- Passive avoidance and healing from main abilities along with resistances
- AoE control with Cyclone Strike and Blinding Flash
- Strong AoE damage with 2 spirit generators and 3 spenders
- Passive AoE-damage from Sweeping Winds Vortex
- Weak'ish single-target damage
Here's my summoning build I will be using when I play with my friends, the goal is to use my summons as tanks so that my friends are free to focus on damage. The frogs having confuse built in will be great against large packs, and fierce loyalty puts a little bite into the pets tanking role.
Overpower (Storm of Steel rune) - With rune it sounds like a second weapon throw? it's not all that obvious tbh.
Leap Attack (Launch rune) - I anticipate using Leap to get away from monsters more so than getting to them with this build. Should also work will with ground stomp. Will need the rage as well.
War Cry (Charge! rune) - I started thinking about how to sufficently build rage with a ranged build. This skill will help a lot with the glyph, plus some defensive boost, although I hope to avoid melee as much as possible.
Ground Stomp (Wrenching smash rune) - While pulling monsters too me as a ranged build may seem counter intuative, I plan to use it in conjunction with Leap Attack. Also a means of rage generation.
Battle Rage (Marauder's Rage rune) - This skill could be used with practically any barb build. I couldn't really find a better choice for my ranged build than this.
Passive Skills Breakdown:
Unforgiving - To help with any fury issues. This could be swapped out if unneeded.
Superstition - I anticipate taking more ele / ranged damage than my melee barb counter parts.
No Escape - I really didn't see Ancient spear fitting this build(but possible). But even without it, I think this is a must just for the bonus' to weapon throw.
Gameplay Idea:
I'll probably start out by casting War Cry to gain rage and the def bonus. I will then be able to get Battle Rage up and running, and maintain it. My thought is to cast Ground Stomp to pull enemies to me(with rune, grouping them up obviously) and stunning them. Then a leap away with Leap Attack to gain distance, as well as deal small aoe damage with rune. After I've gained my distance advantage I will ranged attack with Weapon Throw and runed Overpower. Weapon Throw also provides a short snare to help maintain distance.
I loved my throw barb in D2, I can't wait to try this build in D3!
So this is a PvP, Crowd-control Barbarian, that I see being useful in small team arranged fights (assuming something similar to WoW's Arena System is implemented). This build uses the recommended skill synergy, mainly because it's hard to criticize a system I haven't used yet.
Frenzy to increase his movement speed, making it easier to close the gaps.
Increased duration Rend to hinder any healing effects that a player may try to use after trying to create some distance
Ground Stomp to interrupt casts and provide a way to lock down a target and immediately slow it, very useful when used in addition to Leap Attack
Leap Attack with the 2 second stun provides a very nice gap closer which should create a small advantage to be exploited upon landing.
30% chance to proc Revenge, grants a high damage reactive ability that costs no resource and that also provides a small heal.
Earthquakes with the cold aoe rune, grants a persistent high damage area that will force the enemy to retreat.
For passives:
I grabbed relentless for the first passive, it may or may not be optimal in the end but having 50% damage reduction in addition to being able to keep Rend on the enemy at all times makes it nice, if only to provide a larger windows for Revenge to proc.
Ruthless is second for the increased Critical Hit Damage increase, unless it becomes a trivial stat towards the end of the game a 50% increase in critical damage would be very useful to a Frenzy barbarian.
Lastly, Juggernaut to decrease the chance that the enemy will be able to reset or turn the fight by a well timed CC and escape ability. Also, any time you find yourself CC'd you get a substantial heal.
The idea for the build is more about shutting down someone in group PvP and sitting on them until you outlast them or your teammates can take care of them. All of this builds AoE stuns and slows combined with the increased movement speed should allow this barbarian to stick to a target until it dies.
I made a Monk build. I went for healing abilities mostly to try and make myself as hard to kill as possible It's a build I would use for my own enjoyment
http://us.battle.net/d3/en/calculator/witch-doctor#dfYkZT!WTY!cZacbZ
This is my "Zombie Slinger" Witch Doctor build. Its mostly meant for pve but it could be fun to try in pvp. The main focus of this build is throwing out alot of high mana spells while having your zombie pets to back you up when your low on mana. Not sure how well this would do in late hell or inferno but i definitley want to roll something like this when the game comes out.
One thing is for sure my first char will be a Barbarian. I started off with a warrior in Diablo 1, followed by a Barbarian in Diablo 2. On all the games I played, from Baldur's Gate to Wow, I've always been the warrior guy. I just love it, and can't wait to play again the Barbarian in Diablo 3.
I gave it a thought, and here is the build I propose.
This would be a softcore build, heavily based on I'll-kill-many-before-I-die. I don't see this build being viable much further after Nightmare mode, but I hope it will help me go through the beginning quickly before I get to the real meat of the game.
Here are some thoughts:
Bloodthirst and Unforgiving as passive are the only skills which will ensure (at least I hope) almost infinite supply of life and rage until far into Nightmare.
Then it is a rage fest, with no defensive skills, a good frenzy, which is apparently same as in D2, and whirlwind as a rage dump. When things go wrong I stun my foes with the Hammer or the Charge. Revenge is there to give me a boost from time to time. And the call of the ancients is really there because I love this spell. I just want to kill demons with my ancient fellows.
Berserker rage might be replaced if I clearly see I can't maintian my rage level high.
I expect to die with that build, and I want to, in order to prepare for my hardcore char. That's fine with me.
Demon hunter kite build. A couple of movement abilities, spike trap, auto-aim Hungering Arrow, Elemental Arrow with slow, and then Brooding so you will hopefully be at full life most of the time
AOE Barb. Have no idea if this will actually work out but could be fun to try. Ground Stom and Leap Attack runed to pull enemies in so aoe skills will be more effective. Overpower runed to give some healing. Eartquake runed to knockback enemies to get some breathing room if necessary.
http://us.battle.net/d3/en/calculator/monk#bWZjXc!bcY!abbYYY
That's my pve build for Monk. How it should work:
1 Rush into group of monsters with Dashing Strike
2 Do some aoe dmg - bleed more than one creature with Creeping Demise rune in Exploding Palm, finish them off with Deadly Reach with increased range or Lashing Tail Kick that causes stun instead of knockback, so they can stay in group (if they won't die)
3 Retreat or do some healing
The build is designed primarily around the skills that make use of pets. Using Vermin passive to accentuate my toads, spiders and locusts, and Zombie Handler passive to maximise the efficiency of my dogs and Gargantuan.
I added Hex in there as you turn mobs into chickens, and that counts as pets!
The point of this build and why I like it is because it seems like it would be a very brutal smashing character focused on force and killing. Seems quite fitting for a barbarian.
It is built around a mage actually getting into the thick of things and moving around mobs while playing up the force angle.
your going to be shielded with force energy so you will only ever be taking 35% of your total life in one hit. still will hurt, but you will live.
fight can start with diamond skin and then a teleport in to have absorption and further damage reduction. plus the skin exploding is free aoe once it wears off. Depending on number of mobs in area you can wave of force for stun and mob movement away, spectral blades to slice a line, or good old electrocute to do some damage and regen arcane power.
Diamond skin and teleport line up nicely so you can keep them both used relatively close to each other, but with illusionist you can be sure it will be up if your taking a beating to get out of combat or at least keep teleporting to keep up the damage reduction if you constantly taking hits.
Blur also adds to more reduction from melle and galvanized ward means you can run away to regen some hp if need be with your ward up.
This build is not built around damage but more of positioning and stunning mobs while surviving the beating. Think of it as hit-and-run tanking.
THIS IS THE BEST SPEC. THIS IS THE' BARBARIAN SPEC. ALL OTHER PUNY CHARACTER SPECS ARE NOT AS STRONG BECAUSE THEY ARE NOT FOR THE BARBARIAN. BARBARIAN IS BEST CLASS. BARBARIAN DESERVES MOST TREASURE. THIS SPECIALIZATION IS OBVIOUSLY CALLED:
ALL ANCIENT TRAINING REFLECTS THE ART OF FINDING TREASURE. OFTEN TREASURE IS FOUND ON MONSTERS. EXTRA KILLING AFFECTS ARE OPTIONAL TO INCREASE TREASURES.
Designed this role with team play in mind - Cyclone Strike groups up enemies while healing allies, improved Mantra of Conviction softens them up, team heal. Passive abilities designed to keep me alive long enough for team to finish off the large group I suck in to me.
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http://us.battle.net/d3/en/calculator/monk#aRYjig!UYa!ZYcYYc
- Passive avoidance and healing from main abilities along with resistances
- AoE control with Cyclone Strike and Blinding Flash
- Strong AoE damage with 2 spirit generators and 3 spenders
- Passive AoE-damage from Sweeping Winds Vortex
- Weak'ish single-target damage
Might need a bit more defence in Hell/Inferno
This is mine demon hunter build. There are lot of these but this is mine. It it PvE build focused on AoE so mobs will be pwned faster and easier
http://us.battle.net/d3/en/calculator/witch-doctor#YTbcVP!WZT!aaaYaY
http://us.battle.net...dSXe!hef!ZbYZZY
Active Skills Breakdown:
Weapon Throw (Ricochet rune) - Pretty obvious.
Overpower (Storm of Steel rune) - With rune it sounds like a second weapon throw? it's not all that obvious tbh.
Leap Attack (Launch rune) - I anticipate using Leap to get away from monsters more so than getting to them with this build. Should also work will with ground stomp. Will need the rage as well.
War Cry (Charge! rune) - I started thinking about how to sufficently build rage with a ranged build. This skill will help a lot with the glyph, plus some defensive boost, although I hope to avoid melee as much as possible.
Ground Stomp (Wrenching smash rune) - While pulling monsters too me as a ranged build may seem counter intuative, I plan to use it in conjunction with Leap Attack. Also a means of rage generation.
Battle Rage (Marauder's Rage rune) - This skill could be used with practically any barb build. I couldn't really find a better choice for my ranged build than this.
Passive Skills Breakdown:
Unforgiving - To help with any fury issues. This could be swapped out if unneeded.
Superstition - I anticipate taking more ele / ranged damage than my melee barb counter parts.
No Escape - I really didn't see Ancient spear fitting this build(but possible). But even without it, I think this is a must just for the bonus' to weapon throw.
Gameplay Idea:
I'll probably start out by casting War Cry to gain rage and the def bonus. I will then be able to get Battle Rage up and running, and maintain it. My thought is to cast Ground Stomp to pull enemies to me(with rune, grouping them up obviously) and stunning them. Then a leap away with Leap Attack to gain distance, as well as deal small aoe damage with rune. After I've gained my distance advantage I will ranged attack with Weapon Throw and runed Overpower. Weapon Throw also provides a short snare to help maintain distance.
I loved my throw barb in D2, I can't wait to try this build in D3!
So this is a PvP, Crowd-control Barbarian, that I see being useful in small team arranged fights (assuming something similar to WoW's Arena System is implemented). This build uses the recommended skill synergy, mainly because it's hard to criticize a system I haven't used yet.
The idea for the build is more about shutting down someone in group PvP and sitting on them until you outlast them or your teammates can take care of them. All of this builds AoE stuns and slows combined with the increased movement speed should allow this barbarian to stick to a target until it dies.
http://us.battle.net/d3/en/calculator/monk#aTXhiR!YVc!cbbZbc
This is my "Zombie Slinger" Witch Doctor build. Its mostly meant for pve but it could be fun to try in pvp. The main focus of this build is throwing out alot of high mana spells while having your zombie pets to back you up when your low on mana. Not sure how well this would do in late hell or inferno but i definitley want to roll something like this when the game comes out.
I'll try this for the first time. I like traps =D
http://eu.battle.net/d3/en/calculator/barbarian#aZYSRj!Vba!bYaaaa
One thing is for sure my first char will be a Barbarian. I started off with a warrior in Diablo 1, followed by a Barbarian in Diablo 2. On all the games I played, from Baldur's Gate to Wow, I've always been the warrior guy. I just love it, and can't wait to play again the Barbarian in Diablo 3.
I gave it a thought, and here is the build I propose.
http://us.battle.net...QhRj!hdX!ZYaabZ
This would be a softcore build, heavily based on I'll-kill-many-before-I-die. I don't see this build being viable much further after Nightmare mode, but I hope it will help me go through the beginning quickly before I get to the real meat of the game.
Here are some thoughts:
Bloodthirst and Unforgiving as passive are the only skills which will ensure (at least I hope) almost infinite supply of life and rage until far into Nightmare.
Then it is a rage fest, with no defensive skills, a good frenzy, which is apparently same as in D2, and whirlwind as a rage dump. When things go wrong I stun my foes with the Hammer or the Charge. Revenge is there to give me a boost from time to time. And the call of the ancients is really there because I love this spell. I just want to kill demons with my ancient fellows.
Berserker rage might be replaced if I clearly see I can't maintian my rage level high.
I expect to die with that build, and I want to, in order to prepare for my hardcore char. That's fine with me.
Hope you liked it.
Good luck everyone!
Demon hunter kite build. A couple of movement abilities, spike trap, auto-aim Hungering Arrow, Elemental Arrow with slow, and then Brooding so you will hopefully be at full life most of the time
AOE Barb.
Have no idea if this will actually work out but could be fun to try. Ground Stom and Leap Attack runed to pull enemies in so aoe skills will be more effective. Overpower runed to give some healing. Eartquake runed to knockback enemies to get some breathing room if necessary.
That's my pve build for Monk. How it should work:
1 Rush into group of monsters with Dashing Strike
2 Do some aoe dmg - bleed more than one creature with Creeping Demise rune in Exploding Palm, finish them off with Deadly Reach with increased range or Lashing Tail Kick that causes stun instead of knockback, so they can stay in group (if they won't die)
3 Retreat or do some healing
http://us.battle.net...YXhT!ZWh!cYccYZ
The build is designed primarily around the skills that make use of pets. Using Vermin passive to accentuate my toads, spiders and locusts, and Zombie Handler passive to maximise the efficiency of my dogs and Gargantuan.
I added Hex in there as you turn mobs into chickens, and that counts as pets!
I think it'll be a really fun-to-play build.
The point of this build and why I like it is because it seems like it would be a very brutal smashing character focused on force and killing. Seems quite fitting for a barbarian.
Trying to get as many mirror images out as fast as possible to cause some trouble.
http://us.battle.net/d3/en/calculator/barbarian#bcYSRg!dVg!acZccb
http://us.battle.net/d3/en/calculator/wizard#deWjXO!dfU!ZYZacY
It is built around a mage actually getting into the thick of things and moving around mobs while playing up the force angle.
your going to be shielded with force energy so you will only ever be taking 35% of your total life in one hit. still will hurt, but you will live.
fight can start with diamond skin and then a teleport in to have absorption and further damage reduction. plus the skin exploding is free aoe once it wears off. Depending on number of mobs in area you can wave of force for stun and mob movement away, spectral blades to slice a line, or good old electrocute to do some damage and regen arcane power.
Diamond skin and teleport line up nicely so you can keep them both used relatively close to each other, but with illusionist you can be sure it will be up if your taking a beating to get out of combat or at least keep teleporting to keep up the damage reduction if you constantly taking hits.
Blur also adds to more reduction from melle and galvanized ward means you can run away to regen some hp if need be with your ward up.
This build is not built around damage but more of positioning and stunning mobs while surviving the beating. Think of it as hit-and-run tanking.
THIS IS THE BEST SPEC. THIS IS THE' BARBARIAN SPEC. ALL OTHER PUNY CHARACTER SPECS ARE NOT AS STRONG BECAUSE THEY ARE NOT FOR THE BARBARIAN. BARBARIAN IS BEST CLASS. BARBARIAN DESERVES MOST TREASURE. THIS SPECIALIZATION IS OBVIOUSLY CALLED:
***********************
** TREASURE EXPLOSION **
***********************
ALL ANCIENT TRAINING REFLECTS THE ART OF FINDING TREASURE. OFTEN TREASURE IS FOUND ON MONSTERS. EXTRA KILLING AFFECTS ARE OPTIONAL TO INCREASE TREASURES.
Class: Monk
Role: PvE support/tank
Designed this role with team play in mind - Cyclone Strike groups up enemies while healing allies, improved Mantra of Conviction softens them up, team heal. Passive abilities designed to keep me alive long enough for team to finish off the large group I suck in to me.