The build is all about summoning, Plague toads, Zombie dogs and the Fetish Army, and also AoE spells that will offer more dmg to more mobs. But mostly the Gargantuan that will be used as often as possible to stun enemies and stand in their way.
I have picked this kind of specc only for pve, since its all about summoning your creatures. This reminds me of the necromancer in D2, and that was one of my favorite chars in game. The opportunity to summon stuff up in game is great for survivability and also to keep track of many other mobs.
Witch Doctor will be my main char and this will is the first build I will try out.
Essentially I feel like this build has a good combination of healing and offense to be a good solo build. I would certainly add a defensive spell when playing in a group, but I feel like I'll be leveling solo for a while at least. I'm really looking forward to testing it out.
This build works around manna-generation to sustain Ray of Frost and control of mobs through use of stacking slowing components to keep them at a distance using the Sorceress movement as a primary defense.
Knocking mobs back with wave of Force into Slow Time Bubbles should be a fun combination once the late game Mirror Images start being able to copy damage.
Demon Hunter. Focus is primarily damage and dealing damage to multiple targets. Elemental damage is a nice bonus however it's primarily focusing on splitting arrows into multiple shots and peircing through targets. Went with marked for death because the bonus damage plus contageon making it spread could blend very well with aoe killing. mark 1 kill one split 2 kill 2 split to 4 so on and so forth. *edited* sorry forgot to mention mines focused more on late game abilities and not getting abilities that fit for the per level requirements. required minimum level for complete build is 52.
Basically I don't want anyone, or anything to touch me. Most of the demons from hell are oozy, gross, and probably gaseous (not to mention violent and bloodthirsty). I need the sweet skillz to stop them in their tracks, slow them down, or blow them sky high! Hopefully all three at some point.
Oh yeah, I also have a spider. She eats baddies and her silk makes a fine set of mittens!
this would be my choice for a pve sorc, the obvious arcane spell. then two different dmg spells, frost for single target meteor for aoe. A lot of illusions for distraction and the shield for defense. The passives are quite random, more dmg, more arcane power and more dmg, can't be wrong
This is a build for a supportive monk,
Similar in nature to what was actually called a "monk" paladin in diablo 2.
I made it with hardcore and Inferno difficulty in mind,
Where the other 3 characters are in charge of damage dealing,
While you're in charge of keeping yourself and everyone else alive.
Main Attack: "Crippling Wave"
Since this is a supportive character,
The main attack is not so much about damage dealing,
And more about crowd control and slowing movement.
Runed to increase the snaring to 60%.
Also, a spirit generator.
Secondary Attack : "Tempest Rush"
Again, a crowed management skill, this time a spirit spender,
Running, snaring and knocking back enemies.
Runed to increase snaring to 80%.
So basically, your main attacks are meant to keep everything around slowed and manageable for the other characters, and not to get overwhelmed by large groups of enemies.
The other four skills are all about life support :
"Mantra Of Healing" runed to give 10% more vitality to everyone.
Direct healing with "Breath Of Heaven", runed to increase the healing amount.
"Inner Sanctuary", which has the largest cooldown of 30 seconds, runed to increase it's duration.
And lastly, "Mystic Ally", which adds another tank to the party,
Runed to have a 50% chance to re-spawn when it dies.
The passives are again chosen to supplement the build :
"Chant Of Resonance", which increases mantra duration.
"Near Death Experience", which i dare say will be almost obligatory for hardcore monks.
And "Guiding Light", since you will be watching the party's health and pumping "Breath Of Heavens",
This will increase the damage of the party as a whole.
This is my best attempt at recreating the supportive paladin in d2, which was very popular in groups.
And i imagine inferno difficulty will make this type of build even more needed.
Good luck to everyone.
Electrocute: free resouce generator, runed with surge of power.
Ray of Frost: mainly single target spell.
Frost Nova: utility and increased damage.
Blizzard: main aoe spell.
Energy Armor: defensive, runed with increased resistances.
Black Ice: since the build uses three ice spells, this is a good bonus.
Prodigy: resource generator.
Galvanizing Ward: self heals
It is my attempt to make a good AoE build for grinding and PvE'ing. My M1 and M2 are both strong single target spells, but runed, they both function very well for hitting multible mobs aswell. Hope you like it
For me, I just love AoE. I also just love the concept of Frost Nova > DAMAGE. Personally, I really am just hopeful that Dustin Browder will come out of the closet and say "And all the demons are taking terrible terrible damage" every time I roll through my rotation. I mean, who wouldn't?
This build I made is for pure pvp proposes, all is about the aim and skill of the player to perm-slow the opponent while doting him, this build is mainly focused in doting and kiting thanks the snares it have,you will burst equally thanks that u will have your enemy running slower than you do almost all the duel so you will be able to don’t miss zombie charger and your main damage skills.You will have lots of damage reduction from passive letting your dots and direct spells do enough damage to kill your enemy.
Zombie charger: zombie charger with orange runestone makes leperous zombie makes the zombie leave a cloud that deals 20% additional damage as poison this will work great with the passive bad medicine reducing enemy's damage 20%.
Firebomb: Firebomb will work with the orange runestone changing it to Fire pit making the firebomb make a pool of fire that will damage the opponents again working very well with the slow focused build.
Haunt: Haunt plus orange runestone will make our dot slow a 30% so you slow 15 secs your target while receiving damage, great.
Ok you have damage and a snare of 15s and 30% on target but you will need more tools to face different opponents, for example keep the distance with a barbarian or monk or keep close enough to make that demon hunter don't have easy shots on you.
Horrify: Horrify with the black runestone will make you run 20% faster, making easyer run to close combat or escaping and giving you time to properly snare your enemy, give you the chance of re-position you in a save spot and start your cycle of snares and doting again.
Gasp of the Dead: with the orange runeston you can slow down an enemy 80%, gives you control of the enemy and you can zone him thanks to this ability, if he is runing away from a Fire pit result of Firebomb place him in front a Grasp of the Dead, and use zombie charger.
Zombie dogs: Ok this skill will act like a dot because your dogs will be hiting the enemy most of the time plus with orange runestone they will do poison damage adding some dot damage and adding the passive bad medicine, the enemy damage will be reduced 20% most of the time, great.
Locust swarm could be an option if Zombie dogs dont make enough damage, locust swarm deals poison damage so you will have Bad medicine up 4 seconds with locust swarm runed.
PASSIVE Jungle Fortitude: You take 20% less damage, great for let your dots tick, and buy you enough time to start zoning your target. Death Trance: If you are below 25% health you will be able to take 50% damage reduction, you got more time here to do what you do best. Bad medicine: Your dogs will be hitting your target so he will be poisoned almost all the duel so enemy damage will be reduced 20%, again making the duel longer in your benefit.
So here in passive you got pretty damn good damage reduction making you tankier without the need of lots of health/armor, the few times your enemy catch you he wont be able to make hes burst totally effective due the passives.
Finally i think this build could work well but could be difficult to execute as planned, all is based to make him want get near to you or away from you, if you get to that point i think you will be able to chain slows, fears and haunts to let you hit him with zombie charger and firebomb, you got lots of damage reduction from passive giving you more time to make the dots do their job. The most direct skills you got to damage the enemy will leave a cloud or a pool so you will have an idea where your enemy will run so you can place your grasp of the dead properly.
I think with the gear you will have you won't have mana issues so I denied any mana regeneration skills because I think that if you wasted all of your mana and you didn’t kill your enemy you obviously get outplayed and you will loose anyway, in case I’m totally mistaken and you need more mana I will take Vision Quest for passive, you got some skills with large cooldown so you will have nice burst of mana. many times during the fight.
I know Diablo III won't be a pvp focused game but hey my friends and I spent lots of hours having fun dueling so... I don’t think its a useless build because Diablo III its not a focused pvp game.
If you have any idea of how improve this or you liked this build please let me know what you think about it and if you had a hard time reading this “guide “ of my buld due my bad English please forgive me!
Okay, ,may not be the perfect build, or what I may even play first, but just something I came up with.
The build is for survivability, speed(quick attacks).
It seems like it would be fun to me because I liked frenzy in D2, just because it made you go so fast, and how you could use frenzy then another attack and keep the speed bonus for your other attack as well.
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"This is the triumph of man:
Where there is truth, he must find.
Where there is destruction, he must rebuild.
Where there is love, he must protect."
World's Fair Exhibit
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http://us.battle.net...idQg!heZ!ZZZaYZ My build. Mainly lots of fun damage abilities. Cleave, Hammer of ancients and whirlwind all kinds of situations for killing monsters. Leap attack for mobility. Ignore pain for tough situations. Earthquake just because it looks cool Passives for little bit of survaivability and extra damage.
I guess the title says it all about this build.I designed it like that in order to maintain distance while having right amount of CC and being able to survive sudden bursts allowing me to move freely and turn situations that normally would put me into a disadvantage into my own advantage.