Nerves of Steel, Inspiring Presence, and Tough as Nails
A simple build based around survival, control, and sustainability. The core of this skill set is area of effect damage oriented around keeping enemies together and controlled with ground stomp, threatening shout, and the skill rune of seismic slam.
Crippling wave - Concussion Rune
Every 3rd hit of the ability reduces movment and attack speed of enemies hit with it by 30% = Win
Rune effect - Enemies hit with Crippling Wave deal 20% less damage for 3 seconds = Win
summary - Hitting most of the enemies around you when you use this ability will reduce their attack speed by 30%, which means less attacks in a given time frame, on top of it, even when they do hit you, with the rune effect, they dail 20% less damage...
Deadly Reach - Keen Eye rune
Usual ability nothing special here...
Rune effect - The 3rd strike of the ability increases the monks armor by 50% for 4 seconds = Win
summary - given the 1st ability, right after wards, throw this into the mix and even of you do get hit within the small time frame when they are dealing 20% less dmg and hitting 30% slower, your armor is increased by 50%, so the damage you actually take is really small.
Breath of Heaven - Circle of Life rune
heals for 15k~20K~
Rune effect - heals for 20K~26K~
Summary - this is pretty self explanitory, extremely large heal, at very little spirit cost.
Blinding Flash - blind and confused rune
enemies suffer 30% chance to miss during the duration
rune effect - 25% chance enemies hit by it, will attack each other
summary - with a huge amount of mobs around you, this ability will increase survivability by a great deal, causing any enemies that don't start attacking others to suffer the 30% chance to miss, great ability.
Mantra of healing - sustenance rune
regenerate 1186 life per second (rune effect included)
1st 3 seconds of the ability being activated the effect is increased to 2372 life per second.
summary - great ability over all, can be used in a pinch to get a quick burst of healing
Dashing strike - quicksilver rune
Getaway took basically - dashes to a targeted enemy or location rooting any enemies hit for 1 second.
quicksilver rune - reduces cost to 10 spirit
summary getaway took, with quicksilver to almost always ensure you can use it.
near death experience
When receiving fatal damage you are instead restored to 35% health / 35% spirit - Cannot occur more than once every 90 seconds.
summary - given the already great survival ability of this build, this ability allows you to, on the off chance you die... to well, not die.
increases max spirit by 100
summary - gives you a max of 300 spirit excluding gear. in the off chance you die (with near death experience up) and you are instead healed to 35% health and spirit, this will provide an additional 35 spirit increasing the total spirit you gain, when you don't die, to 105. That is more than enough to heal with breath of heaven twice for 50 spirit and over 40K HP (lets just assume that is at LEAST 75% of your health pool) which will heal you to full health, given the already 35% you started with, when you didn't die.
seize the initiative
increase armor by 100% of your dexterity
summary - basically this just makes you even more of a tank by jacking your armor up even higher with every little bit of dex you get.
overall summary -
I wanna try this build out, since the monk will be my first character in general when im playing with friends, i wanna try and be the tank, and just walk into massive groups of monsters and not die. and even if i do die... well not die.
The idea is to let all my friends do the killing and just have the attention of most of the monsters on me. this build doesn't give a lot of damage output but its survival rating is incredibly high.
something i will try when the game actually does release for sure.
also - with a slight modification here or there, this would be a great pvp build to, be running around harrassing and annoying people and almost never die. maybe modify one or two of the ability to deal some damage or something.
This is the build I'll be working toward for my monk. It's based around the Trancendece passive and reducing damage to the monk. Every ability that can heal does, and spirit is kept flowing and high spirit costs to get the maximum benefit from Trancendence. Eternal life flowing into the monk and eternal death crashing into his enemies.
I also have a lvl 37 version, one that can be attained a bit earlier.
The main Spammable AoE damage will be from Bola Shot with Imminent Doom skill rune for the extra damage, the 2 second cooldown should be covered by the slows in the rest of the build, allowing good single target and AoE damage.
Using Elemental Arrow with the Frost Arrow rune gives a cheap AoE slow that also does good damage.
Impale with the chemical burn rune gives a solide single target attack that keeps on dealing damage while I kite.
The companion with Spider rune gives a constant small dps increase as well as having a slow to increase damage and distract enemies.
Vault with the Tumble rune is a good escape skill allowing yo keep a constant distance between enemies and very useful for kiting.
Caltrops with the Jagged spikes rune is a solid aoe slow that also does a small amount of damage.
For passives I have Steady Aim and Cull of the Weak to take advantage of the slows and kiting abilites, with night stalker to help keep discipline up allowing for more caltrops to be placed an for vault to be more available allowing the ability to kite for longer.
It's got some free, fun and passive aoe in almost every skill:
- Evasive Fire shoots three targets at once with Covering Fire.
- Rapid Fire pierces targets with High Velocity.
- Vault shoots some targets upon use with Action Shot.
- Multishot is already an aoe, but with Arsenal there is some free damage around.
And then, I've got my Aid Station Sentry for support and healing and my Bat Companion grants me a higher uptime for Rapid Fire and Multishot.
Maybe it's not the best optimized or the best thought out, but… it's the one I *think* I'll like
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Once upon a time… the end. Moral: Next time, try twice upon a time.
This build is designed around having massive quantities of small arrows constantly showering your enemies, and as such, all skills build to this effect.
1.) Piercing Arrow
Anyone who remembers an Amazon with high lvl Guided Arrow and a Buriza from 1.08 will understand this choice - An arrow attack with homing, and high pierce, that generates Hatred - Fun! The rune choice to increase the pierce for comedic relief
2.) Fire Support
The main attack - Costs massive Hatred, and shoots like crazy - The rune choice to dramatically increase the spammage
3.) Breathe Deep
A retreating skill, and a massive Hatred generator in one - Lets you retreat, and return with avengance with your Fire Support skill! The rune choice for the Hatred generation.
4.) Mortal Enemy
What's one thing better than arrow spam? More arrow spam! This lets you deal increased damage to a single enemy. The rune choice lets you fire for longer!
5.) Suppression Fire
With 2 p's, since the Skill Calculator spelled it incorrectly ;p Used after your Breathe Deep retreat to arrow spam (It's what the builds all about :P). The rune choice so that you gain back some Discipline for Punishment, so the cycle may continue.
This is what makes the build! No cooldown, restores all Hatred, and lets you spam forever (Discipline restored VIA Suppression Fire, and any other means)!
1.) Steady Aim
You're going to be spamming arrows from far away - This lets you deal all the more damage!
Useful for us HC folks - Keeps you alive when there are no Health Globes to be found.
3.) Custom Engineering
Simply so that the enemy we mark stays marked for longer to help reduce the overall Discipline cost.
This build is meant to be a group support build for Hell/Inferno fights that involve multiple enemies. On a boss fight it may be very useful to switch skills for more direct damage skills. The two main skills, or the two that will be most used are Haunt and Hex. Hex will be cast every 8 seconds so it is always kept up and healing allies, so this is where the sHex Doctor name comes from. This build will also support allies by having gargantuan up at all times to help tank as well as casting Big Bad Voodoo to increase attack speed.
Even though I have no active Zombie Dogs skill set, both Mass Confusion and Big Bad Voodoo give a 50% chance to summon a zombie dog when an enemy dies in their areas. I am not 100% sure this is how it works as I havn't tested it but I assume it will work fine.
one can actually make something that will feel like d2 barb:
Frenzy with relentless for dual wield fast moving and fast attacking
WW with fury generation (almost like mana leech)
Threatning shout (batte cry) with built in MF (Find Item) <3 MF barbs
Leap Attack (aka Leap Attack) with some extra stunning action (I thought it is more effective than increased armor version)
Battle Rage (something like BO/BC) - its for dmg!
Call of the Ancients - feels like engaging the anctients again except their on your side this time
Ruthless - like weapon masteries
Bloodthirst - like life leech
Tough as Nails - like toughness
PvE all-out crit based barbarian with Overpower as a base ability and Battle Rage, Revenge, Wrath of the Berserker as Crit/dmg/surviveability buffing tools. Theat generator is Bash (can be swapped for Cleave) and Leap Attack with call of Arreat in order to pull demons closer and slice em with killing spree Overpower. Passives are Ruthless for obvious reason, Brawler coz you'll be allways in the middle of the fight and superstition to get some surviveability for non melee atacks that are mitigated by dodge on striding giant rune.
Primary (LMB) Deadly Reach w/ Foresight Rune
This will be my main attack skill. From watching Monk videos I find that this skill is extremely useful as a main attack because it can deal good damage with enough reach to keep you in control and out of trouble. Because this is my main damage dealer I went with straight up Foresight Rune.
Secondary (RMB) Crippling Wave w/ Concussion
This will be my defensive crowd control attack with good AoE. Since I'm using this attack more for its utility than its damage I chose to add Concussion to it for more damage mitigation. I decided to bind both my focus generators to both mouse buttons so that I can combo them together lot easier.
Defensive (1) Lashing Tail Kickw/ Spinning Flame Kick
I put this spell here as my main focus spending damage dealer. This seems to be the highest damage focus spender and I rune for the most possible damage.
Conviction (2) Dashing Strike w/ Flying Side Kick
This is my mobility spell. It's here to escape danger or chase down pesky runners and stun them in place with the Flying Side Kick rune.
Techniques (3) Mantra of Healing w/ Time of Need
This ability is here for when I need healing (obviously =). I'll use this to heal up or add some resistance when I need it with the Time of Need rune.
Focus (4) Mantra of Conviction w/ Overawe
This will be my main Mantra. And I'm using for its raw damage boost. The best defense is a good offence! I rune it to increase its main purpose, DAMAGE!
Near Death Experience - I'm not using a lot of defensive abilities or damage mitigation, so I'm sure this ability is going to come in handy for times when I just can't escape.
One With Everything - Resistances are going to be very important I think, especially when you’re in melee combat and can’t always get to that caster in the back. Combined with Time of Need rune, I think this will help a lot.
Combination Strike - More damage! Because I have two focus generators on my mouse buttons I can’t easily maintain a 16% damage increase at all times.
And that's it.
Thank you for hosting this contest and good luck to everyone!
Class - Witch Doctor Character Use - Team PVP Quick Build Description - Unviable Enemgy Target / Battlefield Control
WHEN TARGETED - DEFENSE -
Using "Zombie handler", "life link" and "Jungle Fortitude" the Which Doctor becomes an extremely durable member on the Battlefield with a starting 30% dmg reduction. If targeted you will be able to "Jinx" a target and "Sacrifice For the Master" your 4 dogs for 800% burst dmg with an additional 24% dmg from "Jinx". This burst will deal almost 1000% weapon dmg, in addition this will heal you for 47448 health. As a last resort if you do recive fatal dmg, "spirit vessel" and "Healing Journey" will give you a 2nd life.
WHEN NOT TARGETED - OFFENCE -
You will be able to control attack paths with "Barricade", "Acid rain" and "Jinx". Controling targets on the battlefield will save allies and single out enemys for successful team victories.
I call this the PVP Techies (from dota) build. It's a close range build that uses lots of stuns/snares so melee classes will be in for a surprise when the find out the DH wants to get closer rather than farther away.
Grenadier - makes you blow up and gives you more hatred. Tactical Advantage - chasing power for Chakram Thrill of the Hunt - immobilize for traps
Grenades - place traps when stun proc Spike traps - lots of spike damage Vault - mobility + stun Fan of Knives - touch me and you die Cluster Arrow - major damage + stun Chakram - damages melee attackers and chase down casters
I like the balance between the slowing abilities of comet, followed by the strong aoe of arcane orb. Then with the replenishment of the familiar. This would be a satisfactory pve build. I cannot wait till D3!!!
The idea behind this build is to give the largest amount of survivability to the WD for later difficulties by providing him with damage reduction to himself and his pets and monster control utility, making him extraordinarily durable.
The passives are relatively self explanitory. Jungle Fortidude reduces all the damage the WD and his pets recieve substantially. Since almost all of this build's damage is poison, Bad Medicine will be active against enemies pretty much 100% of the time, reducing damage to himself and his pets even further. Zombie Handler is to provide even more pet durability through an extra dog and more Gargantuan health.
Snake to the Face is to help with extra control with occasional stuns on the target as well as provide more poison damage to help keep Bad Medicine active.
Addling Toads, much like Snake to the Face, is to provide confusion to monsters, having them fight amongst themselves, on top of providing even more poison damage.
Hedge Magic is to help top off the WD and his pet's health, keeping the already durable pets and WD alive. (Unclear if Hedge Magic will also hex enemy targets on top of healing, but if so, can be used for extra control)
Desperate Grasp is to provide more control on the field via slowing, as well as provide physical damage to things immune to poison as well as helping provide aoe damage in general. With the cd reduction, Desperate Grasp can not only remain up indefinitely, but can actually overlap, providing coverage in a larger area. (I believe the cd shown on the calculator will decrease even further as the WD levels up, hence the green number)
Rabid Dogs will provide 4 mongrels, each providing it's own poison damage to help spread out the effectiveness of Bad Medicine without having to actually use mana to keep poison active on enemy targets.
Big Sinker, much like Rabid Dogs, again will provide good poison damage in an aoe around the Gargantuan, ensuring that anything the Gargantuan fights will be effected by Bad Medicine, making him extremely durable and tanky.
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Oh pitiful shadow lost in the darkness,
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps... it is time to die.