I picked what felt like a fair spread of offense & defense for the wizard, with some utility on the side to keep moving steady through the acts. Decently hard hitting spells with some reasonable AoE for crowds, some pushback to keep the masses at bay & slow to help when ranged is pelting hard or melee is too frisky.
Picked some of the power-saving runes & cooldown reduction to aid in skill uptime & threw in the longer cooldown skill for some clutch power. Also grabbed the regen & increased armor time to help with downtime & extend the skill cost reduction.
Hoping it turns out as fun as it looks. I'm excited to see how the new plot unfolds so a fairly balanced skillset might do the trick in helping me sail through it at a slick pace.
I choose some skills to Wizard that have and balanced attack and defense. This way, the Wizard can resist attacks AND do a good damage on enemies! This is for an active game-play with ranged classes, so the Wizard doesn't need to stay back;
A mix of deadly ranged attacks with disintegrate, teleport, and explosive blast for those times when mobs get too close. With Paralysis they shouldn't have the chance too often.
The main and only spell would be spectral blade, which will heal for some on crits.
Arcane orb and energy armor are supposed to be up almost all the time, because the life regen granted from Galvanizing ward will be essential to survive.
I took the CD reduction passive to lower the CD on diamond skin because that will need to be casted a lot as well, and the reflect will be very useful. I wasn't sure if I should take the reflect or the extra absorbtion. It would be hard to tell without playing the game.
Wave of force is put in here as an "oh shit" button.
Archon for the extra armor and resistances. And the melee dmg redution passive for obvious reasons.
Trying to amplify as much in the way of Arcane as possible, with very little in the way of defense. You really *really* do not want to be taking hits with this build.
I always liked playing Necros with Bone Spear massively powered-up and loved Borderlands so I feel like this character naturally evolved from a combination of those two. Enjoy.
Deadly Reach + Foresight: Spirit generator that allows me to stay at least a little bit further from enemies, avoiding their immediate AoE damage and gain extra damage. Foresight + SSS = nasty. I might switch to Strike from Beyond if spirit gen is not up to par.
Dashing Strike + Way of the Falling Star: Escape skill that also allows me to root a running enemy, then follow up with Crippling Wave for extended slow. AoE too. I can always escape to a running enemy to get WAY away from whoever is wailing on me.
Breath of Heaven + Circle of Life: Allows me to group heal. The rune might be switched to Penitent Flame - we'll see if if works in PvP. If so, heck yeah!
Crippling Wave + Tsunami: Spirit generator that allows me to slow an enemy or two to help my team gang up on them. Dashing Strike (root) + Crippling Wave (slow) + Deadly Reach (hit while they run) should give me plenty of damage and spirit gen on a running enemy, to be followed up with SSS.
Mantra of Healing + Time of Need: Large area of effect heal-over-time for my team so if they are running, I can provide some distance healing before I run over and spam BoH. This would've been Boon of Protection before it was nerfed to uselessness. I chose Time of Need assuming it also provides physical resistance. If not...probably Sustenance for the extra HoT.
Seven-sided Strike + Sudden Assault: Massive targeted damage that allows me to go right where I need to. Expensive and on a long cooldown, so we'll hafta see how useful it is. I have a feeling this skill (or at least this rune) will be nerfed in PvP.
Passives The Guardian's Path: I plan on using a Diabo for the frontloaded damage and higher skill-based damage, so this is a natural choice. It should also allow me to spam my heals that much more. Exalted Soul: I those this for the deep spirit pool that will allow me to spam heals. However, if I find I'm using spirit as fast as I generate it, I'll likely switch to Near Death Experience. Guiding Light: A no-brainer since I plan on healing like mad. If I can activate this plus Deadly Reach damage bonus THEN hit with SSS, someone's probably gonna faceplant. Or at least crap their pants.
My wizard build I'm going to test out for diablo 3 is going to be mainly ice based with archon and disintegrate to help kill ice immunes and the option to change meteor back to fire if necessary. I spent many years playing diablo 2 with my ice sorc and a merc, and am looking forward to trying that again.
This is Vicious, the original Barbarian. All others are posers attempting to be the one who destroyed Diablo, Baal etc. This is an all out melee, AOE, heavy damage yet self-sustaning build. He doesn't beat around the bush or try to be strategic. He wants the glory now.
This is the flaming witch doctor! It's as close to pure fire skills as possible, with lots of explosions and such thrown in for maximum mayhem. The passives are just there to amp the damage up as much as possible.
This is a demon hunter build that I came up with. For me, it's a 'keeping mobs slowed' whilst being able to do AoE damage and get healed by that damage. Can't wait to try it out!
what i consider to be a self sustain pvp witch doctor build mainly built around slowing/doing DoT to enemies and life leeching and reduction in damage via passives
This build is designed to maximize spirit generation and spending - which gives super passive healing with transcendence (The glyph on tempest rush will need to be altered based on how much spirit gain you can get from the rest of your gear) It also gives you extreme mobility with two different rushing attacks with some healing utility to help allies
My build is a hodge-podge of what I think are cool spells and effects. I don't really like putting everything into one magic-type. For some reason, to me, Wizards should use all awailable schools of magic. It makes it really exciting.
Planning to use relentless and keep my life below 20% as much as possible to spam weapon throw. Otherwise built to be defensive to keep the life from dropping too much below 20%. Not really a main build, just something I'll do eventually to mess around and have fun. Kind of sad that Bravado doesn't lower the cooldown on ignore pain anymore, but we'll see how it goes.
I choose the demon hunter because this class looks incredibly fun and incredibly rewarding. When playing wow I always liked playing the hunter and the whole kitting experience was really fun.
I plan to do that again with this character and i have come up with a tree perfectly for it. It will provide the speed bonus for running and strafing, it provides the bombs to take down groups of large size and you will be gaining back health as you do it.
I picked what felt like a fair spread of offense & defense for the wizard, with some utility on the side to keep moving steady through the acts. Decently hard hitting spells with some reasonable AoE for crowds, some pushback to keep the masses at bay & slow to help when ranged is pelting hard or melee is too frisky.
Picked some of the power-saving runes & cooldown reduction to aid in skill uptime & threw in the longer cooldown skill for some clutch power. Also grabbed the regen & increased armor time to help with downtime & extend the skill cost reduction.
Hoping it turns out as fun as it looks. I'm excited to see how the new plot unfolds so a fairly balanced skillset might do the trick in helping me sail through it at a slick pace.
I choose some skills to Wizard that have and balanced attack and defense. This way, the Wizard can resist attacks AND do a good damage on enemies! This is for an active game-play with ranged classes, so the Wizard doesn't need to stay back;
Lightning Wizard:
http://us.battle.net/d3/en/calculator/wizard#eSjiTh!VYT!bYYZcb
A mix of deadly ranged attacks with disintegrate, teleport, and explosive blast for those times when mobs get too close. With Paralysis they shouldn't have the chance too often.
This is my attempt at a wizard tank.
The main and only spell would be spectral blade, which will heal for some on crits.
Arcane orb and energy armor are supposed to be up almost all the time, because the life regen granted from Galvanizing ward will be essential to survive.
I took the CD reduction passive to lower the CD on diamond skin because that will need to be casted a lot as well, and the reflect will be very useful. I wasn't sure if I should take the reflect or the extra absorbtion. It would be hard to tell without playing the game.
Wave of force is put in here as an "oh shit" button.
Archon for the extra armor and resistances. And the melee dmg redution passive for obvious reasons.
Trying to amplify as much in the way of Arcane as possible, with very little in the way of defense. You really *really* do not want to be taking hits with this build.
Borderlandish, Bone-Spearish Badass Demon Hunter:
http://us.battle.net/d3/en/calculator/demon-hunter#aeYiPQ!bhU!YYZYZc
http://us.battle.net/d3/en/calculator/monk#bZXVhg!Zdf!caZYca
Deadly Reach + Foresight: Spirit generator that allows me to stay at least a little bit further from enemies, avoiding their immediate AoE damage and gain extra damage. Foresight + SSS = nasty. I might switch to Strike from Beyond if spirit gen is not up to par.
Dashing Strike + Way of the Falling Star: Escape skill that also allows me to root a running enemy, then follow up with Crippling Wave for extended slow. AoE too. I can always escape to a running enemy to get WAY away from whoever is wailing on me.
Breath of Heaven + Circle of Life: Allows me to group heal. The rune might be switched to Penitent Flame - we'll see if if works in PvP. If so, heck yeah!
Crippling Wave + Tsunami: Spirit generator that allows me to slow an enemy or two to help my team gang up on them. Dashing Strike (root) + Crippling Wave (slow) + Deadly Reach (hit while they run) should give me plenty of damage and spirit gen on a running enemy, to be followed up with SSS.
Mantra of Healing + Time of Need: Large area of effect heal-over-time for my team so if they are running, I can provide some distance healing before I run over and spam BoH. This would've been Boon of Protection before it was nerfed to uselessness. I chose Time of Need assuming it also provides physical resistance. If not...probably Sustenance for the extra HoT.
Seven-sided Strike + Sudden Assault: Massive targeted damage that allows me to go right where I need to. Expensive and on a long cooldown, so we'll hafta see how useful it is. I have a feeling this skill (or at least this rune) will be nerfed in PvP.
Passives
The Guardian's Path: I plan on using a Diabo for the frontloaded damage and higher skill-based damage, so this is a natural choice. It should also allow me to spam my heals that much more.
Exalted Soul: I those this for the deep spirit pool that will allow me to spam heals. However, if I find I'm using spirit as fast as I generate it, I'll likely switch to Near Death Experience.
Guiding Light: A no-brainer since I plan on healing like mad. If I can activate this plus Deadly Reach damage bonus THEN hit with SSS, someone's probably gonna faceplant. Or at least crap their pants.
http://us.battle.net/d3/en/calculator/wizard#eSjPQm!XgY!YcYYYc
http://us.battle.net/d3/en/calculator/barbarian#bcihRP!hgU!YZbacY
This is the flaming witch doctor! It's as close to pure fire skills as possible, with lots of explosions and such thrown in for maximum mayhem. The passives are just there to amp the damage up as much as possible.
http://us.battle.net/d3/en/calculator/demon-hunter#WcYiPl!cUZ!...a
This is a demon hunter build that I came up with. For me, it's a 'keeping mobs slowed' whilst being able to do AoE damage and get healed by that damage. Can't wait to try it out!
This is my Monk build =) i think it's softcore and max dps... because of stuck +% dmg for pve and some resistance for another difficult
what i consider to be a self sustain pvp witch doctor build mainly built around slowing/doing DoT to enemies and life leeching and reduction in damage via passives
The Rocket hunter build! With Vault for some survivability and the companion for extra Hatred! Go Ballistics!
http://us.battle.net/d3/en/calculator/wizard#eVXWOm!fhX!Ycccab
This build is designed to maximize spirit generation and spending - which gives super passive healing with transcendence (The glyph on tempest rush will need to be altered based on how much spirit gain you can get from the rest of your gear) It also gives you extreme mobility with two different rushing attacks with some healing utility to help allies
My build is a hodge-podge of what I think are cool spells and effects. I don't really like putting everything into one magic-type. For some reason, to me, Wizards should use all awailable schools of magic. It makes it really exciting.
http://us.battle.net/d3/en/calculator/wizard#eZYQlm!aVh!Zaabaa
Planning to use relentless and keep my life below 20% as much as possible to spam weapon throw. Otherwise built to be defensive to keep the life from dropping too much below 20%. Not really a main build, just something I'll do eventually to mess around and have fun. Kind of sad that Bravado doesn't lower the cooldown on ignore pain anymore, but we'll see how it goes.
I plan to do that again with this character and i have come up with a tree perfectly for it. It will provide the speed bonus for running and strafing, it provides the bombs to take down groups of large size and you will be gaining back health as you do it.
This build ensures that you wont be getting hit from physical attack but cant promise from magic. thats why you will be gaining health back as you kite.
http://us.battle.net/d3/en/calculator/demon-hunter#WSXdTl!edc!acYcYZ
Enjoy and i hope you liked my build
http://us.battle.net...edjg!agS!YZZaZb