I love fast melee classes, so of course I would chose a duel-wielding monk! I tried to make it fairly balanced for PvE with a number of defensive moves, though it may not be enough to survive in inferno. I focused on dodge rating by having mantra of evasion and fast hits with exploding palm to DoT enemies and way of the hundred fist to deal some hefty damage for single targets. You gotta have seven sided strike! Then throw in a dashing strike and you're an animal. Thanks guys!
The goal of this build isn't really to tank, but at least draw aggro and control the crowd. My first runthrough will be with a Monk, Demon Hunter, and Witch Doctor, so my job is to make sure that they don't die.
Electrocute (Chain Lightning) - Hits 6 targets increasing chance of a critical hit per cast.
Frost Nova (Deep Freeze) - Increase chance of critical hits. Freezes enemies to protect me.
Diamond Skin (Enduring Skin) - If my health drops low, keeps me from dying.
Blizzard (Frozen Solid) - Lots of damage plus freezing
Storm Armor (Reactive Armor) - Shock enemies near and far.
Mirror Image (Mirror Mimics) - Used to draw aggro away from me. Allow them to do damage so that if they can cast storm armor they have a chance to shock enemies. If they can't cast storm armor then I'll just give them more life.
Paralysis - Makes Electocute and Storm Armor stun people.
Galvanizing Wizard and blur should be obvious.
Basically, just go around and hopefully freeze and stun a bunch of things. If they aren't frozen or stunned, then hopefully they are attacking my mirror images. If I do get attacked, then Galvanizing Wizard, Diamond Skin, and my healing Monk should be able to take care of me.
Hello this my build for my monk I always love monks in every fan game i play a pally in wow and when MOP come out i will be playing a monk full time this will be my monk build when the game come out enoy! http://us.battle.net/d3/en/calculator/monk#abXhQg!!cZZZ.b
This build places an emphasis on staying alive with pets, jungle fortitude and zombie handler. From watching the demo I noticed enemies pop up out of nowhere significantly more than in D2, so I also took spirit walk. If enemies surprise you spirit walk far enough so your pets go back to tanking the damage and resume your aoe damage.
Corpse spiders for single target damage. GOTD for aoe damage first then Locus swarm. Damage is obviously low with this build but I don't really care as long as everything dies.
Here is a sacrifice Witch Doctor build I made that would mostly likely not work, but would be entertaining to try and use. This would be mainly used for PvE since it requires monsters to die. This would most likely be inneffective for inferno and probably hell too.
Primary - Firebomb
I chose firebomb over the others because it has good AoE and a very small mana cost so it can be spammed. I chose Comflagaration to have more AoE potential but this could be changed.
Secondary - Grasp of the Dead
Thisis a great skill for the AoE slow, and does some moderate damage. Sets up enemies nicely for Firebomb. I chose Unbreakable Grasp for a better slow. Ths could also changed.
Defensive - Summon Zombie Dogs
Obviously this is a must since it automatically summons 4 dogs that can take or be sacrificed. I chose Final Gift which will be explained later.
Terror - Sacrifice
Obviously you need sacrifice in a sacrifice build. I chose next of kin to allow zombie dogs to be resummoned after the sacrifice. This will allow you to do multiple sacrifices in a row for more damage.
Decay - Mass Confusion
I know this isnt really a decay move, but it has a nice setup with the build. For one, It can be used as a defensive ability to fear if you get overwelmed. With the Devolution rune, all monsters killed during the 12 second period have a 50% chance to reserect as a dog. Throw this down, then start sacrificing/firebombs, awesome!
Voodoo - Gargantuan
This last one I was debating on whether to use gargantuan for a solid tank and some extra damage to kill some creatures, or Big Bad Voodoo to give a 50% chance of summoning a dog whenever an enemie dies, either one of these could work. I chose gargantuan to be more defensive.
PASSIVE
Circle of Life
This thing I find kinda interesting because it gives you an even greater chance of summoning a dog when enemies die. The greater chance you have a resummoning the better, since Sacrifice can result in alot of AoE damage.
Zombie Hander
Sacrificing 4 dogs instead of 3 leads to more damage which leads to more monster deaths which leads to more dogs. Also makes the gargantuan tankier which is a plus since you dont have a whole lot of defense after you Sacrifice.
Grave Injustice
I know you may be thinking why would I use this, but would have some synergy with the zombie dog rune chosen. For every dog that dies, they have a greater chance of dropping health globes, the health globes will give you mana back, which would help somewhat with mana issues. It would also decrease CD of your zombie dog, grasp of the dead, and mass confusion, which in turn, would lead to more dogs and more sacrifices.
I know this build has some problems with it, but maybe with the right gear and some tweaking, you could make a fun and entertaining sacrifice build.
Basically its a build for barb's that based on crit and life regain, you'll be trying to stack crit to increase your dmg, while the other abilities will help you regain health back so you can stay in battle, its more for killing lots of monsters then bosses! hopefully its a good grinding build
To be honest I don't know if I made the best Monk I could, but I tried to make something that seemed fun to play and could take some hits while dealing out some alright damage. A monk seems like it will be a really fun class to me and I cannot wait to try it out!
I've picked a Demon Hunter, whose emphasis is on slowing the enemy and long-range damage, and on maintaining a consistent flow of damage.
His primary skill is Rapid Fire with Web Shot. 80% is a lot of slowing, and it helps to keep the enemies at a long distance. It also dovetails nicely with the passives Steady Aim (+20% dmg when at least 10 yds from enemies) and Cull The Weak (+15% dmg to slowed targets).
When enemies get too close, he uses Fan of Knives/Fan of Daggers (on 1) to slow and stun the enemies; he immediately casts Smoke Screen/Choking Gas (on 2), hopefully catching some enemies in the fumes, while evading unstunned enemies. His escape speed is enhanced by Tactical Advantage (+60% movement speed for 2 sec after casting Smoke Screen). While getting away, though, he's still attacking with Strafe/Equilibrium (secondary mouse skill, for intuitiveness). As soon as he reaches a safe distance, he'll switch back to Rapid Fire/Web Shot.
With Rapid Fire, Fan of Knives, and Strafe, this is a very Hatred-heavy build. Instead of simply using a hatred-generating skill, he uses Shadow Power/Night Bane (on 3), for both hatred regen and life steal.
Finally, to distract enemies and hold them at some distance, he uses Wolf Companion (on 4).
This is my idea for a 3-4 player coop Monk for playing with my friends and possibly trying HC.
-> http://us.battle.net/d3/en/calculator/monk#VZgYXd!UZV!Ycccac
What i was thinking with this build is that i would charge in with Dashing Strike followed by Seven Sided-Strike then blinding Flash, Breath of Heaven, Mantra of Evasion and Crippling Wave and using Dashin Strike to get out of sticky situations. For Passive Skills i chose The Guardian's Path for more dodge while dual-wielding, One with Everything for more resistance and finally Near Death Experience for not dieing ofc
Although i am not sure if this is a good enough build to go HC i will most certainly try it out...
This is an arcane wizard build. It uses Energy Armor with the Energy Tap rune & Astral Presence passive to manage AP.
For damage, it uses Magic Missile (Split), Disintegrate (Convergence) and Meteor (Meteor Shower) to deal with multiple different targets. All three are buffed by a Sparkflint-runed Familiar. The Arcane Dynamo passive provides additional damage to Meteor or Disintegrate. Additionally, Meteor will put Conflagaration on targets.
Finally, Mirror Images runed with Duplicates are used to keep enemies distracted while you can deal with them.
My build provides many damage buffs in the form of:
Deadly-Reach Foresight (18% more damage for 30 seconds)
Crippling Wave Breaking-Wave (10% more damage for 3 seconds)
Breath of Heave Blazing Wrath (15% more damage for 45 seconds)
Mantra of Conviction Overawe (24% more damage aura)
Wave of Light Pillar-of-the-Ancients (For MASSIVE nuke after stacking the various damage buffs)
Dashing Strike Quicksilver (for excellent mobility)
I have played both D1 and D2 for a long long time (both into Hell difficulty).
Based on my experience, nothing beats killing the monsters asap. Whatever is dead, can't hurt me.
I just really want to focus on summoning and having as much help running around as possible. Well at least for solo. This build is really just about fun for me and hope that it is as enjoyable as it seems.
Hey guys,
his is the build i made for inferno, focusing on AoE damage and life regen for survability.
I'll be using HotA as my main AoE damage and fury spender with a chance to stun enemies and WotB for a great increase in DPS with a reduced cooldown from the passive Boon of Bul-Kathos.
Warcry with 50% armor increase and life regen and the passive Inspiring Presence for more survability.
This build is quite simple. It,s the one I'm gonna use in group to ensure I'm able to endure a lot of damage, survive and distract mobs to let my teamate doing most of the killing. I try to give enough damage on single target if boss appears and be quick to kill in mass mobs too. It's should be pretty reliable in the long run
This is my first version of a melee/tank wizard I intend to play. Note that this build lacks damage, due to the fact that it is made for co-op play where others can provide the damage.
This build is meant to be a tanky monk. The primary and secondary skills are meant to add more dodge on top of the evasion mantra. I have also selected two of my passives to increase dodge as well.
The highlights of the build include:
Baseline dodge = 30%, which is increased by crit chance as well (consequently, using the potion to increase crit chance will also up dodge with this passive). Dodge will also be increased with both my primary and secondary skills.
I also have skills and passives to increase armor and vitality, decrease damage done by enemies, and have a skill that will stop all damage. All in all, I think it could be an interesting alternative to a barbarian tank.
Galactic destruction build.
This is the build that I shall be using on launch for Diablo 3. After months of research, calculations, theory crafting, and external (and internal) debate, I believe this to be the best overall build I can create using one of my favourite abilities, Arcane Orb! As its creator, this guide shall be named the Galactic destruction build. It is named as such because well... YOU'RE THROWING GALAXIES OUT LIKE YOU'RE THE CREATOR HIMSELF, AND DESTROYING EVERYTHING IN YOUR PATH! This build will give you awesome survivability, and the ability to stick-and-move.
DPAP - damage per arcane power
AoE - area of effect
DoT - damage over time
Some rune effects can change based on gear collection, I will add these possible changes in the future, for right now, this is what I'm going with however. If you find errors please inbox me and let me know!
The damage
Arcane Orb - Obliteration: Deals 325% weapon damage within 10yards of the impact location, costs 35 AP
Using this ability gives me a nice small AOE and single target dps all in one. It gives out about 9.3 DPAP the instant it impacts, there is no DoT or channel to deal with.
If I compare Obliteration (9.3 DPAP) to Molten Impact (7.6 DPAP) from Meteor it comes out ahead in damage, and does not to have to deal with waiting 2.5 seconds for the ability to land, or an AoE DoT component. Both of these skills also roughly effect the same area. This shows you the AoE burst capability of Obliteration, when comparing it to the trademark AoE burst wizard spell, Meteor.
Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
Cold Ray is valuable in this build because I only have two sources of damage, one of which will consume all my arcane power, while the other will be used when I'm "out of ammo". Everyone needs a reliable secondary weapon to switch to in times of need right? Well why not make yours costs nothing, and slow the advancement of approaching foes at the same time!
Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
We don't take him for the damage, we take him for the utility but... he still does damage... any damage is good damage right?
The defense
Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
An increase in armour, reduces the % of damage we take... enough said? damn good!
Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
This skill is taken more for the utility effect, however it can be used to save yourself from an untimely demise as well. Use whenever needed for more survivability. On a cool side note, if you're in serious trouble and you pop diamond skin to live, your next teleport skill will cost 0 AP, so it's not an AP lost to pop this skill and teleport away quickly. After you teleport away, make sure to turn around and unload on whatever was trying to kill you with the remainder of the Prism duration.
Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 A.
You will make mistakes when you teleport, this is the law of Diablo. This has been the law for awhile. Any sorcs or enigma lovers will know this to be fact. If you're cast speed is fast enough, you can in theory teleport in an out without being touched in which case Wormhole, OR Reversal might be good for you, and hey... they are damn good picks! I prefer to have a little more beef however. Here is to hoping you dont teleport into a pack of mobs with stun!
The mobility
Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 A.
As a caster that is fragile, you need to be able to move FAST! Also as someone who has no patience for walking... you need to be able to move FAST! Do so in style! Disapparate from your current location and Apparate at another.
The Utility
Ray of Frost - Cold Ray: Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
debuffs movement speed and attack speed while dealing damage and costing you no resources.
Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
This turns your Arcane Orb from a 9.3 DPAP to a 16.3 DPAP this greatly increases your damage output for a short duration. The faster your attack speed, the more you get out of this ability!
Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
Increases our base pool of resources by 20, and with this spec, we are going to need as high as a pool as we can get!
Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
I don't have signature spells and the passives along with it to generate AP in this build, just a high resource pool, high regeneration per second, and health globes essentially becoming AP globes. This familiar increases my base AP regeneration by 20% (base regeneration is 10 AP a second).
Astral Presence - Increases arcane power by 20, and increases arcane power regeneration per second by 2.
This gives me a higher resource cap, and a 20% increase to my AP regeneration, two things which are needed with this build! More resources, more damage!
Power Hungry - Gain 30 Arcane power when picking up a health globe.
Those health globes are now resource globes, amazing... my time in beta using the passive has taught me it is one of the best passives in game. This passive essentially ends your downtime completely.
Temporal Flux - When you deal arcane damage, you also place a 30% movement speed debuff on that targets.
This gives my Arcane Orb a slow, which is what I need, stick-and-move!
So the perfect scenario goes something like this....
I cast Teleport and land near a pack of monsters. I cast Diamond Skin to get the Prism buff, and then proceed to Arcane Orb spam till I'm out of AP, at which point I use Ray of Frost to clean up the stragglers, or delay them till I can finish them off with more galaxy goodness. Collection of health globes commences so that Power Hungry can fuel me, and what's left is fueled by my Familiar, Astral Presence, and my base regeneration.
That ladies and gents is how you use the destructive force of galaxy spamming to kill the loot piñatas! I Will update with videos when the game goes live, and update if I make changes.
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
I decided that I want to being playing the monk first. This build focuses on balanced damage, movement, and healing. I am hoping that it will allow me to dish out a reasonable amount of damage while healing as I spend spirit and use cyclone strike. I chose this character because I was always excited about the assassin combo skills, but never felt they truly achieved that play style. I can't wait to play and I hope you like this build.
Thanks!!!
Have a great day.
Phoenix
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I love fast melee classes, so of course I would chose a duel-wielding monk! I tried to make it fairly balanced for PvE with a number of defensive moves, though it may not be enough to survive in inferno. I focused on dodge rating by having mantra of evasion and fast hits with exploding palm to DoT enemies and way of the hundred fist to deal some hefty damage for single targets. You gotta have seven sided strike! Then throw in a dashing strike and you're an animal. Thanks guys!
The goal of this build isn't really to tank, but at least draw aggro and control the crowd. My first runthrough will be with a Monk, Demon Hunter, and Witch Doctor, so my job is to make sure that they don't die.
Electrocute (Chain Lightning) - Hits 6 targets increasing chance of a critical hit per cast.
Frost Nova (Deep Freeze) - Increase chance of critical hits. Freezes enemies to protect me.
Diamond Skin (Enduring Skin) - If my health drops low, keeps me from dying.
Blizzard (Frozen Solid) - Lots of damage plus freezing
Storm Armor (Reactive Armor) - Shock enemies near and far.
Mirror Image (Mirror Mimics) - Used to draw aggro away from me. Allow them to do damage so that if they can cast storm armor they have a chance to shock enemies. If they can't cast storm armor then I'll just give them more life.
Paralysis - Makes Electocute and Storm Armor stun people.
Galvanizing Wizard and blur should be obvious.
Basically, just go around and hopefully freeze and stun a bunch of things. If they aren't frozen or stunned, then hopefully they are attacking my mirror images. If I do get attacked, then Galvanizing Wizard, Diamond Skin, and my healing Monk should be able to take care of me.
http://us.battle.net/d3/en/calculator/monk#abXhQg!!cZZZ.b
http://us.battle.net...YUhT!ZWa!caaZcc
This build places an emphasis on staying alive with pets, jungle fortitude and zombie handler. From watching the demo I noticed enemies pop up out of nowhere significantly more than in D2, so I also took spirit walk. If enemies surprise you spirit walk far enough so your pets go back to tanking the damage and resume your aoe damage.
Corpse spiders for single target damage. GOTD for aoe damage first then Locus swarm. Damage is obviously low with this build but I don't really care as long as everything dies.
http://us.battle.net/d3/en/calculator/witch-doctor#eZYSQT!bWS!cZbZZY
ACTIVE
Primary - Firebomb
I chose firebomb over the others because it has good AoE and a very small mana cost so it can be spammed. I chose Comflagaration to have more AoE potential but this could be changed.
Secondary - Grasp of the Dead
Thisis a great skill for the AoE slow, and does some moderate damage. Sets up enemies nicely for Firebomb. I chose Unbreakable Grasp for a better slow. Ths could also changed.
Defensive - Summon Zombie Dogs
Obviously this is a must since it automatically summons 4 dogs that can take or be sacrificed. I chose Final Gift which will be explained later.
Terror - Sacrifice
Obviously you need sacrifice in a sacrifice build. I chose next of kin to allow zombie dogs to be resummoned after the sacrifice. This will allow you to do multiple sacrifices in a row for more damage.
Decay - Mass Confusion
I know this isnt really a decay move, but it has a nice setup with the build. For one, It can be used as a defensive ability to fear if you get overwelmed. With the Devolution rune, all monsters killed during the 12 second period have a 50% chance to reserect as a dog. Throw this down, then start sacrificing/firebombs, awesome!
Voodoo - Gargantuan
This last one I was debating on whether to use gargantuan for a solid tank and some extra damage to kill some creatures, or Big Bad Voodoo to give a 50% chance of summoning a dog whenever an enemie dies, either one of these could work. I chose gargantuan to be more defensive.
PASSIVE
Circle of Life
This thing I find kinda interesting because it gives you an even greater chance of summoning a dog when enemies die. The greater chance you have a resummoning the better, since Sacrifice can result in alot of AoE damage.
Zombie Hander
Sacrificing 4 dogs instead of 3 leads to more damage which leads to more monster deaths which leads to more dogs. Also makes the gargantuan tankier which is a plus since you dont have a whole lot of defense after you Sacrifice.
Grave Injustice
I know you may be thinking why would I use this, but would have some synergy with the zombie dog rune chosen. For every dog that dies, they have a greater chance of dropping health globes, the health globes will give you mana back, which would help somewhat with mana issues. It would also decrease CD of your zombie dog, grasp of the dead, and mass confusion, which in turn, would lead to more dogs and more sacrifices.
I know this build has some problems with it, but maybe with the right gear and some tweaking, you could make a fun and entertaining sacrifice build.
http://us.battle.net/d3/en/calculator/monk#bcfjVQ!cUg!YbYYYc
Summoner build. Obviously focuses on pets with 1 single target spell and 1 aoe spell. Horrify for an o sh*t skill.
Basically its a build for barb's that based on crit and life regain, you'll be trying to stack crit to increase your dmg, while the other abilities will help you regain health back so you can stay in battle, its more for killing lots of monsters then bosses! hopefully its a good grinding build
To be honest I don't know if I made the best Monk I could, but I tried to make something that seemed fun to play and could take some hits while dealing out some alright damage. A monk seems like it will be a really fun class to me and I cannot wait to try it out!
His primary skill is Rapid Fire with Web Shot. 80% is a lot of slowing, and it helps to keep the enemies at a long distance. It also dovetails nicely with the passives Steady Aim (+20% dmg when at least 10 yds from enemies) and Cull The Weak (+15% dmg to slowed targets).
When enemies get too close, he uses Fan of Knives/Fan of Daggers (on 1) to slow and stun the enemies; he immediately casts Smoke Screen/Choking Gas (on 2), hopefully catching some enemies in the fumes, while evading unstunned enemies. His escape speed is enhanced by Tactical Advantage (+60% movement speed for 2 sec after casting Smoke Screen). While getting away, though, he's still attacking with Strafe/Equilibrium (secondary mouse skill, for intuitiveness). As soon as he reaches a safe distance, he'll switch back to Rapid Fire/Web Shot.
With Rapid Fire, Fan of Knives, and Strafe, this is a very Hatred-heavy build. Instead of simply using a hatred-generating skill, he uses Shadow Power/Night Bane (on 3), for both hatred regen and life steal.
Finally, to distract enemies and hold them at some distance, he uses Wolf Companion (on 4).
Here's the build:
http://us.battle.net/d3/en/calculator/demon-hunter#cdgjlQ!aYc!ZaYcac
-> http://us.battle.net/d3/en/calculator/monk#VZgYXd!UZV!Ycccac
What i was thinking with this build is that i would charge in with Dashing Strike followed by Seven Sided-Strike then blinding Flash, Breath of Heaven, Mantra of Evasion and Crippling Wave and using Dashin Strike to get out of sticky situations. For Passive Skills i chose The Guardian's Path for more dodge while dual-wielding, One with Everything for more resistance and finally Near Death Experience for not dieing ofc
Although i am not sure if this is a good enough build to go HC i will most certainly try it out...
Thank you and i hope i win a Beta key
This is an arcane wizard build. It uses Energy Armor with the Energy Tap rune & Astral Presence passive to manage AP.
For damage, it uses Magic Missile (Split), Disintegrate (Convergence) and Meteor (Meteor Shower) to deal with multiple different targets. All three are buffed by a Sparkflint-runed Familiar. The Arcane Dynamo passive provides additional damage to Meteor or Disintegrate. Additionally, Meteor will put Conflagaration on targets.
Finally, Mirror Images runed with Duplicates are used to keep enemies distracted while you can deal with them.
"Good offense is the best form of defense".
My build provides many damage buffs in the form of:
Deadly-Reach Foresight (18% more damage for 30 seconds)
Crippling Wave Breaking-Wave (10% more damage for 3 seconds)
Breath of Heave Blazing Wrath (15% more damage for 45 seconds)
Mantra of Conviction Overawe (24% more damage aura)
Wave of Light Pillar-of-the-Ancients (For MASSIVE nuke after stacking the various damage buffs)
Dashing Strike Quicksilver (for excellent mobility)
I have played both D1 and D2 for a long long time (both into Hell difficulty).
Based on my experience, nothing beats killing the monsters asap. Whatever is dead, can't hurt me.
http://us.battle.net/d3/en/calculator/witch-doctor#dYRTjP!WYi!bZaZaZ
I just really want to focus on summoning and having as much help running around as possible. Well at least for solo. This build is really just about fun for me and hope that it is as enjoyable as it seems.
http://us.battle.net...RhSP!YcS!aYcbbZ
Hey guys,
his is the build i made for inferno, focusing on AoE damage and life regen for survability.
I'll be using HotA as my main AoE damage and fury spender with a chance to stun enemies and WotB for a great increase in DPS with a reduced cooldown from the passive Boon of Bul-Kathos.
Warcry with 50% armor increase and life regen and the passive Inspiring Presence for more survability.
This build is quite simple. It,s the one I'm gonna use in group to ensure I'm able to endure a lot of damage, survive and distract mobs to let my teamate doing most of the killing. I try to give enough damage on single target if boss appears and be quick to kill in mass mobs too. It's should be pretty reliable in the long run
This is my first version of a melee/tank wizard I intend to play. Note that this build lacks damage, due to the fact that it is made for co-op play where others can provide the damage.
This build is meant to be a tanky monk. The primary and secondary skills are meant to add more dodge on top of the evasion mantra. I have also selected two of my passives to increase dodge as well.
The highlights of the build include:
Baseline dodge = 30%, which is increased by crit chance as well (consequently, using the potion to increase crit chance will also up dodge with this passive). Dodge will also be increased with both my primary and secondary skills.
I also have skills and passives to increase armor and vitality, decrease damage done by enemies, and have a skill that will stop all damage. All in all, I think it could be an interesting alternative to a barbarian tank.
This is the build that I shall be using on launch for Diablo 3. After months of research, calculations, theory crafting, and external (and internal) debate, I believe this to be the best overall build I can create using one of my favourite abilities, Arcane Orb! As its creator, this guide shall be named the Galactic destruction build. It is named as such because well... YOU'RE THROWING GALAXIES OUT LIKE YOU'RE THE CREATOR HIMSELF, AND DESTROYING EVERYTHING IN YOUR PATH! This build will give you awesome survivability, and the ability to stick-and-move.
DPAP - damage per arcane power
AoE - area of effect
DoT - damage over time
http://us.battle.net...OljX!XaZ!bYbYaZ
Some rune effects can change based on gear collection, I will add these possible changes in the future, for right now, this is what I'm going with however. If you find errors please inbox me and let me know!
The damage
Arcane Orb - Obliteration: Deals 325% weapon damage within 10yards of the impact location, costs 35 AP
Using this ability gives me a nice small AOE and single target dps all in one. It gives out about 9.3 DPAP the instant it impacts, there is no DoT or channel to deal with.
If I compare Obliteration (9.3 DPAP) to Molten Impact (7.6 DPAP) from Meteor it comes out ahead in damage, and does not to have to deal with waiting 2.5 seconds for the ability to land, or an AoE DoT component. Both of these skills also roughly effect the same area. This shows you the AoE burst capability of Obliteration, when comparing it to the trademark AoE burst wizard spell, Meteor.
Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
Cold Ray is valuable in this build because I only have two sources of damage, one of which will consume all my arcane power, while the other will be used when I'm "out of ammo". Everyone needs a reliable secondary weapon to switch to in times of need right? Well why not make yours costs nothing, and slow the advancement of approaching foes at the same time!
Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
We don't take him for the damage, we take him for the utility but... he still does damage... any damage is good damage right?
The defense
Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
An increase in armour, reduces the % of damage we take... enough said? damn good!
Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
This skill is taken more for the utility effect, however it can be used to save yourself from an untimely demise as well. Use whenever needed for more survivability. On a cool side note, if you're in serious trouble and you pop diamond skin to live, your next teleport skill will cost 0 AP, so it's not an AP lost to pop this skill and teleport away quickly. After you teleport away, make sure to turn around and unload on whatever was trying to kill you with the remainder of the Prism duration.
Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 A.
You will make mistakes when you teleport, this is the law of Diablo. This has been the law for awhile. Any sorcs or enigma lovers will know this to be fact. If you're cast speed is fast enough, you can in theory teleport in an out without being touched in which case Wormhole, OR Reversal might be good for you, and hey... they are damn good picks! I prefer to have a little more beef however. Here is to hoping you dont teleport into a pack of mobs with stun!
The mobility
Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 A.
As a caster that is fragile, you need to be able to move FAST! Also as someone who has no patience for walking... you need to be able to move FAST! Do so in style! Disapparate from your current location and Apparate at another.
The Utility
Ray of Frost - Cold Ray: Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
debuffs movement speed and attack speed while dealing damage and costing you no resources.
Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
This turns your Arcane Orb from a 9.3 DPAP to a 16.3 DPAP this greatly increases your damage output for a short duration. The faster your attack speed, the more you get out of this ability!
Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
Increases our base pool of resources by 20, and with this spec, we are going to need as high as a pool as we can get!
Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
I don't have signature spells and the passives along with it to generate AP in this build, just a high resource pool, high regeneration per second, and health globes essentially becoming AP globes. This familiar increases my base AP regeneration by 20% (base regeneration is 10 AP a second).
Astral Presence - Increases arcane power by 20, and increases arcane power regeneration per second by 2.
This gives me a higher resource cap, and a 20% increase to my AP regeneration, two things which are needed with this build! More resources, more damage!
Power Hungry - Gain 30 Arcane power when picking up a health globe.
Those health globes are now resource globes, amazing... my time in beta using the passive has taught me it is one of the best passives in game. This passive essentially ends your downtime completely.
Temporal Flux - When you deal arcane damage, you also place a 30% movement speed debuff on that targets.
This gives my Arcane Orb a slow, which is what I need, stick-and-move!
So the perfect scenario goes something like this....
I cast Teleport and land near a pack of monsters. I cast Diamond Skin to get the Prism buff, and then proceed to Arcane Orb spam till I'm out of AP, at which point I use Ray of Frost to clean up the stragglers, or delay them till I can finish them off with more galaxy goodness. Collection of health globes commences so that Power Hungry can fuel me, and what's left is fueled by my Familiar, Astral Presence, and my base regeneration.
That ladies and gents is how you use the destructive force of galaxy spamming to kill the loot piñatas! I Will update with videos when the game goes live, and update if I make changes.
for he to-day that sheds his blood with me
shall be my brother..."
Here is a link to my build.
http://us.battle.net...ejRc!YUg!ccYacb
I decided that I want to being playing the monk first. This build focuses on balanced damage, movement, and healing. I am hoping that it will allow me to dish out a reasonable amount of damage while healing as I spend spirit and use cyclone strike. I chose this character because I was always excited about the assassin combo skills, but never felt they truly achieved that play style. I can't wait to play and I hope you like this build.
Thanks!!!
Have a great day.
Phoenix