Seize the Initiative and Sixth Sense passives Mantra of Evasion and Breath of Heaven)
http://us.battle.net/d3/en/calculator/barbarian#bQXURg!gWS!ZcZacb
This build has low mobility but high AoE damage, coupled with yet more AoE Attack/Self-Heals.
I'm not sure how this build would be against strong single targets, but you'll surely tear through legions of enemies like butter
without having to worry about health orbs.
http://us.battle.net/d3/en/calculator/witch-doctor#bcfgiS!bYW!aYaYbY
Witch Doctor all the way!
This is my first shot at creating a nice fury regeneration Barbarian build. Its main components involve AoE damage with added bonuses like Knockbacks and Stuns. Back during Diablo 2 My main was a Whirlwind Barbarian and I just feel like I should keep up the AoE tradition, I think this'll do well as a bursting build in pvp also. Hopefully theres a cow level so I can just round up 200 and then Arc-Slash them all into steaks.
http://us.battle.net/d3/en/calculator/demon-hunter#acXVlU!XYb!YYacZZ
Hungering arrow
This is for regening hatred.
It got a good pierce effect, and runed for more damage.
I hope it will be gear when tearing through hordes of enemies.
rapid fire
Obviously a very good singletarget source for damage.
Runed with 40% pierce as well. Down goes the hordes!
Fan of knives.
Obviously good for getting away, if the hordes catch you!
Runed with increased radius. Will keep the hordes at bay (a little)
Vault
If fan of knives doesnt keep the hordes away, then I can tumble acrobatically away!
Shadow power
increased health regen, looks great for bosses.
runed with more health regen.
Marked for death.
Also seems great for bosses.
Runed so it gets the effect as an aoe, so it's good vs. mobs as well!
Passive skills:
Sharkshooter
Gives me increased crit when I'm not critting. MORE CRITS!
Steady aim
Since I'm so tumbly acrobaticallyish I'll always be 10 yards away, so why not more damage!
Vengance
More maximum hatred, goes well with rapid fire.
Asa well as having heath globes give me a lot of hatres. Will be nice when I'm plowing through hundreds of demons from hell!
I name it "S.W.O.R.D"
Its a melee wizard with only 2 atack skills, spectral blade and teleport with calamity rune(both for runing and entering the combat)
Spectral is with thrown blade rune, so it hits more range, i didnt decide if i go with this rune or healin blades.
Magic weapon for obvious reasons, diamond skin defence(with shards) for a safe ending, and ice armor with cristalize. Archon for extra damage output.
Glass cannon and galvanizing guard for a complete build, and random extra
I like to think of this build as a berserker barb build. It thrives on staying at maximum fury (with +25% dmg at max fury passive) and doing insane damage to crowds. Cleave and Frenzy are the 2 generators, with frenzy being used for single target dps. Overpower and Revenge also do great amounts of damage to surrounding enemies, and do not reduce fury. Both are equipped with the +10% crit runes, which should keep up a +20% chance to crit at all times. Wrath of the Berserker makes the Barbarian into a powerform that is runed for an additional 100% damage. Assuming this stacks with the 25% dmg from the passive, this should yield insane amounts of damage. Earthquake is the supreme AoE damage in this build, and is runed to cost no fury so the fury stays at its max. I believe a large 2h weapon would be most ideal for this build.
I believe this will allow for a sort of juggernaut build that will tear through large groups very quickly, but will be lacking for ranged damage.
http://us.battle.net...WdiU!XeS!aZcabY
This AOE Witchdoctor build aims at massive AOE damage with crowd control abilities to keep you alive.
Grasp of the Death acts as the main CC ability. With enhanced slow it keeps all enemies away from you.
Firebomb and Acid Cloud are your damage abilities to burn and melt your enemies away.
The dmg is further enhanced by your passive Pierce of the Veil. To deal with the higher mana costs Blood Ritual is also picked up as a passive. In order to remain at a high health level Haunt is enhanced to grant health over its durotation and Grave Injustce is chosen as the last passive.
If all goes wrong u can still fear all your enemies with Horrify and escape with Spirit Walk.
My straight power house wizard build for level 60 only using passives to offer utility and defense.
LINK-http://us.battle.net/d3/en/calculator/monk#aZYjVg!XdW
Thank you
-Do A BARREL ROLL!
This is a solo pve Barbarian build. It gets 18% passive crit chance (when wielding axe or mace) from skills and shouts, and I'm specced so that the shouts are doubled in duration. Also, Hammer of the Ancients gets 15% chance to crit on top of that. Damage is also passively increased by 30% and 50% crit damage. Even with all this damage I was able to fit in a good amount of survivability such as stuns and huge amounts of life gain. I unfortunately haven't played this game yet, but I'm dying to try out this build!