This is a Wizard PVE build that has three main themes: Arcane, AOE, Control.
Wherever possible, runespells and passive skills have been chosen that apply slows and also split (by design or by chance) to cause even more AOE damage and control. For times where the built-in passive control won't do, I've chosen Slow Time and Archon ... for close encounters.
I like this build because it focuses on the damage bonus of slowing my enemies, and it also lets me throw in some damage when creating distance for myself (so long as I remain untouched for 5 seconds, I regenerate HP) - a perfect ranged build.
Since 2/3 of my big damage dealers are Runed to shoot Rockets, its only natural that I opt for a 100% DMG bonus to rockets
Class: Mage
This class was made for PvE. I use it to easily kill mobs, but at the same time move out if they surround me. I use most AoE spells but also magic missile for when I lack arcane.
The premise behind it is to provide enough balance to be able to deal damage (thus why I have both Blizzard/Unrelenting Storm and Meteor/Molten Impact) while hopefully being able to also avoid (Slow Time) or absorb (Diamond Skin/Mirror Skin) damage to survive the higher difficulty levels.
Runes are mainly focused on AoE damage, slows, and some offset group healing. Can be used solo or with a party. Not the best DPS build but it's reliable enough for when shit goes sideways.
Which class will use first? Demon Hunter absolutely!! ... The reasons are many, the story presented by mom Blizz, for the gloomy features of the character, the preference for ranged weapons, and especially because of the rumors that a class is difficult to use at the beginning ... I love challenges!
The build that I have chosen is based on PvE and AoE to farm like dragons.
Lots and lots of lightning. The paralysis passive to keep enemies at bay. Very little defensive stuff here. Teleport to get away and mirror image if you need a distraction. The rest is trying to stun enemies as much as possible.
This build relies on AoE such as chain lightning, wave of force (impactful), and meteor (molten impact) to do mass damage. The intent is to run with a friend who is running a tanking barb (as much as a D3 character can tank) so that he can hold the mobs while I AoE them. Then I use wave of force and mirror images to CC and keep myself alive.
Burning Witch
The Burning Witch is PvM Female Witch Doctor that will only conjure the element, fire.
She is a viable roleplaying class who will incinerate any monsters that stand in her path.
Skill Rationale
The Burning Witch's main focus is in dealing high amounts of damage from a distance to destroy her enemies.
Her skills are well balanced, consisting of: 2 projectiles, 2 support, 1 defensive, 1 strategic damage.
Skills Fire bomb (Conflagration) -Long range aoe projectile Locust Swarm(Searing Locusts) -Medium range projectile Zombie Dogs(Burning Dogs) - Main summon Fetish Army (Tiki Torchers) - Additional support Spiritual Walk (Umbral Shock) - Defensive damage Zombie Charger(Explosive Beast) -Massive aoe damage
Passive Skill Rationale
Because she will be burning through a lot of mana, 2 skills have been chosen which
bump up mana percentage & mana regain. Zombie handler also added for a extra summon.
Passive Skills Spiritual Attunement - 20% Mana, mana regain Blood Ritual - 15% mana cost are paid with life Zombie Handler - +1 Zombie Dog, 20% Zombie Dog health
I realise that it may be difficult for the Burning Witch when entering Hell & Inferno in regards
to monsters having fire resistance, but i'm looking forward to the challenge.
Despite initial preconceptions, this build isn’t a pet build, but rather a build that plays up a particular theme – the use of spells with human zombie effects! The idea is to create the ‘feeling’ that you are commanding a legion of undead humans without actually having any pets.
Zombie Charger is the bread-and-butter of the build, taking the Wave of Zombies rune for more damage and extra zombie-ness.
Acid Cloud with theCorpse Bomb rune keeps in-line with the Zombie theme while giving us a reliable way to deal significant damage to enemies at ranges which Zombie Charger can’t deal with.
Grasp of the Dead is runed with Desperate Grasp. I really wanted to take Rain of Corpses, but since we have no pets, we need all the crowd-control we can get, and are slows will always be useful. Fortunately, it still feels like a zombie spell since it’s zombie hands that are coming out of the ground!
Wall of Zombies is runed with Pile On for zombie-death-from-above – 800% weapon damage in a linear area-of-effect sounds too good to pass up on, with a modest cooldown as the spell’s only mitigating factor. Pile On should still be available often enough to deal with those special circumstances which warrant it.
Horrify is runed with Face of Death – the lack of pets means that we need this panic button if badguys get too close for comfort.
Spirit Walk is taken because we need more than one panic button, especially for harder difficulties. It is runed with Honored Guest so that even when we are not in danger, we can use the spell to top up our mana (this build is fairly mana-heavy).
As this build doesn’t use pets and relies on two fairly mana-intensive spells as its primary sources of damage (Wave of Zombies and Corpse Bomb), we need Gruesome Feast and Spiritual Attunement to help ease our mana costs. We don’t take Vision Quest because Desperate Grasp is a little anti-synergestic with it. Instead, we take Spirit Vessel, which makes our two panic buttons more reliable AND gives us a ‘get out of jail’ card.
This is my first build plan, requires level 60, so it will essentially be a late hell/Inferno build. My thought process was simple: try to maintain WotB as much as possible, while still retaining some defense and mobility.
Cleave will be my main generator, runed for Fury regen. Overpower will be my main spender, also runed for fury regen.
Leap attack is my mobility spell, runed for stun for when I leap into a pack, to be followed by Earthquake, runed to lower the CD and cost no fury.
War Cry is used and runed for a burst of 60 Fury every 30 seconds, and WotB is runed to, naturally, increase in duration as you gain fury.
For passives I chose Boon of BK, Animosity and Inspiring Presence, which does two things; it gives me a passive health regen, and one less button to push every minute.
This will need testing of course; I may find my regen to be so good that I can rune or switch passives for either more damage or health regen/defense, or I may get gear with passive fury regen as well. Can't wait to try it out.
Good luck everyone, and thanks for the contest Dfans!
I plan to play a Barb, so my build is built around an AOE focused build. I really do not like single target DPS in any game so AOE is what I always try to play.
PvP mainly focused build
use earthquake to deal heavie damage to targets
then use ancient spear to pull my enemies closer so they can feel the damage of earthquake
ground stomp to lock to prevent them from running away
hammer of the ancients for some more damage while they are stunned
and bash to gain the fury for hammer
also i use war cry with ivigorate to heal myself if i get hit
The idea is to have enemies mainly snared through Entangling Shot, Caltrops and Fan of Knives, with 2 support damage dealing Hatred spenders, 1 being single target, the other AoE. This build is focused on heavy snare and control of enemies, keeping vault for those "oh crap" situations.
For passives I took Cull of the Weak for obvious reasons, increasing the damage coulped with all the snaring. Numbing traps just to reduce the damage taken in those situiatons where it is impossible to avoid it. Last spot I choose Steady Aim as it seems to have a great sinergy with Cull of the Weak increasing in a total of 35% more damage. Still need to do some research to see if this last passive is manageble to use, as it seems quite difficult to not have any enemies around.
It's meant to a be a normal softcore build for PvE, giving a lot of control over enemies.
This is a grenadier build, focusing on the Demon Hunters explosive side. There are other grenade style abilities, but I believe this one to have a fun balance of offensive and defensive skills.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Wherever possible, runespells and passive skills have been chosen that apply slows and also split (by design or by chance) to cause even more AOE damage and control. For times where the built-in passive control won't do, I've chosen Slow Time and Archon ... for close encounters.
http://us.battle.net...gWlm!ZYT!ZcZccY
This will be my go-to PVE build.
I like this build because it focuses on the damage bonus of slowing my enemies, and it also lets me throw in some damage when creating distance for myself (so long as I remain untouched for 5 seconds, I regenerate HP) - a perfect ranged build.
Since 2/3 of my big damage dealers are Runed to shoot Rockets, its only natural that I opt for a 100% DMG bonus to rockets
This class was made for PvE. I use it to easily kill mobs, but at the same time move out if they surround me. I use most AoE spells but also magic missile for when I lack arcane.
http://us.battle.net/d3/en/calculator/wizard#ajWVXQ!eXh!caYZbb
Here is my solo Wizard search and destroy build : https://eu.battle.net/d3/en/calculator/wizard#dSYiTm!YXf!bZYcaY
thanks for your guidance while waiting D3...
Here is my solo Wizard search and destroy build : https://eu.battle.net/d3/en/calculator/wizard#dSYiTm!YXf!bZYcaY
thanks for your guidance while waiting D3...
Here is my solo Wizard search and destroy build : https://eu.battle.net/d3/en/calculator/wizard#dSYiTm!YXf!bZYcaY
thanks for your guidance while waiting D3...
The premise behind it is to provide enough balance to be able to deal damage (thus why I have both Blizzard/Unrelenting Storm and Meteor/Molten Impact) while hopefully being able to also avoid (Slow Time) or absorb (Diamond Skin/Mirror Skin) damage to survive the higher difficulty levels.
http://us.battle.net/d3/en/calculator/demon-hunter#acViTl!beT!bZbYca
Runes are mainly focused on AoE damage, slows, and some offset group healing. Can be used solo or with a party. Not the best DPS build but it's reliable enough for when shit goes sideways.
The build that I have chosen is based on PvE and AoE to farm like dragons.
http://us.battle.net/d3/en/calculator/demon-hunter#ZicSdl!WgX!bcaacZ
http://us.battle.net/d3/en/calculator/wizard#eijRTk!TYV!aZZacc
Lots and lots of lightning. The paralysis passive to keep enemies at bay. Very little defensive stuff here. Teleport to get away and mirror image if you need a distraction. The rest is trying to stun enemies as much as possible.
The Burning Witch is PvM Female Witch Doctor that will only conjure the element, fire.
She is a viable roleplaying class who will incinerate any monsters that stand in her path.
http://us.battle.net...YUfP!WYX!ccYbYY
Skill Rationale
The Burning Witch's main focus is in dealing high amounts of damage from a distance to destroy her enemies.
Her skills are well balanced, consisting of: 2 projectiles, 2 support, 1 defensive, 1 strategic damage.
Skills
Fire bomb (Conflagration) - Long range aoe projectile
Locust Swarm (Searing Locusts) - Medium range projectile
Zombie Dogs (Burning Dogs) - Main summon
Fetish Army (Tiki Torchers) - Additional support
Spiritual Walk (Umbral Shock) - Defensive damage
Zombie Charger (Explosive Beast) - Massive aoe damage
Passive Skill Rationale
Because she will be burning through a lot of mana, 2 skills have been chosen which
bump up mana percentage & mana regain. Zombie handler also added for a extra summon.
Passive Skills
Spiritual Attunement - 20% Mana, mana regain
Blood Ritual - 15% mana cost are paid with life
Zombie Handler - +1 Zombie Dog, 20% Zombie Dog health
I realise that it may be difficult for the Burning Witch when entering Hell & Inferno in regards
to monsters having fire resistance, but i'm looking forward to the challenge.
Here is my solo Wizard search and destroy build : https://eu.battle.net/d3/en/calculator/wizard#dSYiTm!YXf!bZYcaY
thanks for your guidance while waiting D3...
Here is my solo Wizard search and destroy build : https://eu.battle.net/d3/en/calculator/wizard#dSYiTm!YXf!bZYcaY
thanks for your guidance while waiting D3...
http://us.battle.net...ZkWU!cYV!bcYYbZ
Zombie King
Despite initial preconceptions, this build isn’t a pet build, but rather a build that plays up a particular theme – the use of spells with human zombie effects! The idea is to create the ‘feeling’ that you are commanding a legion of undead humans without actually having any pets.
Zombie Charger is the bread-and-butter of the build, taking the Wave of Zombies rune for more damage and extra zombie-ness.
Acid Cloud with the Corpse Bomb rune keeps in-line with the Zombie theme while giving us a reliable way to deal significant damage to enemies at ranges which Zombie Charger can’t deal with.
Grasp of the Dead is runed with Desperate Grasp. I really wanted to take Rain of Corpses, but since we have no pets, we need all the crowd-control we can get, and are slows will always be useful. Fortunately, it still feels like a zombie spell since it’s zombie hands that are coming out of the ground!
Wall of Zombies is runed with Pile On for zombie-death-from-above – 800% weapon damage in a linear area-of-effect sounds too good to pass up on, with a modest cooldown as the spell’s only mitigating factor. Pile On should still be available often enough to deal with those special circumstances which warrant it.
Horrify is runed with Face of Death – the lack of pets means that we need this panic button if badguys get too close for comfort.
Spirit Walk is taken because we need more than one panic button, especially for harder difficulties. It is runed with Honored Guest so that even when we are not in danger, we can use the spell to top up our mana (this build is fairly mana-heavy).
As this build doesn’t use pets and relies on two fairly mana-intensive spells as its primary sources of damage (Wave of Zombies and Corpse Bomb), we need Gruesome Feast and Spiritual Attunement to help ease our mana costs. We don’t take Vision Quest because Desperate Grasp is a little anti-synergestic with it. Instead, we take Spirit Vessel, which makes our two panic buttons more reliable AND gives us a ‘get out of jail’ card.
This is my first build plan, requires level 60, so it will essentially be a late hell/Inferno build. My thought process was simple: try to maintain WotB as much as possible, while still retaining some defense and mobility.
Cleave will be my main generator, runed for Fury regen. Overpower will be my main spender, also runed for fury regen.
Leap attack is my mobility spell, runed for stun for when I leap into a pack, to be followed by Earthquake, runed to lower the CD and cost no fury.
War Cry is used and runed for a burst of 60 Fury every 30 seconds, and WotB is runed to, naturally, increase in duration as you gain fury.
For passives I chose Boon of BK, Animosity and Inspiring Presence, which does two things; it gives me a passive health regen, and one less button to push every minute.
This will need testing of course; I may find my regen to be so good that I can rune or switch passives for either more damage or health regen/defense, or I may get gear with passive fury regen as well. Can't wait to try it out.
Good luck everyone, and thanks for the contest Dfans!
http://us.battle.net/d3/en/calculator/barbarian#bcXhUg!ghS
PvP mainly focused build
use earthquake to deal heavie damage to targets
then use ancient spear to pull my enemies closer so they can feel the damage of earthquake
ground stomp to lock to prevent them from running away
hammer of the ancients for some more damage while they are stunned
and bash to gain the fury for hammer
also i use war cry with ivigorate to heal myself if i get hit
The idea is to have enemies mainly snared through Entangling Shot, Caltrops and Fan of Knives, with 2 support damage dealing Hatred spenders, 1 being single target, the other AoE. This build is focused on heavy snare and control of enemies, keeping vault for those "oh crap" situations.
For passives I took Cull of the Weak for obvious reasons, increasing the damage coulped with all the snaring. Numbing traps just to reduce the damage taken in those situiatons where it is impossible to avoid it. Last spot I choose Steady Aim as it seems to have a great sinergy with Cull of the Weak increasing in a total of 35% more damage. Still need to do some research to see if this last passive is manageble to use, as it seems quite difficult to not have any enemies around.
It's meant to a be a normal softcore build for PvE, giving a lot of control over enemies.
Cheers
This is a grenadier build, focusing on the Demon Hunters explosive side. There are other grenade style abilities, but I believe this one to have a fun balance of offensive and defensive skills.