A supplement for the missing Paladin. Brings back the Shield and Weapon playstyle that is currently missing in the assortment of melee classes in D3. The barbarian sacrifices some of her heavy-hitting potential for unparalleled survivability thanks to incredible amounts of armor and the ability to outlast masses of monsters through her sheer toughness. Also uses several skills that don't kill enemies immediately, but deal damage over time using her superior protection to wait it out. Preferrably played as a female barbarian.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
I love pet classes (Warlock, hunter, etc) and this build seemed to give me the most bang for my buck (or at least the most fun) with summons from the Witch Doctor.
Well I choose those options becouse I think that havin your resources at max all the time is more efficient in the battlefield, I though that the raven companion was cooler than the bat, but, the bat is more usefull than the raven. So I hope that you choose me xD
So in summary:
Cleave with Reaping Swing = Standard damage spell, with the advantage that is in an arc so you don't have to target directly the ranged class (that of course will be always on the move). Reaping Swing helps on getting fury more quickly to fuel faster the other attacks.
Hammer of the Ancients with The Devil's Anvil = Great dose of damage for the not so tough ranged, also the Devil's Anvil slowing them so before they escape you finish them off with Cleave.
Leap Attack with Call of Arreat = For more damage, but basically for helping to keep the distance short between you and the enemies. Call of Arreat would help to attrack the enemies that are on the run. You can combine this with and instant Hamme of the Ancients so you slow them down inmediatly.
Ancient Spear with Grappling Hooks = If by any chance the enemy escapes, you can always pull them near with this skill, ensuring this with the selected skill rune.
Sprint with Marathon = Two way use. One, to be on the toes of your enemies and the other to escape the fray of battle inmediatly when needed.
Now, the combination of Ignore Pain, Relentless and Juggernaut, enables the player to increment exponentially his or her survival chances (Without entering in detail, the skill tooltip says it all).
Animosity is for the purpose to fuel all of the skills as fast as possible and that they can be used whenever the cd's are down.
So, that's the skill build I think is the best for a Barbarian in PvP against Ranged classes.
Barbian Build I am thinking about messing around with. Has a mix of defensive and offensive abilities. Wrath of the Berserker is an O crap button to save me in this build because of the 60% dodge. So I would have a total of 75% dodge. With a monk in the party it could be as high as 90% and also the armor bonus.
I was not looking at skills before, so I won't spoil the game process, but I guess 1 build won't hurt http://us.battle.net/d3/en/calculator/wizard#bQjifm!aef!Z.Y.ZY
This is my fire-themed wiard build. It got a signature spell to spam, an expensive hit-like-a-track spender, some nice defensive abilities, and teleport for mobility and protection
Build Idea is to have hardly any down time while lvling.
Zombies to do your damage
Haunt to have life and mana return
Toads with no mana cost to help with damage and no down time
Horrify - is an out when you get into a sticky situation
Kinda hard to do builds with out playing the game and not really knowing how good a spell is and synergy
Mass zombie dogs and zombie chargers for aoe damage, the gargatuan is for stunning stronger enemies so that the zombie dogs/chargers are able to do some damage before they're killed.
Zombie handler also allows for extra zombie dogs and linked with circle of life and next of kin will allow for more explosions as it saves some mana due to not having to spawn as many.
Then Wall of zombies adds even more damage to the mix.
Lastly big bad voodoo and fetish army is there to replenish mana and to offer more zerg
Vision quest is the main mana regenerater as there will always be 4 skills on cool down (big bad voodoo, fetish army, gargantuan+any of the other abilities)
It is, in my opinion, a end game boss farming build. Most likely not the best, but it's quite hard to make one without proper testing. My main issue is rage generation and how that will go with this build. If not good enough there will have to be some tweaking done to boost it up a tad.
Anyway, a short insight into skill choices:
Cleave + Broad sweep. I picked this because i like all my skills to be aoe. I know i said it's a boss farming build and you may say why cleave but i say to that that bosses generally have minions and i have to get to the boss in the first place anyway. Again depending on how it tests out the rune may be switched to more fury generation.
Hammer of the ancients - Rolling Thunder. High chances of critical strike that it's always nice plus the rune that makes it as have quite a decent ranges element in it if u have to fall back because the boss does some nasty shizzle.
War cry - Impunity. Obvious reason for this skill: great rage boost every 30 sec, plus armor, plus in this rune's case resist all. I chose this rune because I am thinking inferno requires as many resists as possible. I figure after some nice gear was found the rune could change to something else quite easy. Again it's all speculation.
Battle rage - Into the fray. More damage is always welcome of course. Considering the high crit on hammer and my fears that rage generation will be low i picked this rune. Combine with my plan to use mighty weapons it may very well make hammer spamable. Again speculations for the win.
Call of the ancients - The council rises. Awesome boss skill and i am surprised not many people went for it from what i read. Decoy's for 15 sec that do extra damage ( and quite a bit to boot). The rune is my favorite and replaces the old version that game the effects of all the other new runes in 1. Sad it went away but it was most likely overpowered.
Wrath of the Berserker - Insanity. Uber synergy with Call of the ancients for bosses. With some luck with the boss focusing on one of your ancients you could get the full 15 seconds unloading on him like a mad man.
Passive skills:
Ruthless - Obvious reasons. Ancient hammer has higher critical strike chance and this skill give it even more plus on top of it make the crits 50% stronger. Gotta love it.
Bloodthirst - Again i see this skill is not very popular. I personally love it and if the barbarian is the damage beast i think it is i think this skill will keep me alive quite well.
Weapon master - Again a rage related choice. I will use mighty weapons in this build if the rage generation is low. This may be subjects to change after testing.
This is a solo character. So i plan on using a follower. My choice here is the The Templar.
Many would perhaps say it's a bad choice to pick a tank while playing a tankish class like the barbarian. I disagree. I think it's the best choice considering the purpose of my build. At a boss the bugger will have on top of my ancients another target to pick instead of me. So i can be left alone to unload like a madman.
Skills are quite obvious:
Intervene. A nice "o shit" skill if the boss decides to turn his attention to me and deplete 50% of my hp. Gives me 5 seconds to land some nice hits for health regen with Bloodthirst and pop a potion.
Loyalty. Passive healing never hurt anyone. I take this for the follower's survivability rather than myself, because i can still remember the die fest of mercenary's in Diablo 2. Ye ye i know this is D3 but hey call me paranoid.
Onslaught. Just because he's a practice target for the boss does not mean he contribute at his demise. Plus i doubt bosses would be stunned much from his charge.
Guardian. 35k heal every 30 seconds. Really no reason not to take it. Later with better gear may switch for Inspire, but thinking about it perhaps not.
I plan to play this game with a few friends so I created a wizard that is more outfitted to a support/utility role that focuses on debuffing the enemy and prioritizes high survivability.
This build focuses mostly on bunching mobs together than Aoeing them down as efficiently as possible, while also have some defense to stay alive through all the damage the mobs can dish out to you.
1) Exploding palm + Essence burn rune
The main point of having essence burn is that you can chain the fire damage if a mob die's and spreads the fire dot to nearby mobs. But you need to keep mobs close to each other for this to chain properly.
2) Dashing strike + Soaring skull rune
This is where dashing strike comes into play its a gap closer, and the soaring skull rune slows down all mobs in your path for 2seconds. So if they try to escape from the group after a gap they are slowed and will get hit by essence burn.
3) Blinding flash + Blind and confuse rune
Blinding flash comes into play as another way of keeping mobs bunched up if your kick misses or doesnt hit everyone in your selected group and as a defensive cool down. Also the rune blind + confused can get mobs to kill one another setting of more essence burns.
4)Mantra of healing + boon of protection
This is your main mantra to keep your health up as much as possible and also adds a small absorb shield for more defense.
5) Way of the hundred fist + fist of fury
This is another main spirit generator after exploding palms essence burn effect is applied, u can apply another dot from fist of fury. Thus adding more aoe damage to the group and helping in setting off more essence burns.
6)cyclone strike + wall of wind
This is your main spirit dump as a monk and can pack some punch. The wall of wind rune was added for another defensive cooldown for when there is just too many mobs. Another good synchronization on cyclone strike is that it again helps bring in mobs closer together for essence burn to take full effect and be set off more times.
7) Passive skills
1) Resolve is there so that your taking less damage overall from all the big groups of mobs you'll be gathering up.
2) The Gaurdians Path gives great survivability regardless if your duel wielding or going with a 2 hander
3)Transcendence Gives our Cyclone strike ability a chance to become a big heal every time it is cast. It also has great synchronism with The guardians path, since it gives new a good advantage for using 2 handers. Since generating more spirit equals to more cyclone strikes and more heals to keep one alive longer
I have selected Magic Missile as my Signature Spell sided by Electrocute as Secondary to have some AoE. I just like Arcane / Lightning dmg.
To get some distance to many enimies I chose Frost Nova.To wipe out a bunch of frost nova'd enimies my meteor comes handy.
Energy armor might be a nice defenisve spell - have to try this out in the game.
Also the Archon mastery just sounds fund - I also have to try this one in the final game.
To support tha main build I selected as Passive skills:
Prodigy (Arcane power from Electrocute and Magic Missile!!) , Paralysis (Stuns from Lightning YAY) and Unstable Anomaly (Survivability)
bye
Darky
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http://us.battle.net...SZcj!cVb!YccZYZ
A supplement for the missing Paladin. Brings back the Shield and Weapon playstyle that is currently missing in the assortment of melee classes in D3. The barbarian sacrifices some of her heavy-hitting potential for unparalleled survivability thanks to incredible amounts of armor and the ability to outlast masses of monsters through her sheer toughness. Also uses several skills that don't kill enemies immediately, but deal damage over time using her superior protection to wait it out. Preferrably played as a female barbarian.
I love pet classes (Warlock, hunter, etc) and this build seemed to give me the most bang for my buck (or at least the most fun) with summons from the Witch Doctor.
http://us.battle.net/d3/en/calculator/barbarian#abXiUR!gba!YYZcbc
This is my build how I am going to roll, Tank/AoEish might change a few abilities when going live. Should work in theory
And ofc a healing templar : http://us.battle.net/d3/en/calculator/follower#0100
http://us.battle.net/d3/en/calculator/demon-hunter#aeVkRQ!Yfb!ccZcbZ
Well I choose those options becouse I think that havin your resources at max all the time is more efficient in the battlefield, I though that the raven companion was cooler than the bat, but, the bat is more usefull than the raven. So I hope that you choose me xD
Mainly a tank/sustain build for party play. Revolves around being able to self-sustain on your own in Inferno.
monk build - damage reflection plus vortex for mowing down big groups
http://us.battle.net...idkf!WeT!ZbZZab
So in summary:
Cleave with Reaping Swing = Standard damage spell, with the advantage that is in an arc so you don't have to target directly the ranged class (that of course will be always on the move). Reaping Swing helps on getting fury more quickly to fuel faster the other attacks.
Hammer of the Ancients with The Devil's Anvil = Great dose of damage for the not so tough ranged, also the Devil's Anvil slowing them so before they escape you finish them off with Cleave.
Leap Attack with Call of Arreat = For more damage, but basically for helping to keep the distance short between you and the enemies. Call of Arreat would help to attrack the enemies that are on the run. You can combine this with and instant Hamme of the Ancients so you slow them down inmediatly.
Ancient Spear with Grappling Hooks = If by any chance the enemy escapes, you can always pull them near with this skill, ensuring this with the selected skill rune.
Sprint with Marathon = Two way use. One, to be on the toes of your enemies and the other to escape the fray of battle inmediatly when needed.
Now, the combination of Ignore Pain, Relentless and Juggernaut, enables the player to increment exponentially his or her survival chances (Without entering in detail, the skill tooltip says it all).
Animosity is for the purpose to fuel all of the skills as fast as possible and that they can be used whenever the cd's are down.
So, that's the skill build I think is the best for a Barbarian in PvP against Ranged classes.
http://us.battle.net/d3/en/calculator/barbarian#bQeSjP!Scd!YcYYZY
http://us.battle.net/d3/en/calculator/wizard#bQjifm!aef!Z.Y.ZY
This is my fire-themed wiard build. It got a signature spell to spam, an expensive hit-like-a-track spender, some nice defensive abilities, and teleport for mobility and protection
My take on an lightning/arcane wizard build.
Aoe Barb cleave main ability, rush in and aoe gg
Witch Dr
PvE - Leveling Build Idea
http://us.battle.net...YSfW!UbW!abaZba
Build Idea is to have hardly any down time while lvling.
Zombies to do your damage
Haunt to have life and mana return
Toads with no mana cost to help with damage and no down time
Horrify - is an out when you get into a sticky situation
Kinda hard to do builds with out playing the game and not really knowing how good a spell is and synergy
http://us.battle.net/d3/en/calculator/witch-doctor#fSTjPk!bWg!ZZcZcc
Mass zombie dogs and zombie chargers for aoe damage, the gargatuan is for stunning stronger enemies so that the zombie dogs/chargers are able to do some damage before they're killed.
Zombie handler also allows for extra zombie dogs and linked with circle of life and next of kin will allow for more explosions as it saves some mana due to not having to spawn as many.
Then Wall of zombies adds even more damage to the mix.
Lastly big bad voodoo and fetish army is there to replenish mana and to offer more zerg
Vision quest is the main mana regenerater as there will always be 4 skills on cool down (big bad voodoo, fetish army, gargantuan+any of the other abilities)
The main purpose of this build is for pve
The arrow-in-the-knee (and other body parts) build:
http://us.battle.net...nter#aSVdkR!ZTe
My build of choice is this:
http://eu.battle.net/d3/en/calculator/barbarian#bZSejP!ZdY!ZacbaZ
It is, in my opinion, a end game boss farming build. Most likely not the best, but it's quite hard to make one without proper testing. My main issue is rage generation and how that will go with this build. If not good enough there will have to be some tweaking done to boost it up a tad.
Anyway, a short insight into skill choices:
Cleave + Broad sweep. I picked this because i like all my skills to be aoe. I know i said it's a boss farming build and you may say why cleave but i say to that that bosses generally have minions and i have to get to the boss in the first place anyway. Again depending on how it tests out the rune may be switched to more fury generation.
Hammer of the ancients - Rolling Thunder. High chances of critical strike that it's always nice plus the rune that makes it as have quite a decent ranges element in it if u have to fall back because the boss does some nasty shizzle.
War cry - Impunity. Obvious reason for this skill: great rage boost every 30 sec, plus armor, plus in this rune's case resist all. I chose this rune because I am thinking inferno requires as many resists as possible. I figure after some nice gear was found the rune could change to something else quite easy. Again it's all speculation.
Battle rage - Into the fray. More damage is always welcome of course. Considering the high crit on hammer and my fears that rage generation will be low i picked this rune. Combine with my plan to use mighty weapons it may very well make hammer spamable. Again speculations for the win.
Call of the ancients - The council rises. Awesome boss skill and i am surprised not many people went for it from what i read. Decoy's for 15 sec that do extra damage ( and quite a bit to boot). The rune is my favorite and replaces the old version that game the effects of all the other new runes in 1. Sad it went away but it was most likely overpowered.
Wrath of the Berserker - Insanity. Uber synergy with Call of the ancients for bosses. With some luck with the boss focusing on one of your ancients you could get the full 15 seconds unloading on him like a mad man.
Passive skills:
Ruthless - Obvious reasons. Ancient hammer has higher critical strike chance and this skill give it even more plus on top of it make the crits 50% stronger. Gotta love it.
Bloodthirst - Again i see this skill is not very popular. I personally love it and if the barbarian is the damage beast i think it is i think this skill will keep me alive quite well.
Weapon master - Again a rage related choice. I will use mighty weapons in this build if the rage generation is low. This may be subjects to change after testing.
This is a solo character. So i plan on using a follower. My choice here is the The Templar.
http://eu.battle.net/d3/en/calculator/follower#1110
Many would perhaps say it's a bad choice to pick a tank while playing a tankish class like the barbarian. I disagree. I think it's the best choice considering the purpose of my build. At a boss the bugger will have on top of my ancients another target to pick instead of me. So i can be left alone to unload like a madman.
Skills are quite obvious:
Intervene. A nice "o shit" skill if the boss decides to turn his attention to me and deplete 50% of my hp. Gives me 5 seconds to land some nice hits for health regen with Bloodthirst and pop a potion.
Loyalty. Passive healing never hurt anyone. I take this for the follower's survivability rather than myself, because i can still remember the die fest of mercenary's in Diablo 2. Ye ye i know this is D3 but hey call me paranoid.
Onslaught. Just because he's a practice target for the boss does not mean he contribute at his demise. Plus i doubt bosses would be stunned much from his charge.
Guardian. 35k heal every 30 seconds. Really no reason not to take it. Later with better gear may switch for Inspire, but thinking about it perhaps not.
Monk will be my class because i like melee, also i choose to maximize energy regeneration and haste to get nigh damage output.
I plan to play this game with a few friends so I created a wizard that is more outfitted to a support/utility role that focuses on debuffing the enemy and prioritizes high survivability.
http://us.battle.net/d3/en/calculator/wizard#aViWlk!ZYc!Ycaccc
MOUSE SKILLS
This build focuses mostly on bunching mobs together than Aoeing them down as efficiently as possible, while also have some defense to stay alive through all the damage the mobs can dish out to you.
1) Exploding palm + Essence burn rune
The main point of having essence burn is that you can chain the fire damage if a mob die's and spreads the fire dot to nearby mobs. But you need to keep mobs close to each other for this to chain properly.
2) Dashing strike + Soaring skull rune
This is where dashing strike comes into play its a gap closer, and the soaring skull rune slows down all mobs in your path for 2seconds. So if they try to escape from the group after a gap they are slowed and will get hit by essence burn.
3) Blinding flash + Blind and confuse rune
Blinding flash comes into play as another way of keeping mobs bunched up if your kick misses or doesnt hit everyone in your selected group and as a defensive cool down. Also the rune blind + confused can get mobs to kill one another setting of more essence burns.
4)Mantra of healing + boon of protection
This is your main mantra to keep your health up as much as possible and also adds a small absorb shield for more defense.
5) Way of the hundred fist + fist of fury
This is another main spirit generator after exploding palms essence burn effect is applied, u can apply another dot from fist of fury. Thus adding more aoe damage to the group and helping in setting off more essence burns.
6)cyclone strike + wall of wind
This is your main spirit dump as a monk and can pack some punch. The wall of wind rune was added for another defensive cooldown for when there is just too many mobs. Another good synchronization on cyclone strike is that it again helps bring in mobs closer together for essence burn to take full effect and be set off more times.
7) Passive skills
1) Resolve is there so that your taking less damage overall from all the big groups of mobs you'll be gathering up.
2) The Gaurdians Path gives great survivability regardless if your duel wielding or going with a 2 hander
3)Transcendence Gives our Cyclone strike ability a chance to become a big heal every time it is cast. It also has great synchronism with The guardians path, since it gives new a good advantage for using 2 handers. Since generating more spirit equals to more cyclone strikes and more heals to keep one alive longer
this is my Wizard build:
http://us.battle.net/d3/en/calculator/wizard#aeYQOm!cVh
I have selected Magic Missile as my Signature Spell sided by Electrocute as Secondary to have some AoE. I just like Arcane / Lightning dmg.
To get some distance to many enimies I chose Frost Nova.To wipe out a bunch of frost nova'd enimies my meteor comes handy.
Energy armor might be a nice defenisve spell - have to try this out in the game.
Also the Archon mastery just sounds fund - I also have to try this one in the final game.
To support tha main build I selected as Passive skills:
Prodigy (Arcane power from Electrocute and Magic Missile!!) , Paralysis (Stuns from Lightning YAY) and Unstable Anomaly (Survivability)
bye
Darky