This will be my build for the hardest parts in the game - obviously he does not focus on dps but on being as unkillable as possible and still viable.
It has 3 fury generators+superstition small fury buff and 2 spenders so it wont have any fury issues.
For survival you have an "oh crap button" with a rune that makes it like an additional potion ( Ignore pain ) coupled with frenzy that constantly heal you.
This build is ready to take on physical ( tons of armor ) and non-physical damage ( +50 resistances and superstition ) and with the debuffs ( spammy threatening shout ) it would be unstoppable.
Leap attack is a good tool to get out of bad situations, and finally wrath of the berserker (with extra dodge ) for boss fights or when you need some extra dps while clearing trash ( since this builds lacks it ).
DH with high crit, discipline regen, and heatred regen so it does not have to use heatred generators. Impale can be replaced with rapid fire though we will need Impale for highly electrified elites which should not be hit to often.
This is a solo Witch Doctor build intended for efficiency.
Firebomb with Flash Fire provides a decent direct nuke as a main attack with some limited aoe potential.
Locust Swarm with Devouring Swarm provides some back up DoT damage with some return on mana for continued Firebomb use.
Summon Zombie Dogs (Leeching Beasts) and Gargantuan (Humongoid) are taken as additional (mostly) passive outgoing damage and to redirect some incoming damage. Leeching Beasts is used for the return on life.
Sacrifice (Pride), Spirit Barrage (Phlebotomize), Spiritual Attunement, and Grave Injustice are all largely taken for the sake of efficiency and the returns given to life and mana.
Zombie Handler is taken for the buffs to Zombie Dogs and Gargantuan.
Here it is. Trying to set a build based on the tooltips alone isnt easy, but this is what I think I will be using to some extent. The thought behind these is fast in, fast out. So its more of an aoe farming build than a specific inferno/boss fight build. The plan is to dash into a cluster of mobs, throw off 2x cripping waves, then pull everything in with the cyclone strike and finish with the third crippling waves combo. (Should also state that this is not my own ingenious invention, I saw it on force and thought to myself that THIS is something I want to do! )
If you look closely you can see ive added some dodge around, which also supports my claims that this is an aoe build. 2,5 lifelines, Nr1: Near death experience, nr2: Inner sanctuary, and nr 2,5: Dashing strike. For those hairy situations. Ive also packed transcendance in there for some minor healing if things get too rough.
Deadly reach will probably be my main spirit generator, is it the better ability? No idea! But is does hit a large area, and it looks brilliant!
Also as a closing argument, Ive never been a number jockey and do not intend to start now. Yet, ive always managed to get my ass around in games.
Hi! This is my random barbarian build. The key word here is random because Blizzard is making the game to be playable by anyone that has no clue about min-maxing. WIth this stated I really want to test the beta to see if this is really true and if these random new comer builds are actually viable. Good luck to all!!!
The Dodging Dragon monk is inspired by the mantra..."The best offense is a good defense!"
With his particular skill set, the dodging dragon is unafraid to draw his enemies near, challenging them to strike him!
Synergized by the Guardian's Path, Lightning Flashed Fists of Thunder and his keen Sixth Sense, the Dodging Dragon's backlashing Mantra of Evasion makes him a shifty adversary...using avoidance not just for protection but for assault!
The Dodging Dragon keeps his friends close....but his enemies closer!
Using Cyclone Strike he maximizes the effectivity of his Sweeping Winds and Forbidden Palace effects to establish his superiority in the face of his foes!
Yet, when the Dodging Dragon is not amused by the attempts of the masses surrounding him...he sheaths his calm yet deadly defensive ways and unleashes the onslaught of the Seven-Sided STRIKE!
May the Exalted Soul that IS the Dodging Dragon guide you towards dominance over the denizens of the Burning Hells fellow monks!
This build is used for a certain playstyle:
- First you make a warcry
- leap attack into the action and use cleave/whirlwind
- you furious charge to the next monstergroup use cleave and/or seismic slam
if there's still something alive, due to seismic slam you can escape.
This playstyle has short delays in it, namely while warcry, leap attack and furious chrage are cooling down. You generate fury very quickly and spend it very quickly, as you use high fury cost attacks frequently, thus giving your enemies nearly no time to inflict damage.
A spec focusing around damage reduction, and accounting for the long period of time between potential heals do to "Breath of Heaven"'s long 15 sec. cool down.
crippling strike runed to reduce damage
dashing strike to get from point A to point B quickly in case of emergency heals, and slowing units at the same time.
breath of heaven to heal and increase spirit generation, also stacks with "guardians path" passive which increases the regeneration during those 5 sec by about 7ish per strike, making for an easy way to fill back up and continue to decrease mob damage and increase ally resistance.
Blinding flash used generally to reduce physical damage from the elite mobs.
inner sanctuary in case of an "oh shit" moment
Mantra of healing for obvious reasons, runed for magic resistance because its more then likely what most classes will lack more then anything.
Resolve to reduce enemy damage even further
The guardian's path mainly to increase healing breadths runed effect
guiding light to increase damage output of most of the group 100% of the time (if used correctly)
Witch Doctor Summons build. Includes multiple types of damage and also offers lots of damage mitigation with plenty of life and mana regen. Not very good at single target but should excel at tanking mobs.
Defensive barbarian. Design for infernal co-op play.
As most of time will be spam Revenge and Overpower. Bash is just there for rage boost.
Revenge combine with Provocation result as high activate chance.
Overpower plus Revel will give some extra DPS and heal.
Threatening shout with Falter will dramatically decrease damage output by enemy.
Leap attack will most likely reset enemy's target and choose you as closest target.
War cry with impunity will give barbarian huge defensive boost against all damage.
For passive skills.
Superstition will boost damage reduction against magic. While Juggernaut can heal barbarian a bit at infernal. As I'm sure there will be tons of CC and magic damage at infernal.
Tough as Nails is there for physical damage reduction. Can be switch around to other passive for different situation.
For taunt, I don't feel is necessary, as if I have to taunt mob off someone constantly, then he deserve death. To be able to keep spam taunt, you need something to keep generate rage. So you have no chance to use other ability. If your friend keep kite enemy and you keep hit that target to death, It only means D3's AI sucks. So better use some other rune instead of taunt on Threatening Shout.
—Left mouse Cluster grenades give 5 hatred with the passive skills
—Rapid fire/Bombardment on the right helps us spend it faster
—We're gonna spam lots of hatred skills and for that we got instarestore (Preparation/Punishment) and Vengeance pasive skill (+25 max hatred and health globe restoration).
—Ballistics and Grenadier passives are must have.
—Rapid Fire can be both Bombardment and Fire support, each gaining bonuses from passive skills.
—Rain of Vengeance/Beastly bombs makes a nice show,
—Sentry/Spitfire turret helps with making noise and…
—Cluster arrow/Shooting stars makes it unforgettable with all the missiles in the air.
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