This is an Monk endgame spec ment for taking on Inferno difficulty. This spec is built around acquiring gear with a high amount of critical strike, increased attack speed, increased health, & maxing out 1 resist. Fire Resist would probably be the best with going over the cap, incase you get hit with a curse or aura that reduces resistances. I would also dual wield weapons for maximum survivability.
+45% Damage for 30 seconds.(+57% for 3 seconds)
- 18% from using Foresight for 30 sec.
- 15% from Breath of Heaven's Rune effect for 45 Sec.
- 12% from Mantra of Conviction for 3 mins. +15% Dodge from The Guardian's Path for Dual Wielding.
+10% HP from using Mystic Ally Rune effect.
+Equal Resistances from One with Everything.
+30% chance to heal for ~600 dmg on hit.
+Near Death Experience
--== How Fists of Fury build works ==--
From this build your going to want to hit hard and fast. Because everytime you hit due to the Reclamation rune on Mantra of Conviction, you have a 30% chance for you and your allies to heal yourselfs for about 600 dmg. Which is the reason for the increased amount of hits on abilities from other runes. Keep your buffs up, this will probly be the hardest thing to keep an eye out for. The spec is balanced to give you enough damage and survivability to make it through Inferno, though, not having had a chance to test this out, it could use further tweaking.
This is my summoning witch doctor. You can't run out of mana if you only have one ability that you use often =D. All of the abilities other than the bats have been set to persisting summons. The passives have been set to give bonuses to these abilities. Now I can eat while pwning inferno ;).
Distance barbarian crit build. Useful in Inferno and hardcore to pick off single targets and kill them fairly quickly, and with the ricochet on the weapon throw you can kill larger groups of enemies off fairly quickly as well. Can be useful in PvP with sprint, weapon throw and ancient spear.
This is my Melee Wizard build. I think it is very versatile in that it creates a sense of resilience to the wizard. I've always enjoyed playing magic-wielding classes, though I think it is far more interesting when playing a magic-wielding along with melee capabilities.
Arcane Wizard, all damage and armor based on arcane, with Temporal Flux in order to snare targets, and deliver high damage burst.
Mirror Image empowered to last longer and with more life instead of Archon to get out of difficult situation instead of boosting only damage outputs.
Diamond skin + 50% reflection mostly for bosses that hits hard especially in melee.
Life regeneration with galvanizing ward and + 40 bonus to arcane power to be more mana efficent.
Mage is my favourite char, and i love to play it on different specs and difficulty levels to see how deep
this class could go.
I chose the skills I did because I think it will be a good balance between AoE dmg and survivability with the emphasis on health regen as well as extra fury generation. I think this will be good for me at least until I reach Inferno. Not sure how it will fair there haha
The idea is to draw the mobs in close and keep them there for a long time. Cyclone Strike becomes integral to picking up the room and the other skills and runes provide me with a lot of health and armor, and in addition to that, some dodge. The rest will basically provide the much needed spirit regeneration to be able to sustain this build.
I plan for this to be my level 60 build when I begin looking for all the fat loot in Hell/Inferno. Basically it's designed to be in the thick of enemies -- taking a beating from demons and smashing lots of them at the same time while using health regen/lifesteal to survive.
So I primarily chose this build based on the assumption that my brother will be rolling a barb (as he usually does). I wanted to emphasize aoe/splash damage to offset his preference for high single target damage. I will rely on using the slow from Temporal Flux as the filler for when Slow Time is on CD to help him evade crowds or as an augment to whatever escape mechanic he chooses. I plan to be more useful in controlling/killing the mob style enemies (like the Fetish bands from D2) while he goes to town on the larger single target threats/affixed opponents. I really wanted glass cannon as well, and would have taken it had I a 4th slot for passives.
This is my Witch Doctor build. It's a summon and DoT build, just to remember the old times with necromancer. It also has good survival cuz of jungle fortitude, haunt with consuming spirit rune and soul harvest with shipon rune.
I chose this build because i'll be mostly focussing on AoE, killing the larger groups of enemies. I'm also playing the game quite softcore, very PvE focused and mostly casual. My first runthrough will be entirely with friends of mine, making me less dependant on single target damage (which i will still have via cluster arrow and rapid fire). Runing my skills make them all AoE, with hungering arrow and bola shot generating hatred while sustaining myself with cluster arrow(Mealstrom).
My passive skills consist of a increase in utility for vault with tactical advantage, making it easier to kite away, cull the weak to kill enemies faster after slowing them via bola and brooding to heal myself between battles, or after kiting around enemies for extended periods of time.
It’s a solo pve build and the main idea is to prolong Wrath of the Berserker, with Thrive on Chaos on it, as long as possible and at the same time stay on maximum Fury, to benefit from Berserker Rage.
The following is how I imagine the build in action:
First I would use Wrath of the Berserker (-50 Fury), then Leap Attack (+15 Fury) to jump in the middle of my enemies, which will also pull more enemies towards me (see rune) and produce Fury, then Ground Stomp (+30 Fury (see rune)) to stun enemies and gain more Fury. Afterwards I would use Overpower (+12 Fury for every enemy hit (see rune)) to damage all enemies around me, by now I am at full Fury again and prolonged Wrath of the Berserker by at least two seconds, but probably it would be four or more mostly. All this should happen rather fast, so the skills I used should be still on cooldown now, so it’s time for Frenzy until cooldown of all skills is over and the whole thing restarts. Wraht of the Berserker should never end as long as enemies are in range. Ignore Pain would be used when needed, which could be relatively often, cause I will be surrounded most of the time. And the two other passives support the Fury generation.