This is my barbarian's build. I call it The Berserker.
Perks of this build:
No need to worry about fury
High critical hit damage and chance through runed abilities and passives
Essentially, the build relies on using Overpower and Revenge as much as possible (every time they are available) not only to keep up critical chance percentage boosts but also to refrain from spending fury. When Overpower and Revenge are not available, Frenzy and Cleave are available for their respective uses (that is to say, single target and AoE). Since the only ability that costs fury which this build utilizes is Battle Rage, I fully expect that this character will be at max fury 95%+ of the time, taking advantage of the Berserker Rage passive. Having Frenzy and Cleave to use when Overpower and Revenge are not available will ensure that fury can be generated when needed. The passives are centered around improving damage as much as possible in addition to improving damage output via criticals.
TLDR: This build will use Overpower and Revenge when available to keep up critical chance buffs, then use Frenzy and Cleave as appropriate. Battle Rage will be used to keep up the critical chance and damage buff. Passives taken improve critical chance and critical damage. Leap Attack is there primarily as a closer, with the added bonus of also generating fury, making it ideal for use after a Battle Rage use to quickly get closer to max fury, minimizing time not at max fury.
Basically a PvE (and hopefully a PvP-viable) whirlwind build for barbarians equipped with two handers.
This build revolves around the skill Whirlwind, with four rage generating skills to keep up with the intense rage demand. Ground Stomp for stun and Leap Attack, Ancient Spear and Furious Charge for closing up the distance. Whirlwind the crap out of your enemy whenever there's a chance. ^^
Monk with focus on maximum PVE damage. I got the passive skill that gives me additional maximum spirit as well as a spirit generator runed to give me additional spirit per hit. With combination strike and 3 spirit generators, I deal an additional 24% damage. Foresight rune gives me 18% additional damage with all attacks. Mantra of Conviction gives me an additonal 12-24% damage boost.
Hungering Arrow with the Shatter Shot Rune allows me to have an extremely spammable ability that doubles as not only something that provides a strong source of area DPS as the arrows start flying, but also provide some solid single target filler DPS because I'm figuring the split arrows are just like normal hungering arrows in terms of the seeking/piercing mechanic, making the arrows not wasted even on single targets. Also, this AOE doesn't rely on monsters to excessively cluster to reach maximum effectiveness, making it better in open wilderness.
Rapid fire is the main "Lay down the damage" ability, with web shot making it slow. In an enclosed area, I can just hold this down and watch everyone who attempts to approach me slow to a crawl. Ideal for boss fights or enclosed dungeon areas.
Vault is used for massive kiting, making sure no one can touch me and allowing me to more reasonably spam it whenever an enemy looks like it might close the distance
Marked for Death allows a large DPS increase and provides me the extra AOE I could need, if in a dungeon I just need to clear large groups and the slow from rapid fire isn't keeping me safe enough.
Smoke Screen is another safety tool, allowing me to drop aggro on enemies that are still capable of chasing me and get around a pillar. The rune is to just increase the effectiveness and ensure my complete safety.
Preparation with Battle Scars is the "Oh SHIT" button if I find I need some emergency health and discipline for vault or smoke screen. Effectively just a reset battle tool, especially if used after a smoke screen or series of vaults.
Tactical advantage maximizes kiting ability, because I can do Rapid fire (Web Shot) -> Vault -> Kite with Move Speed boost and Hungering Arrow. It also makes Smoke Screen even stronger as a reset tool.
Vengeance increases sustainability, making so I never have to miss a beat and can keep clearing through the minions of Hell without taking even a breath.
Perfectionist makes the high discipline cost of vault more bearable, allowing (Given one marked for death eating up 6 discipline) up to 5 tumbles not counting discipline regeneration. It translates into one free tumble every 4 seconds, achieving 50% uptime on the 60^ MS boost from Tactical Advantage. With even 1 point of extra discipline per second, which is likely doable with decent gear, I can easily hit 100% uptime on the speed boost making it easy to just endlessly kite the hordes of hell.
In summary, this build maximizes kiting power and includes strategic choices to increase damage output on both single targets and large mobs of enemies.
Frenzy w/ Triumph homage to my D2 Frenzy barb who was brutal, Rend w/ bloodlust for small crowd control & health, Leap attack w/ death to get in and out of trouble, Wrath of Berserker w/ thrive to keep killing, Call of ancients – let the evil spawn of hell be on the business end of those three for a change, Earthquake w/ chilling earth for mass crowd control. Passives; Berserkers rage to compliment Frenzy, Brawler as I will always be in the thick of it, and Boon as I’ve used all three rage skills. Too many good skills to choose from and passives are even harder to choose.
Using Firebomb as Primary Damage Dealer. Using this instead of Poison Dart to have Area Damage instead of single target.
Locust Swarm... One of the most beautifull WD skills. Great for Crowd Control and Damage, using as Devouring Swarm to recover some mana in order to keep casting stuff.
Soul Harvest w/ Siphon is a great support skill, healing the caster and making his attacks stronger. Simply great.
Mass Confusion is a great skill to escape danger and deal some damage. Since i do not use Zombie Dogs as an active skill, this helps me out by lending some tanks. Good "Oh Shit! Button"
Wall of Zombies deals damage while preventing enemies of getting too close. Great for a caster.
Big Bad Vodoo with ghost trance makes me faster while heals me and my allies. Great support skill for solo and Better for CoOp.
My passives are about keeping me alive while i deal damage. Circle of Life is great for getting some tanks for free.
Using Circle of Life and Mass Confusion's Devolution is nice because i can get an extra slot for crowd controlling skills that will help me survive.
I tend to play healing classes or fast melee, so the Monk is perfect for me. This particular build is for healing Inferno. I also took as many survivability talents as I could spare, since a dead healer isn't healing anyone. It's probably unnecessary for anything below late hell/inferno. Some abilities could be dropped for easier areas to add some more damage, most likely Serenity, Mantra of Healing, and Pacifism for Seven Sided Strike, Mantra of Conviction, and The Guardian's Path (with a staff).
I'm going to use this skill build on Hell/Inferno difficulty, with more passive ability survival and spirit generator, while the active skill/spirit spender build for more boss/rare fight with more single target.
Way of the hundred Fists with Spirited Salvo
I choose this as primary spirit generator because of the high Weapon damage percentage, and the additional spirit generating rune, and just because i prefer on specializing on single target DPS.
Dashing Strike with Flying Side Kick
I'm going to use this skill for closing gap after avoiding aoe magic(either slow or other debuff) to the target, and for opening, with the Flying side Kick rune for extra survival.
Breath of Heaven with Blazing Wrath
Remember ret paladin talent that almost have the same effect? yeah i love this kind of skill, while using it for self-survive, healing my group in the future is fun while you gaining extra buff for doing it.
Mantra of Conviction with Overawe
Back in diablo 2, i remember my 1st rare mob i met outside rogue camp, zombie pack with physical immune as Conc barb(with mostly rare/unique/low level runeword equip) killing it took almost 6 min, and my damage really tickling that creature >,< thats why I choose this mantra of conviction with Overawe rune, because remembering that Diablo 3 developer saying that Nightmare level: "You gonna die" warn is making me tremble in excitement and fear. xD might be swapping the rune with Intimidation if needed for the team play.
Wave of Light with Pillar of the Ancients
Can't really say much about this skill, while the spirit cost is kind of high, the damage itself is interesting, for boss or AOE fight. With pillar of ancients rune, more damage to add to this skill!
Seven-Sided Strike with Sudden Assault
Finally on my favourite skill on monk skill arsenal!!! Before the rune system changed, I decided to use Several Sided Strike rune for more AOE bonus, and damage output, but with the skill and the rune change, now Sudden Assault getting more in the favor of damage output, and more time on spirit generating compared to Several Sided Strike rune since the rune making the skill took more time to finish and doing damage, and lose time for spirit generating.
Chant of Resonance
With this passive, I gain more uptime of the Mantra, and additional spirit generator so i can do more spirit spender skill and do more damage output.
Once again, the warn from the developer about Nightmare level and above, survival is important to me since dead people won't do any damage to the mobs And i expect more deadly AI mobs from blizzard!!
One with Everything
Back in Diablo 2, having amazon with -50% resistance is really a nightmare, while I love my Barbarian with maximum resist, high defense, playing other class with brittle bone is scary on hell difficulty, died on beetle bug at Act 2 is frustrating me, can't reach my body, 10+ death because of the beetle around, and ressing my follower that cost big part of my saving is scary, so i decided for this passive is a must for playing on Hell/Inferno difficulty!!
Sorry for the wall of text, but I really want to give little explanation about my build!! cheers and good luck to people for the beta keys! xD
The overall purpose of this build is based around the AoE abilities Sweeping Wind and Cyclone Strike. Survivability a must, many abilities provide a counter-balance to the offensive and melee-range-requirement of this build with healing and dodge focuses, being able to drag a fight out neigh indefinitely while maintaining AoE dominance. Not one to fool around with single demons, this Monk charges headlong into the battle, uprooting even the most formidable foe from their fortified position and decimates all opponents with Divine Retribution.
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------------------------------------------- Those who stand for nothing will fall for anything.
Most of this build focuses on regaining life with various different abilities.
Frenzy / Triumph - Your primary attack which not only increases your attack speed and generate fury, but will restore up to 12% of your maximum life.
Rend / Blood Lust - Works as your go to AoE attack, which not only works as a DoT, but will heal you based on the total amount of damage done.
Ground Stomp / Wrenching Smash - This is probably one of the odder choices, since it doesn't regain any life. But what it DOES do is buy you some time, and with the Rune effect, set up minions for abilities such as Rend and the later explained Overpower.
War Cry / Invigorate - Not only does this increase your armor to take less damage, but will give a flat life regeneration and maximum life boost. So not only do you not need a bunch of mobs around to damage, but with your maximum life regen increased, it will boost the amount of life gained from some of your other abilities.
Overpower / Revel - An important ability not to over look, because it doesn't require Fury, just a simple cool down. While it does rely on multiple minions to be around you at once, the fact that a crit will reset the cool down is a large plus.
Wrath of the Berserker / Thrive on Chaos - Probably the easiest ability to switch out, but the reason I selected it is because it focuses on the PLAYER. All of the Life generating abilities rely on YOU doing the damage or getting the kill with Frenzy. Thus, I went with WotB to make one stronger in a time of need.
Ruthless - Mostly to boost the effectiveness of Overpower, and for flat extra damage.
Bloodthirst - Again, extra flat life regen, can't go wrong.
Juggernaut - Obviously, it's hard to protect yourself if you're stuck by Fears of Stuns. Not only does this protect you from some of them, but also gives back life if you do get caught in them.
The point of the build is honestly to have a good time while playing. Having 6-8 Wizards on one screen at any particular time could surely yield some laughs, at least. Though it seems like it's all for fun and games, it can be very useful in both PvP and PvE. I'm sure that in PvP it could miss lead a lot of players, giving you an opportunity to escape or turn and wreak havoc on people's faces. In PvE it will give you enough decoys to get into position to put down some heavy fire on enemies -- plenty of survivability. However, if you encounter something highly resistant to Arcane magic, you'd better call a friend!
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Playing a Wizard. Looking for Demon Hunters to play with.
My build is an arcane wizard. With this damage and CC works hand in hand while giving a small portion of the arcane energy back.
With momentary burst damage. In higher levels it could be a very good end game build, when keeping bosses and or monsters in a small area with high damage outputs.
Affected targets takes 15% additional damage for 5 secs
Fists of Thunder w/ Crimson Rune stone
100% lightening damage
generates spirit faster than other
each punch is a shockwave that hits enemies w/in 6 yards as lightening
teleport short distance
Dashing Strike w/ Golden Rune stone
160% wpn damage
root target for 1 sec
costs 11 spirt
Wave of light w/ Golden Rune stone
450% wpn damage as holy
plus additional to all enemies in a line for 450%
Mystic Ally w/ Obsidian Rune stone
40% of monks damage as physical to enemies
50% life increase for you and ally
78% of monks damage to create a wave of earth to force target to attack it for 25 sec
Mantra of Conviction w/ Golden Rune stone
enemies w/in 20 yards take 20% additional damage
3 secs after activation the effect is increased to 40%
Monk and allies have 30% chance to be healed for 1779-2372 life using melee weapons
Damage you deal reduces enemy damage by 30% for 2.5 secs
One with everything
All resistances equal your highest elemental resistance
While stunned, feared or charmed, all damage taken is reduced by 75%
Some meditations to myself.. haha
I think just with the passives he would have a good chance of owning a boss himself.
He should be really fast with kind-of two teleport skills.
Spam wave of light as much as I can or Mantra of Conviction for the extra 40% damage(but 3 secs isn't worth much). Spirit should generate fast with the increase attack spd of crippling and fists of thunder which teleports and generates faster itself because it has increased attack spd.
My health will come from Mantra's golden stone for 30% chance (each hit I would assume). for 1779-2372. Again the increase attack spd for hits = more health.
Keep hitting and get healed. They get away - dashing strike.
(Skill/Rune) Frenzy/Maniac - Single target with damage/attack speed stacking buff Ancient Spear/Dread Spear - Damage hook and slow with heal based on damage dealt Threatening Shout/Falter - AoE Damage/Attack Speed debuff Weapon Throw/Dread Bomb - Main fury spender, massive AoE damage and slow Revenge/Provacation - Utility AoE damage and heal Ignore Pain/Ignorance is Bliss - Damage reduction with heal based on damage received
Nerves of Steel - Physical damage reduction Superstition - Magical damage reduction No Escape - Synergy with Ancient Spear and Weapon Throw
The primary focus is to single target down bosses/rares while providing a consistent healing/AoE debuff and damage package. Its very sound in theory but we'll have to see how well it holds in Inferno.
It's all about the dodge. I use Exploding Palm to set up chain reactions and spirit generation (runed for AoE bleed), dodge to survive until a chain can start, panic button as Breath of Heaven runed for Fear.
Cyclone Strike to pull enemies into me to make chains easier, as well as runed for increased dodge chance.
I have dashing strike as my mobility/escape technique, again runed for increased dodge chance.
Mantra of Evasion for...y'know, the dodge chance, as well as being runed to deal damage for dodging, helping to kill bleeding enemies.
I'm not 100% certain on blinding flash, because I'm unsure of how it works with dodge, does a miss count as a dodge? If so I'd put this in to trigger Mantra dodge damage constantly, having it runed to last 4 seconds instead of 3.
If misses don't count as a dodge, I would switch it to Inner Sanctuary, runed for increased health regeneration. This is to buff my panic button even further, as heal/fear combined with this would let me have a very long amount of time to compose myself. It also functions as a way to cut mobs down to manageable sizes.
My passives are Sixth Sense and The Guardian's Path for increased dodge, and Transcendence for constant healing that isn't dependent on a resource.