Forst Mage: Support (who gets to have fun?) Become and asset to the team.
Hello all, this is my first contributing thread to Diablo Fans, and I hope that this build helps out players who are looking at playing with friends/groups and wants to be able to support while having fun and doing some damage.
Support Mage: This build reflects what I envision would be a great support/slowing mage with maximum survivability, a good amount of damage, and a great means of laying downs snares and slows with your secondary passive and, defensive, arcane mixed with your passives.
I have not played the Beta so am unable to properly reflect, however I would love the chance to give this build a try and test it further.
Good luck!
This build here is my barb tank build PVE 4 Man Inferno build.. I chose this build b/c i will be playing with my two bros who are going to be playing a Wizard and Monk.. and whoever else wants to join us we do not have a fourth as of yet.
First skill.. Cleave with Rune Reaping swing- Very self explanatory its a fury generating ability with the extra fury per person hit with the rune.. gonna be my main fury generating ability.
Second Skill.. Revenge with the Rune Provocation-This is your bread and butter skill right here u shouldn't tank without it.. and with the rune to increase the chance for Revenge to proc that's a no brainier because of the % health it gives back and the damage it does.
Third Skill.. War Cry with the Rune Invigorate-Again another tank ability that is also a fury generator.. i got this for the increased armor it gives you and your allies.. also with the rune of invigorate you increase the max health of everyone in your party and give them health per second... why not get that that is a awesome buff for the party that the barb bring
Fourth Skill.. Threatening Shout with the Rune Demoralize- This is your only ability that will taunt so getting it is a must.. and it reduces the damage of people ohhh yaaa lol.
Fifth Skill.. Ignore Pain with the Rune Iron Hide-This is your OH SHIT BUTTON!! lol and i chose the increased duration b/c i felt 3 seconds might not be long enough.
Sixth Skill... Whirlwind with the Rune Volcanic Eruption- This is going to be my rage dump i felt that this was the best choice b/c it does good damage and it would go great with threatening shout having people around me attack me..
My three passives are:
Nerves of steel- best choice for a tank by far no need to explain...
Relentless- for the damage reduction at low health because you do not want your tank to die.....
for my last passive, I was debating on a couple different ones but, i felt that this one is the best choice for my build because of the amount of damage that will be going out in inferno...
Inspiring Presence- this goes good with my third skill War Cry. The 10% extra life that the War Cry buff gives you of course increases the amount that you are going to be healed by this passive because it gives you a % of health back.
This is my spec.. you might think man he is crazy for not getting leap strike or a skill to move around the battlefield fast but like i said above i am gonna be playing with a Wizard and Monk who both have good defensive skills and good skills to move around the battlefield.. i think these skills will work together and my build was prioritized around AOE damage, reducing damage, and buffing the party at the same time.. also, the increased life and life regeneration is very helpful because we know Inferno is going to be freaking crazy and the damage that is going to be happening around every one the party will need as much heals as it can get.. Thanks again for letting us have a chance at getting a beta key hope u pick my build would love to test the game out if not hope this helps out someone else for there tank barb build
Eventhough I never played this game, I think this build will be useful. However, this is an end game build (Hell and Inferno levels).
This is a multiplayer PVE Witch Doctor build. It offers a good amount of offensive spells to devastate your enemies in packs (AoE damage), good crowd control spells (AoE CC), so your entire team can have moments to take a breath during the intense fights and AoE Heals. They will thank you for you being on their team!
The team can be composed of any other class in the game, doesn’t matter what classes they are, you will still be very effective!
Strategy
It is pretty simple. Grasp of Dead will deal some physical damage per second to enemies within the area of effect and will slow all of them by 80% movement speed (all that lasts for 8 seconds). After you cast Grasp of Dead, you should cast Acid Cloud as it will deal heavy poison damage per second to enemies caught in the area of effect, plus more extra poison damage if the enemies remain in the area, which they will because of Grasp of Dead’s 80% slow. In addition, all enemies that are taking poison damage will deal 20% less damage because of Bad Medicine.
After that, it is up to you if you want to cast Mass Confusion or not, because if you do, all enemies in that same area will take extra 20% more damage. If you don’t want to use Mass Confusion for offensive purposes, you can save it for a dangerous moment to CC groups of enemies (use with wisdom as the cooldown is 60 seconds). I recommend you to use Mass Confusion for offensive purposes, since there is available another AoE crowd control spell, Horrify and Grasp of Dead (snare effect).
Hex, use and abuse! It has low cooldown, it makes hexed enemies take extra 12% damage and periodically heals allies.
In cases of risk, you can always use Spirit Walk, it will give you mana regeneration during the spell effect and also survivability.
You will constantly have mostly of your spells under cooldown, triggering Vision Quest, increasing your mana regeneration by 300% mana most of the time, so mana shouldn’t be a problem.
And to finalize, Spirit Vessel will be a big time life savior, reducing your Spirit Walk and Horrify cooldowns by 2 seconds, in addition you will be "resurrected" after a fatal blow and automatically enter in the Spirit Realm for 3 seconds, having enough time to escape from any danger situation.
i saw that some of these bad boys shoot homing rockets with the right runes.
so I got nostalgic for some Goldeneye...
and made a badass rocket character.
But also taking advantage of traps.
You know-- lay some traps then run away and shoot rockets.
Just like the bunker....
ah, Goldeneye
Hey Everyone, this is the build for my Crit Frenzy Barb.
Active Skills:
Primary: Frenzy (Sidearm)
Secondary: Overpower (Killing Spree)
1) Battle Rage (Bloodshed)
2) Seismic Slam (Stagger)
3) Wrath of the Berserker (Slaughter)
4) Earthquake (The Mountain's Call)
Passive Skills:
1) Ruthless
2) Unforgiving
3) Boon of Bul-Kathos
This build is for a PvE Barb.In a nut shell its like the title says it's a Crit Frenzy Barb. I loved playing a speed frenzy barbarian in D2 and wanted to replicate this only with more power! Its dependant on Crit gear, but with the selection of active skills, passive abilities and runes your attacks should crit a good amount of the time. You won't degenerate fury with this build and Earthquake won't cost anything. With WOB and Battle Rage active your crit chance increase along with your chances of resetting Overpower for my spamming. Last Seismic Slam for a ranged attack and runed for possible stunning to get in and out when things get sticky.
This is my unstoppable arcane wizard. This wizard is pure arcane force meant to deal the most unstoppable wave of arcane abilities both offensive and defensive.
As far as being the most viable build its not, but as far as fun, I think this would be hella fun to play !! Hope you like it, lots of great builds out there hope mine stands out though !!
Strong nukes with some cc. Two abilities to regen life and mana. Passives for max damage. All around what I believe a strong PvsE build! Cant wait to try it out in game.
Ok, so essentially what I'm going for in this build, is stuns/slows and a bunch of AoE when everything is stuck in place.
First two abilities, Electrocute for the AoE and then the Ray of Frost to make sure they're slowed with the additional ground damage.
Then, Slow Time in order to help dodge projectiles from ranged enemies as melee shouldn't be too much trouble.
Blizzard for AoE damage
Familiar runed for penetration, again, to hit as many targets as possible.
Explosive blast for when enemies to get close.
Passives: Help regenerate Arcane Power, increased Blizzard and Ray of Frost damage, and finally stuns added to Electrocute in order to help hold enemies in place.
My build is called the Zombie Handler
A witch doctor build focused on hc PVE. This build uses zombie dogs and gargantuan as a meat shield, with attack skills that have healing effects. The reason i like this build is because it will play somewhat like a summon necro from d2. http://us.battle.net/d3/en/calculator/witch-doctor#egSkYT!aWY!cYYbca
This is my preliminary final build for the Wizard I plan on playing. Some of the choices are just for flavor and others are based on assumptions I can't finalize yet, what with not having played at all. I'll break them down. Here's the link:
I take Electrocute: Surge of Power as my signature ability because I've always loved lightning and going ZZZZZAP is fun. I know, great scientific reasoning there. I added Surge of Power because it synergizes perfectly with the passives I take, giving me increased Arcane Power generation and a very regular, reliable damage increase.
Disintegrate: Volatility
Disintegrate: Volatility is the first choice that I'm not completely convinced about. The beam damage plus the massive damage on the explosion from Volatility will work well in milling down large groups, in addition to the AoE from Electrocute. Plus, it gives me a second damage type for when dealing with elemental resistances. I'm not sure about it because the snare from Cone of Cold could be very useful and the blast damage from Arcane Orb and Arcane Torrent could be more effective. This is a likely ability for adjustment, but I went with this first because Magicka was a great game.
Teleport: Wormhole
I love me some teleportation. It's excellent, and the Wormhole skill rune lets me use it exactly how I want to. Most, if not all, of my Wizard builds will include this skill somewhere. At least, until testing. The Wormhole skill rune gives me a much larger effective teleport radius, making it much more useful for escape or travel since I don't plan on teleporting into groups directly.
Hydra: Mammoth Hydra
This was chosen for nostalgia, as I remember it fondly from the first Diablo. Mammoth was chosen because I am just so unsure of the ability in Diablo III that I couldn't really choose on a speciality for it. If I were more familiar with the updated version of the skill, I'd probably choose Frost Hydra to give me some extra snare. This is another ability prime for adjustment.
Diamond Skin: Crystal Shell
This was chosen to be my primary defense option for when I cannot Teleport out of danger, or do not want to. I picked up Crystal Shell to make it tougher, but 3 seconds does not seem very long. I may choose Enduring Skin if the duration is just too low, or Mirror Skin if I end up needing more damage on my kit. Then again, I will probably use a non-defensive slot for more damage if I really need it.
Archon: Teleport
This is a perfect ability demonstrating my choices based on flavor and being unsure of the strength or effects of certain abilities. I know Archons get unique abilities during the transformation, and judging by the UI real estate, they probably replace my normal abilities. If that's the case, I just can't justify not being able to escape easily through Teleport, so I took that skill rune to make up for it. That said, I don't really know how effective Archon will be so this is another primary ability for iteration based on testing.
Passives
Prodigy
The bonus Arcane Power on damage is perfect for Electrocute's chaining effect, and even if it only affects the first hit, between this and Electrocute: Surge of Power, I will be rolling in the Arcane Power.
Illusionist
This passive is up for grabs. I had a hard time choosing one for this slot, since my damage comes from two elemental sources. The Lightning damage bonus is too low for Electrocute alone, and the Fire damage bonus needs more splash to really be worth it. But then again, Disintegrate: Volatility DOES do a big explosion so maybe that's something to consider. I also went for Astral Presence at one point to maximize my Arcane Power generation, but I really need to test these builds directly before I can choose one or the other.
Arcane Dynamo
Finalizing the synergizing of Signature spells, this gives me a great damage bonus that, with how often Electrocute deals damage, should be up almost all of the time for mega Disintegrates. I'm pretty sure this will be excellent regardless, but we'll have to see how it works with Hydra and Disintegrate: Volatility before I can be sure. I might change the other spells to work better with this because I like how so much utility can be stacked on free spells, but playtesting is definitely required.
Hello! This is my Demon Hunter PvE build made for any situation or difficulty. It includes two hatred generators (Hungering Arrow and Bola Shot). Hungering is runed to include a DoT. This can be used either to keep some damage going if you need to get away, or to just simply increase your damage. Hungering Arrow would be used as the single target (of course with a chance to aoe) hatred generator. I also included Bola Shot for those large annoying mobs when you are low on hatred. It is runed to double the radius, therefore increasing productivity. Rapid Fire is the next skill. I included this because it is a strong decent cost ability that has the potential to do large amounts of either single target or aoe damage. It is runed to launch homing rockets at your enemies, to either increase damage or to help knockout the enemies in front of you that you may have missed. The next is strafe. I love this ability because you can move while casting it (and its a great barrel breaker! :D). I have runed it to increase movement speed while casting it so you can use it on the go and still be as fast as ever. I didn't want it to handicap you into not using it often, so I went ahead and runed it how I did. Caltrops is next. Caltrops may not be as useful in Normal mode, but it will definately start to appear in your "rotation" as you progress through the harder difficulties or boss fights. Caltrops slows a great amount in a decent area. I have runed it for extra damage to help down those fast bosses or large mobs of enemies. Last but not least, Rain of Vengeance. I would like to try out this ability because I saw it in the recently released Blizzard videos of certain skills, and I must say it looks great. To make sure the enemies don't get away and I waste a cooldown, I have runed it for homing arrows. My Passive abilities include: Steady Aim, Vengeance, and Archery. These Passives all provide an extremely beneficial damage buff to my build, and also gives me more hatred (and regeneration if you collect a health globe).
This build is used to optimize fury generation, maintain crowd control, keep my health regen healthy, and offer additional defensive stats where it counts. I'm also able to put out a good amount of damage while keeping my fury, health regen, and defensive stats.
I was thinking about this build for a long time and it seems to be strong and stable, hope I will have an opportunity to at least try its starter skills.
My WD build for first playtrough. build here
Skills
1. Firebomb with pyrogeist for good aoe dmg
2. Firebats with plague rune for aoe dmg with poison
3. Spirit barrage with mana return rune since this build doesnt have any other mana skills
4. Garagantuan with cleave rune for tanking
5. Zombie dogs with life steal
6. Fetish army with cooldown reduction for more difficult encounters
Passives
1. Zombie handler: health for dogs and garagantuan
2. Grave injustice for overall survivability and reduced cooldowns on the summons
3. Fierce Loyalty probably best passive for a build with 3 summon skills
This build is oriented towards survivability on first playtrough on normal/nightmare and if i still like it all the way to hell.
Main survivability comes from zombie dogs + garagantuan with the cooldown reducing passive and health buffs for them.
Zombie dogs are on leeching beasts but that can be changed to more damage oriented rune if they survive enough well.
This build revolves around frenzy and fury generation with various skills for barbs that are going to use mighty weapons. Whirlwind and ground stomp can be used jointly to maximize fury and damage since brawler gives a nice decent passive. War cry would provide some sort of defense especially coupled with Wrath of the Berserker in harder difficulties (Wrath of the Berserker can be used defensively or offensively). Battle rage can provide on demand burst along with Ruthlessness depending on the situation.This build can be tweaked for more damage or more survivability according the difficulty levels.
This is a general PvE build that is catered around generating mass spirit and dumping it into abilities. The only health gain in this is the passive which will give life per spirit used. The goal in this build is to gain as much spirit as possible and use it as fast as possible to keep the life flowing.
I Like this build for the monk for several reasons, but primarly im making this build is for inferno mode.
The three passives are choose are: 1.)Near Death Expirience( who doesnt want a second life?) 2.) One with everything( it will be very important to have high resistances so you dont drop like a rock) and 3.) Exalted Soul ( I believe that this extra 100 spirit could mean the final blow to a boss that you've been trying to down or that .5 second window you have to heal yourself before you get owned, so generally extra spirit=awesomeness)
The active skills I picked out are balanced for both Defensive and Offensive ( which are think are equally important at extreme difficultiess). The runes I picked for my skills also enchance the overall effectivess of this offensive/deffensive monk. There are a few runes in here that will allow me to squezze out of tight situations such as increasing my dodge chance for a few seconds ( plus my dodge mantra with +armor rune) or stun enemies in order to pick the off easier. So basically in my own opinion I truly like this build cause its a perfect balance between both worlds and has a couple OMFG buttons in there just in case ( we all know that those OMFG ecounters can be brutal). So thats it, hope you enjoy and good luck to everyone http://us.battle.net...XdVk!VUd!ZbcaZc
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Most People Are Completely Ignorant To The Microscopic World Around Them -Me
Main Spells
Ray of frost (Snow Blast) : Maximum damage over time for one target.
Arcane Orb (Arcane Nova) : Great AoE to hit the most target.
Boosters Energy Armor (Energy Tab) : Increases Arcane Power cap.
Familiar (Sparkflint) : Increases damage by 15%.
Glass Cannon : Increases damage by 15%.
Arcane Dynamo : Increases next attack by 75% after recovering Arcane Power.
Recovery Magic Missile (Attunement) : Recover +4 Arcane Power per hit.
Prodigy : Recover +4 Arcane Power per Magic Missile hit.
Situational
Archon (Improved Archon) : Temporary DPS buff for most needed situations (Every 2 minutes).
This is dubbed my "Glass Cannon Frost" Wizard build, of course I have yet to play the game so I can't be too confident as to whether or not it will actually work.... but it's worth a try!
The idea behind this build is to have nearly every ability slow/snare your enemies, and approach the world as an enemy-dodging ninja. You have almost no survivability to speak of, so keep the enemies at range, and rain down your array of increased-damage frost abilities. I think it would be best paired with a healing specialized Templar, so if you do take some damage, you can get back to full health quickly.
Frost immunes will likely ruin your day lol, but this game is about experimentation is it not?
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Hello all, this is my first contributing thread to Diablo Fans, and I hope that this build helps out players who are looking at playing with friends/groups and wants to be able to support while having fun and doing some damage.
http://us.battle.net/d3/en/calculator/wizard#ecYPfk!Whd!cZcZYZ
Support Mage: This build reflects what I envision would be a great support/slowing mage with maximum survivability, a good amount of damage, and a great means of laying downs snares and slows with your secondary passive and, defensive, arcane mixed with your passives.
I have not played the Beta so am unable to properly reflect, however I would love the chance to give this build a try and test it further.
Good luck!
This is a multiplayer PVE Witch Doctor build. It offers a good amount of offensive spells to devastate your enemies in packs (AoE damage), good crowd control spells (AoE CC), so your entire team can have moments to take a breath during the intense fights and AoE Heals. They will thank you for you being on their team!
The team can be composed of any other class in the game, doesn’t matter what classes they are, you will still be very effective!
Link to the Build: http://us.battle.net/d3/en/calculator/witch-doctor#ZWUiXQ!gdV!ZaZYaY
Strategy
It is pretty simple. Grasp of Dead will deal some physical damage per second to enemies within the area of effect and will slow all of them by 80% movement speed (all that lasts for 8 seconds). After you cast Grasp of Dead, you should cast Acid Cloud as it will deal heavy poison damage per second to enemies caught in the area of effect, plus more extra poison damage if the enemies remain in the area, which they will because of Grasp of Dead’s 80% slow. In addition, all enemies that are taking poison damage will deal 20% less damage because of Bad Medicine.
After that, it is up to you if you want to cast Mass Confusion or not, because if you do, all enemies in that same area will take extra 20% more damage. If you don’t want to use Mass Confusion for offensive purposes, you can save it for a dangerous moment to CC groups of enemies (use with wisdom as the cooldown is 60 seconds). I recommend you to use Mass Confusion for offensive purposes, since there is available another AoE crowd control spell, Horrify and Grasp of Dead (snare effect).
Hex, use and abuse! It has low cooldown, it makes hexed enemies take extra 12% damage and periodically heals allies.
In cases of risk, you can always use Spirit Walk, it will give you mana regeneration during the spell effect and also survivability.
You will constantly have mostly of your spells under cooldown, triggering Vision Quest, increasing your mana regeneration by 300% mana most of the time, so mana shouldn’t be a problem.
And to finalize, Spirit Vessel will be a big time life savior, reducing your Spirit Walk and Horrify cooldowns by 2 seconds, in addition you will be "resurrected" after a fatal blow and automatically enter in the Spirit Realm for 3 seconds, having enough time to escape from any danger situation.
i saw that some of these bad boys shoot homing rockets with the right runes.
so I got nostalgic for some Goldeneye...
and made a badass rocket character.
But also taking advantage of traps.
You know-- lay some traps then run away and shoot rockets.
Just like the bunker....
ah, Goldeneye
Active Skills:
Primary: Frenzy (Sidearm)
Secondary: Overpower (Killing Spree)
1) Battle Rage (Bloodshed)
2) Seismic Slam (Stagger)
3) Wrath of the Berserker (Slaughter)
4) Earthquake (The Mountain's Call)
Passive Skills:
1) Ruthless
2) Unforgiving
3) Boon of Bul-Kathos
This build is for a PvE Barb.In a nut shell its like the title says it's a Crit Frenzy Barb. I loved playing a speed frenzy barbarian in D2 and wanted to replicate this only with more power! Its dependant on Crit gear, but with the selection of active skills, passive abilities and runes your attacks should crit a good amount of the time. You won't degenerate fury with this build and Earthquake won't cost anything. With WOB and Battle Rage active your crit chance increase along with your chances of resetting Overpower for my spamming. Last Seismic Slam for a ranged attack and runed for possible stunning to get in and out when things get sticky.
Link to build http://us.battle.net...PgTe!ZhS!YZbbac
This is my unstoppable arcane wizard. This wizard is pure arcane force meant to deal the most unstoppable wave of arcane abilities both offensive and defensive.
As far as being the most viable build its not, but as far as fun, I think this would be hella fun to play !! Hope you like it, lots of great builds out there hope mine stands out though !!
Witch Doctor class cannon
Strong nukes with some cc. Two abilities to regen life and mana. Passives for max damage. All around what I believe a strong PvsE build! Cant wait to try it out in game.
Ok, so essentially what I'm going for in this build, is stuns/slows and a bunch of AoE when everything is stuck in place.
Passives: Help regenerate Arcane Power, increased Blizzard and Ray of Frost damage, and finally stuns added to Electrocute in order to help hold enemies in place.
A witch doctor build focused on hc PVE. This build uses zombie dogs and gargantuan as a meat shield, with attack skills that have healing effects. The reason i like this build is because it will play somewhat like a summon necro from d2.
http://us.battle.net/d3/en/calculator/witch-doctor#egSkYT!aWY!cYYbca
This is my WD build, He uses Aoe Damage with slowing effects and zombie wall to stop enemies. He has 2 summons as well for support.
http://us.battle.net/d3/en/calculator/wizard#eSjiXm!cdT!YbZcaZ
Electrocute: Surge of Power
I take Electrocute: Surge of Power as my signature ability because I've always loved lightning and going ZZZZZAP is fun. I know, great scientific reasoning there. I added Surge of Power because it synergizes perfectly with the passives I take, giving me increased Arcane Power generation and a very regular, reliable damage increase.
Disintegrate: Volatility
Disintegrate: Volatility is the first choice that I'm not completely convinced about. The beam damage plus the massive damage on the explosion from Volatility will work well in milling down large groups, in addition to the AoE from Electrocute. Plus, it gives me a second damage type for when dealing with elemental resistances. I'm not sure about it because the snare from Cone of Cold could be very useful and the blast damage from Arcane Orb and Arcane Torrent could be more effective. This is a likely ability for adjustment, but I went with this first because Magicka was a great game.
Teleport: Wormhole
I love me some teleportation. It's excellent, and the Wormhole skill rune lets me use it exactly how I want to. Most, if not all, of my Wizard builds will include this skill somewhere. At least, until testing. The Wormhole skill rune gives me a much larger effective teleport radius, making it much more useful for escape or travel since I don't plan on teleporting into groups directly.
Hydra: Mammoth Hydra
This was chosen for nostalgia, as I remember it fondly from the first Diablo. Mammoth was chosen because I am just so unsure of the ability in Diablo III that I couldn't really choose on a speciality for it. If I were more familiar with the updated version of the skill, I'd probably choose Frost Hydra to give me some extra snare. This is another ability prime for adjustment.
Diamond Skin: Crystal Shell
This was chosen to be my primary defense option for when I cannot Teleport out of danger, or do not want to. I picked up Crystal Shell to make it tougher, but 3 seconds does not seem very long. I may choose Enduring Skin if the duration is just too low, or Mirror Skin if I end up needing more damage on my kit. Then again, I will probably use a non-defensive slot for more damage if I really need it.
Archon: Teleport
This is a perfect ability demonstrating my choices based on flavor and being unsure of the strength or effects of certain abilities. I know Archons get unique abilities during the transformation, and judging by the UI real estate, they probably replace my normal abilities. If that's the case, I just can't justify not being able to escape easily through Teleport, so I took that skill rune to make up for it. That said, I don't really know how effective Archon will be so this is another primary ability for iteration based on testing.
Passives
Prodigy
The bonus Arcane Power on damage is perfect for Electrocute's chaining effect, and even if it only affects the first hit, between this and Electrocute: Surge of Power, I will be rolling in the Arcane Power.
Illusionist
This passive is up for grabs. I had a hard time choosing one for this slot, since my damage comes from two elemental sources. The Lightning damage bonus is too low for Electrocute alone, and the Fire damage bonus needs more splash to really be worth it. But then again, Disintegrate: Volatility DOES do a big explosion so maybe that's something to consider. I also went for Astral Presence at one point to maximize my Arcane Power generation, but I really need to test these builds directly before I can choose one or the other.
Arcane Dynamo
Finalizing the synergizing of Signature spells, this gives me a great damage bonus that, with how often Electrocute deals damage, should be up almost all of the time for mega Disintegrates. I'm pretty sure this will be excellent regardless, but we'll have to see how it works with Hydra and Disintegrate: Volatility before I can be sure. I might change the other spells to work better with this because I like how so much utility can be stacked on free spells, but playtesting is definitely required.
Good luck to everyone!
Here is the Link to my Build: http://us.battle.net/d3/en/calculator/demon-hunter#abcdYk!Ybe!ZabZba
Good luck to everyone, including myself!
http://us.battle.net/d3/en/calculator/barbarian#WQhSRX!Vch!ZZZbZa
This build is used to optimize fury generation, maintain crowd control, keep my health regen healthy, and offer additional defensive stats where it counts. I'm also able to put out a good amount of damage while keeping my fury, health regen, and defensive stats.
http://us.battle.net...cfUj!aWe!.aZbYb
I was thinking about this build for a long time and it seems to be strong and stable, hope I will have an opportunity to at least try its starter skills.
GL& HF
build here
Skills
1. Firebomb with pyrogeist for good aoe dmg
2. Firebats with plague rune for aoe dmg with poison
3. Spirit barrage with mana return rune since this build doesnt have any other mana skills
4. Garagantuan with cleave rune for tanking
5. Zombie dogs with life steal
6. Fetish army with cooldown reduction for more difficult encounters
Passives
1. Zombie handler: health for dogs and garagantuan
2. Grave injustice for overall survivability and reduced cooldowns on the summons
3. Fierce Loyalty probably best passive for a build with 3 summon skills
This build is oriented towards survivability on first playtrough on normal/nightmare and if i still like it all the way to hell.
Main survivability comes from zombie dogs + garagantuan with the cooldown reducing passive and health buffs for them.
Zombie dogs are on leeching beasts but that can be changed to more damage oriented rune if they survive enough well.
This build revolves around frenzy and fury generation with various skills for barbs that are going to use mighty weapons. Whirlwind and ground stomp can be used jointly to maximize fury and damage since brawler gives a nice decent passive. War cry would provide some sort of defense especially coupled with Wrath of the Berserker in harder difficulties (Wrath of the Berserker can be used defensively or offensively). Battle rage can provide on demand burst along with Ruthlessness depending on the situation.This build can be tweaked for more damage or more survivability according the difficulty levels.
This is a general PvE build that is catered around generating mass spirit and dumping it into abilities. The only health gain in this is the passive which will give life per spirit used. The goal in this build is to gain as much spirit as possible and use it as fast as possible to keep the life flowing.
The three passives are choose are: 1.)Near Death Expirience( who doesnt want a second life?) 2.) One with everything( it will be very important to have high resistances so you dont drop like a rock) and 3.) Exalted Soul ( I believe that this extra 100 spirit could mean the final blow to a boss that you've been trying to down or that .5 second window you have to heal yourself before you get owned, so generally extra spirit=awesomeness)
The active skills I picked out are balanced for both Defensive and Offensive ( which are think are equally important at extreme difficultiess). The runes I picked for my skills also enchance the overall effectivess of this offensive/deffensive monk. There are a few runes in here that will allow me to squezze out of tight situations such as increasing my dodge chance for a few seconds ( plus my dodge mantra with +armor rune) or stun enemies in order to pick the off easier. So basically in my own opinion I truly like this build cause its a perfect balance between both worlds and has a couple OMFG buttons in there just in case ( we all know that those OMFG ecounters can be brutal). So thats it, hope you enjoy and good luck to everyone
http://us.battle.net...XdVk!VUd!ZbcaZc
-Me
Glass Cannon Wizard
Main Spells
Ray of frost (Snow Blast) : Maximum damage over time for one target.
Arcane Orb (Arcane Nova) : Great AoE to hit the most target.
Boosters
Energy Armor (Energy Tab) : Increases Arcane Power cap.
Familiar (Sparkflint) : Increases damage by 15%.
Glass Cannon : Increases damage by 15%.
Arcane Dynamo : Increases next attack by 75% after recovering Arcane Power.
Recovery
Magic Missile (Attunement) : Recover +4 Arcane Power per hit.
Prodigy : Recover +4 Arcane Power per Magic Missile hit.
Situational
Archon (Improved Archon) : Temporary DPS buff for most needed situations (Every 2 minutes).
http://us.battle.net/d3/en/calculator/wizard#bciQYW!YWX!bYYYca
The idea behind this build is to have nearly every ability slow/snare your enemies, and approach the world as an enemy-dodging ninja. You have almost no survivability to speak of, so keep the enemies at range, and rain down your array of increased-damage frost abilities. I think it would be best paired with a healing specialized Templar, so if you do take some damage, you can get back to full health quickly.
Frost immunes will likely ruin your day lol, but this game is about experimentation is it not?