you start with Soul harvest for the int buff, the better mobs in the AOE the better
also this will refill your mana, when you need some.
then you will trow a couple of haunts to regen your hp, passively + making some good dmg over time,
it is not the main dps, its is meant for survival for its good hp regen per second.
next this is where the fun start, you summon your Zombie dogs, you and sacrifice them as main dps, after each kill your passive will have the chance spawn another zombie dog for you to sacrifice,
also the sacrifice spell runeNext of Kin will increase the chanse to spawn zombie dogs after they are blown up, if you need to wait for your zombie dogs cooldown, you can start using Locust Swarm, as your secondary dps, if you run out of mana and there not too many mobs you can use spirit walk to regen your mana, or you can use soul harvest if you don't have it on cooldown.
key point, use haunt to heal yourself, and if there is no need to sacrifice the zombie dogs, they will heal you with each one of their attacks.
Great calculator, thanks for putting in all of the effort to build it!
Player vs Monster Wizard
I love doing boss runs and item hunting, Sorceror's in D2 were my favorite way to do that and will try it again for D3
-Wizard-
Primary Mouse Skills Electrocute / Teleport - Hit and Run, need teleport to compensate for lack of armor
Action Bar Skills Blizzard - Excellent mob killer + slows attacker down Arcane Torren t - Backup to Blizzard, used while Blizzard is in action, applying more damage. Archon - For fighting bosses, that extra wallop of power from archon will be useful + Teleport rune for the ultimate in mob slaying goodness Disintegrate - After reading the description in the calculator I had to check it out on Youtube. This skill looks like one bad mama jama. Added for cool factor!
Passive Skills Arcane Dynamo - WIth flashes of insite my blizzard will become even more ruthless Astral Presence - Used to boost my Arcane Torrent Blur - Will be counting on Blur to help me survive the masses when I teleport into a mob on accident!
Thanks again for the calc, it's been a real hoot using it.
Sort of a utility/mobility based arcane build. I'll admit that I haven't had a chance to play in the beta beyond blizzcon, so I can't vouch for its viability, but I assume that the slows from the arcane rune and the health gain from the knife crits would give you a large degree of survivability while still enabling you to do good damage, plus archon for a boost against a boss.
Fire Pit: basic aoe every 3 seconds you put it under enemies.
Acid Rain: basic aoe number 2, put it over the enemies and wash them while their feet burn.
Severance: You have no minions so you'll need mobility to survive, the added damage could help a lot in sticky situation or when aoe's are up and cooldowns are off
Swallow your Soul: eventually you'll need mana, and another aoe surely won't hurt.
Unbreakable Grasp: well you have 2 static aoe, a little slow will surely help you get them ticking some more.
Unstable Realm: demons are stupid you shouldn't they kill each other and stop hitting you?
Passive Abilities:
Pierce The Veil: more damage? yes please, your mana problem should be solved by:
Vision Quest: your 4 cds should always be in cd granting you a lot of mana regen, and they can safely be in cd because of:
Grave Injustice: you should kill a lot of stuff with this build, why don't get something extra, like life, mana for your expensive skills and that cooldown reduction that will let you spam abilities like a madman!
In a boss fight scenario I would probably get Flaming Dart and Resentful Spirit in place of Fire Pit and Acid rain, to get some single dps on, I wouldn't still switch any of the cooldowns because they could still help with added demons spawning (and I have a feeling that there will be a lot of 'em).
My primary attacks include spamming Arcane Torrent and Electrocute, while freezing and slowing enemies with Frost Nova and Blizzard. Also I plan to use Archon on cooldown, but to try and time it with Flash of Insight buff. I'm not sure how the damage will be calculated at this point. But I hope that my runed archon transform will benefit from the Flash of Insight increases its damage. I'm trying to focus on crowd control with bursts of damage when I can use it.
Now, i have obviously not played the beta yet, so dunno if the build is viable.
Anyways i tried to focus on skills wich buffs my teleport, knockback/chill/freeze skills, and also buff my armor. The build is designed for fast teleporting to the target mob pack or boss, with minimum risk for wiping.
This is my beginners build to start the game off with. Its very good offensively and has its skills to help with its defense. It has its very strong skills to clear out waves of enemies and also those to help defend and get out of trouble when needed. Not much to say until i actually start playing but this should be a good build to begin the game with.
Weapons Master: This will be a Sword build (I like swords). The Weapons Master Passive Skill will increase the sword's damage by 15%.
Inspiring Presence will enhance the buff times of War Cry and Battle Rage, increasing their durations to 120 and 60 second respectively. This will give the Barbarian a viable set of buffs, increasing his/her Armor by 50%, Maximum Life by 10%, life regeneration by 890 life per second plus an additional 2% of maximum life regenerated per second. In addition, s/he will receive a 3% increased chance to critically hit, but even better, the Whirlwind damage will be increased by 30%.
The third Passive Skill, Brawler, will enable the Barbarian to get an additional 30% damage increase on his/her Whirlwind, for a total +60% damage increase to Whirlwind, providing that there are at least 3 enemies within 8 yards, creating the type of situation one would want to use Whirlwind in, in the first place.
Mouse Skills
Primary
Furious Charge with Juggernaut Rune: The main inspiration behind choosing Furious Charge is that, well, I love Charge. I loved it as a Warrior in WoW, and in every other game that has a charge mechanic. It is quite simply my favorite skill hands down. It fits into this build by allowing the Barbarian freedom of motion. S/he will have the freedom to either rush to the next pack of mobs, minimizing downtime and continuing the relentless slaughter, or charge out to a distant mob to catch a breather from the hectic maelstrom of multiple mobs. Contrary to popular belief, even a "super-charged" Barbarian with enhanced armor, life, life regeneration, and damage increase, will still want a breather from time to time, or even a chance to reposition the pack of hungry demons out for his/her blood. The Juggernaut Rune enhances this ability to move from pack to pack, or take a breather, while regaining a bit of health if needed.
Secondary
Whirlwind with Eye of the Storm Rune: Furious Charge generates 15 Fury. Whirlwind costs 16 Fury. The Eye of the Storm Rune, in this case, will eventually off-set the cost of Whirlwind, changing it from a possibly expensive skill into a skill that can be used as frequently as possible. The idea is to give the Barbarian the opportunity to Whirlwind absolutely as much as possible.
Action Bar Skills
Defensive
Ground Stomp with Wrenching Smash Rune: As a Whirlwind Barbarian, one wants to ideally have as many mobs as one can handle all in one spot. Think about "The Secret Cow Level", and how in D2 Classic, the group loved to have a good solid Barb who could round up multiple packs of mobs then Whirlwind through them, drawing their attention while the other players could mow them down. (We used to do this with our chest armor off for extra thrills.)
The Ground Stomp mechanic and corresponding Rune will not only Generate an additional 15 Fury, but pull enemies within 24 yards of the Barbarian close to him/her before the Stomp, and then stun any mobs unlucky enough to wind up within 8 yards of him/her. This is the perfect chance for the Barbarian to either refresh War Cry and Battle Rage, or begin his/her relentless Whirlwind assault on the helpless mobs before they begin their attempts to feed. More importantly, it will allow the Barbarian to keep the enemies close enough together for him/her to continually receive the benefits of the Brawler Passive Skill.
Tactics
War Cry with Invigorate Rune: As stated above with the Inspiring Presence Passive Skill, the Barbarian and his allies will receive a 50% Armor increase, a 10% Maximum Life increase, and 890 Life regeneration per second. This buff will last for 120 seconds, and generates 30 Fury, Offsetting the Battle Rage cost of 20 Fury. This allows the Barbarian to supply the group with arguably the most potent and explosive buffs of Diablo 2, Battle Orders and Shout. It will give the Barbarian the ability to withstand fighting large numbers of mobs in one spot as well.
Might
Battle Rage with Marauder's Rage Rune: Another buff, working in tandem with both War Cry and Inspiring Presence. The Fury cost is 20 Fury, but this cost is off-set by War Cry which generates 30 Fury. Again, the idea is to maximize the Barbarian's ability to maintain Whirlwind as much as possible. With Battle Rage, s/he will be able to do this with an additional 3% chance to critically hit, and a 30% damage bonus. This buff also effects allies, further allowing the Whirlwind Barbarian to fulfill the function of rounding up multiple mobs in a corral of annihilation.
Characters running with the Barbarian with many Magic Find items will also potentially love the ability of both these buffs to help them survive, as in the case of a Wizard wanting pre-buffs before Teleporting, and also a bit of damage and crit increase to help them be moderately effective in combat.
Rage
Earthquake with The Mountain's Call Rune: If there is a downside to this build that I can see, it will be against single target mobs, namely bosses. We all know how Whirlwind, while doing wonderful AoE damage, is a bit weak against bosses. That is where this skill with its corresponding Rune comes in. Earthquake will be used as a burst damage mechanism. The intention here is that when many mobs are in one place, Earthquake will be able to deal devastating blows, weakening enemies for the unrelenting Barbarian to finish off with Whirlwind. Also, it will provide a nice bit of "umph" against bosses. The Mountain's Call Rune reduces the cooldown of this skill to 105 seconds (1:45 seconds), making it useful more often if necessary, but also removing the Fury cost. The thought behind this is to have a decent burst ability, but without having to worry about the Fury cost, as the Barbarian will be busy working to refresh both War Cry and Battle Rage, and of course, Whirlwind as much as possible.
Conclusion
There you have it. I have many years of experience as a Whirlwind Barbarian, and I'm confident that these skills will provide a solid basis for Whirlwind play. As with any theoretical build, we really don't know what will happen on Inferno difficulty yet, so it may need some tweaking in the single-target area. Barring that one downside, this Barbarian build is set up for endless slaughter of multiple mobs, the ability to provide constant buffs to both the Barbarian and his/her party, and overall assist the Barbarian in the role of controlling the grueling combat and relentless slaughter of demons which we have all come to know, love, and appreciate as a staple of the Diablo experience.
This is my Monk PvE build, built around playing with 1-4 people and for large mobs, with the ability to swap out runes to make the build more single target for bosses plus it would be good fun to play this build
Survive, save arcane power, knockback and slow for Inferno.
It would save your life if you have those skills, you can do knockback, stun and slow them with runes.
It can be solo if possible.
ARCANE POWER:
Magic Missle & Arcane Orb with runes: you gain arcane power and reduce casting cost to 23 arcane power. Which it means you can use more arcane power.
Teleport & Wave of Force with runes: you have chance to surivive if too many monsters are on you and
you can knockback and slow them and you are ready to kill them before they reach you.
Ice Armor & Mirror Image with runes: Slow and stun monsters are always good and you are ready to kill them before monsters reach you.Almost like Teleport & Wave of Force skills and it makes your life easier.
PASSIVE SKILLS:
Astral Presence: A must för Wizard, else you cant use arcane power much so well. Galvanizing Ward: If you use Ice Armor and it is quite good for surivive as solo. Evocation: I dont think we can live without this passive skill.
Im here to kickass and chew bubblegum, and im all outta gum!!!! OH YEA!!!
AoE Barb. Might not be beneficial in the Hell/Inferno difficulties but should be fun early on.
DogMaster/sacrifice build
I feel this build is very aggressive
you will be able to practically melt big mob spawns in a blink of an eye
here is the build
http://us.battle.net/d3/en/calculator/witch-doctor#dhSRYU!bUW!aaZacZ
how to play this build...
ok this is where the fun part start
you start with Soul harvest for the int buff, the better mobs in the AOE the better
also this will refill your mana, when you need some.
then you will trow a couple of haunts to regen your hp, passively + making some good dmg over time,
it is not the main dps, its is meant for survival for its good hp regen per second.
next this is where the fun start, you summon your Zombie dogs, you and sacrifice them as main dps, after each kill your passive will have the chance spawn another zombie dog for you to sacrifice,
also the sacrifice spell rune Next of Kin will increase the chanse to spawn zombie dogs after they are blown up, if you need to wait for your zombie dogs cooldown, you can start using Locust Swarm, as your secondary dps, if you run out of mana and there not too many mobs you can use spirit walk to regen your mana, or you can use soul harvest if you don't have it on cooldown.
key point, use haunt to heal yourself, and if there is no need to sacrifice the zombie dogs, they will heal you with each one of their attacks.
I hope you like it, and good luck to everyone.
Player vs Monster Wizard
I love doing boss runs and item hunting, Sorceror's in D2 were my favorite way to do that and will try it again for D3
-Wizard-
Primary Mouse Skills
Electrocute / Teleport - Hit and Run, need teleport to compensate for lack of armor
Action Bar Skills
Blizzard - Excellent mob killer + slows attacker down
Arcane Torren t - Backup to Blizzard, used while Blizzard is in action, applying more damage.
Archon - For fighting bosses, that extra wallop of power from archon will be useful + Teleport rune for the ultimate in mob slaying goodness
Disintegrate - After reading the description in the calculator I had to check it out on Youtube. This skill looks like one bad mama jama. Added for cool factor!
Passive Skills
Arcane Dynamo - WIth flashes of insite my blizzard will become even more ruthless
Astral Presence - Used to boost my Arcane Torrent
Blur - Will be counting on Blur to help me survive the masses when I teleport into a mob on accident!
Thanks again for the calc, it's been a real hoot using it.
The Celestial Orb makes great area affect
Impactful Blades lets you knock back big monsters and be safe a little bit more.
Surge of Power is great for damage and recharging mana.
Ancient Guardian can make you a tank for a few seconds and that is great when in a sticky spot
Prismatic Armor makes you so much stronger and as a squishy mage that can help a lot.
Safe Passage.. Its just fun... and thats it
Prodigy helps increase mana return
Galavasing Ward boosts defense
Evocation just lest you kill stuff 15% faster
(I don't have Diablo3 Beta so this is in no way reliable)
http://us.battle.net/d3/en/calculator/monk#VQZcgj!Zdg!acZbcc
its a hard AoE PvM build with some stun/knockback for surv.
Sort of a utility/mobility based arcane build. I'll admit that I haven't had a chance to play in the beta beyond blizzcon, so I can't vouch for its viability, but I assume that the slows from the arcane rune and the health gain from the knife crits would give you a large degree of survivability while still enabling you to do good damage, plus archon for a boost against a boss.
Monk
A build focused on high spirit regen and healing, for sustained survivability rather than high damage.
Can't hit 'em when you're dead, right?
Primary: Bash/ Punish Secondary: Whirlwind/ Blood funnel
Sprint/Run like the Wind Leap/Toppling Impact
OverPower/ Killing Spree EarthQuake/ Aftershock
Pound of flesh, Inspiring Presence, Nerves of Steel
with a splash of MF if the gear drops! :Thumbs Up:
The Summonless Witch Doctor
Active Abilities:
Passive Abilities:
In a boss fight scenario I would probably get Flaming Dart and Resentful Spirit in place of Fire Pit and Acid rain, to get some single dps on, I wouldn't still switch any of the cooldowns because they could still help with added demons spawning (and I have a feeling that there will be a lot of 'em).
called catch me if you can, promotes non stop spam of vault and hit and run actions. move shoot vault and spam ftv!
http://us.battle.net...PYOm!YXT!caZaca
My primary attacks include spamming Arcane Torrent and Electrocute, while freezing and slowing enemies with Frost Nova and Blizzard. Also I plan to use Archon on cooldown, but to try and time it with Flash of Insight buff. I'm not sure how the damage will be calculated at this point. But I hope that my runed archon transform will benefit from the Flash of Insight increases its damage. I'm trying to focus on crowd control with bursts of damage when I can use it.
So i have fiddled around with the skill calculator and come up with a Wizard MF setup:
http://us.battle.net...YWfm!Ugh!cZZaYZ
Now, i have obviously not played the beta yet, so dunno if the build is viable.
Anyways i tried to focus on skills wich buffs my teleport, knockback/chill/freeze skills, and also buff my armor. The build is designed for fast teleporting to the target mob pack or boss, with minimum risk for wiping.
Hope u like my build, and gl to all participants!
http://us.battle.net/d3/en/calculator/wizard#bSjZQm!cTU!acZcYc
This is my beginners build to start the game off with. Its very good offensively and has its skills to help with its defense. It has its very strong skills to clear out waves of enemies and also those to help defend and get out of trouble when needed. Not much to say until i actually start playing but this should be a good build to begin the game with.
Build link: http://us.battle.net...XSeg!Ycg!cYZbYb
Explanation
Passive Skills
Weapons Master: This will be a Sword build (I like swords). The Weapons Master Passive Skill will increase the sword's damage by 15%.
Inspiring Presence will enhance the buff times of War Cry and Battle Rage, increasing their durations to 120 and 60 second respectively. This will give the Barbarian a viable set of buffs, increasing his/her Armor by 50%, Maximum Life by 10%, life regeneration by 890 life per second plus an additional 2% of maximum life regenerated per second. In addition, s/he will receive a 3% increased chance to critically hit, but even better, the Whirlwind damage will be increased by 30%.
The third Passive Skill, Brawler, will enable the Barbarian to get an additional 30% damage increase on his/her Whirlwind, for a total +60% damage increase to Whirlwind, providing that there are at least 3 enemies within 8 yards, creating the type of situation one would want to use Whirlwind in, in the first place.
Mouse Skills
Primary
Furious Charge with Juggernaut Rune: The main inspiration behind choosing Furious Charge is that, well, I love Charge. I loved it as a Warrior in WoW, and in every other game that has a charge mechanic. It is quite simply my favorite skill hands down. It fits into this build by allowing the Barbarian freedom of motion. S/he will have the freedom to either rush to the next pack of mobs, minimizing downtime and continuing the relentless slaughter, or charge out to a distant mob to catch a breather from the hectic maelstrom of multiple mobs. Contrary to popular belief, even a "super-charged" Barbarian with enhanced armor, life, life regeneration, and damage increase, will still want a breather from time to time, or even a chance to reposition the pack of hungry demons out for his/her blood. The Juggernaut Rune enhances this ability to move from pack to pack, or take a breather, while regaining a bit of health if needed.
Secondary
Whirlwind with Eye of the Storm Rune: Furious Charge generates 15 Fury. Whirlwind costs 16 Fury. The Eye of the Storm Rune, in this case, will eventually off-set the cost of Whirlwind, changing it from a possibly expensive skill into a skill that can be used as frequently as possible. The idea is to give the Barbarian the opportunity to Whirlwind absolutely as much as possible.
Action Bar Skills
Defensive
Ground Stomp with Wrenching Smash Rune: As a Whirlwind Barbarian, one wants to ideally have as many mobs as one can handle all in one spot. Think about "The Secret Cow Level", and how in D2 Classic, the group loved to have a good solid Barb who could round up multiple packs of mobs then Whirlwind through them, drawing their attention while the other players could mow them down. (We used to do this with our chest armor off for extra thrills.)
The Ground Stomp mechanic and corresponding Rune will not only Generate an additional 15 Fury, but pull enemies within 24 yards of the Barbarian close to him/her before the Stomp, and then stun any mobs unlucky enough to wind up within 8 yards of him/her. This is the perfect chance for the Barbarian to either refresh War Cry and Battle Rage, or begin his/her relentless Whirlwind assault on the helpless mobs before they begin their attempts to feed. More importantly, it will allow the Barbarian to keep the enemies close enough together for him/her to continually receive the benefits of the Brawler Passive Skill.
Tactics
War Cry with Invigorate Rune: As stated above with the Inspiring Presence Passive Skill, the Barbarian and his allies will receive a 50% Armor increase, a 10% Maximum Life increase, and 890 Life regeneration per second. This buff will last for 120 seconds, and generates 30 Fury, Offsetting the Battle Rage cost of 20 Fury. This allows the Barbarian to supply the group with arguably the most potent and explosive buffs of Diablo 2, Battle Orders and Shout. It will give the Barbarian the ability to withstand fighting large numbers of mobs in one spot as well.
Might
Battle Rage with Marauder's Rage Rune: Another buff, working in tandem with both War Cry and Inspiring Presence. The Fury cost is 20 Fury, but this cost is off-set by War Cry which generates 30 Fury. Again, the idea is to maximize the Barbarian's ability to maintain Whirlwind as much as possible. With Battle Rage, s/he will be able to do this with an additional 3% chance to critically hit, and a 30% damage bonus. This buff also effects allies, further allowing the Whirlwind Barbarian to fulfill the function of rounding up multiple mobs in a corral of annihilation.
Characters running with the Barbarian with many Magic Find items will also potentially love the ability of both these buffs to help them survive, as in the case of a Wizard wanting pre-buffs before Teleporting, and also a bit of damage and crit increase to help them be moderately effective in combat.
Rage
Earthquake with The Mountain's Call Rune: If there is a downside to this build that I can see, it will be against single target mobs, namely bosses. We all know how Whirlwind, while doing wonderful AoE damage, is a bit weak against bosses. That is where this skill with its corresponding Rune comes in. Earthquake will be used as a burst damage mechanism. The intention here is that when many mobs are in one place, Earthquake will be able to deal devastating blows, weakening enemies for the unrelenting Barbarian to finish off with Whirlwind. Also, it will provide a nice bit of "umph" against bosses. The Mountain's Call Rune reduces the cooldown of this skill to 105 seconds (1:45 seconds), making it useful more often if necessary, but also removing the Fury cost. The thought behind this is to have a decent burst ability, but without having to worry about the Fury cost, as the Barbarian will be busy working to refresh both War Cry and Battle Rage, and of course, Whirlwind as much as possible.
Conclusion
There you have it. I have many years of experience as a Whirlwind Barbarian, and I'm confident that these skills will provide a solid basis for Whirlwind play. As with any theoretical build, we really don't know what will happen on Inferno difficulty yet, so it may need some tweaking in the single-target area. Barring that one downside, this Barbarian build is set up for endless slaughter of multiple mobs, the ability to provide constant buffs to both the Barbarian and his/her party, and overall assist the Barbarian in the role of controlling the grueling combat and relentless slaughter of demons which we have all come to know, love, and appreciate as a staple of the Diablo experience.
http://us.battle.net...jlOm!gUW!bYZYYb
I think I will use this skill build. Maybe is suiteable from both, PvE and PvP. Maybe I will change some aspect of it when the full game comes out.
DoT Witch Doctor build
PVE
Zombie dogs and Gargantuan tanking in the front.
After setup Locust, Grasp of the Dead and haunt, firebat for aoe damage.
Rune Haunt to draining spirit and switch Grasp of the Dead to sould Harvest when mana starving.
Switch Vermin to Zombie Handler if the front is not tanky enough. And Bad Medicine to Jungle Fortitude when soloing.
http://us.battle.net/d3/en/calculator/monk#WgZXjk!ZUW!bccZaa
PS Monks are just pure chuck norris jackie chan bruce lee liam neeson and a little bit of awesome all rolled into one lol.
Class: Wizard
Build: PVE Type
Survive, save arcane power, knockback and slow for Inferno.
It would save your life if you have those skills, you can do knockback, stun and slow them with runes.
It can be solo if possible.
ARCANE POWER:
Magic Missle & Arcane Orb with runes: you gain arcane power and reduce casting cost to 23 arcane power. Which it means you can use more arcane power.
Teleport & Wave of Force with runes: you have chance to surivive if too many monsters are on you and
you can knockback and slow them and you are ready to kill them before they reach you.
Ice Armor & Mirror Image with runes: Slow and stun monsters are always good and you are ready to kill them before monsters reach you.Almost like Teleport & Wave of Force skills and it makes your life easier.
PASSIVE SKILLS:
Astral Presence: A must för Wizard, else you cant use arcane power much so well.
Galvanizing Ward: If you use Ice Armor and it is quite good for surivive as solo.
Evocation: I dont think we can live without this passive skill.
without playing the beta so far this is a build i think will prove both fun to play but with good survivability.
Look forward to testing it out.