Blizz has released a beautifull calculator so its time to debate most important builds - PvP builds!
Feel free to post any PvP build you come up with for any class here, and explain why you think your build stands a chance in the arena! Also feel free to battle other players, explaining how YOUR build can pwn theirs.
I'l start off with the Witch Doctor.
My build is Kite/Dot.
I start off with Haunt then Locust Swarm. Target player is taking good damage, slowed by haunt and both last over 13 sec.
Next I spam poison dart, runed to deal direct damage. This is a good filler for me when enemy player is slowed and I dont have anything to cast.
During the fight I cast Grasp of the Dead and Corpse Spiders, both runed for slow. This is to always keep enemy player off me.
Spirit walk to get out of messy situations.
My passives reflect my ability to controll health globes once the enemy is slowed down. My WD will run around, refresh haunt/swarm, use slow spells when necessarry, gather health globes for atk,mana and health and spam dart to finish off the enemy. All skills except dart can affect more than one player, so its great in all types of arena.
Here are some builds particularly for barbarian pvp. I thought of most everything. Cooldown reliant builds, passive buffing builds, utility builds and mixes in-between. http://www.diablofan...ity-pvp-builds/
That's what I made for my barbarian pvp build.I suppose those are the obvious skills to take.The barbarians from the arena video from last year Blizzcon had a similar build I think.All in all Frenzy and WW are the damage dealing skills, while the other are for mobility/surviving.
I still don't know how skills like Overpower and Revenge are gonna be like in pvp, since we haven't seen how they function,but I suppose Frenzy/WW is enough to take any target down very fast.
the basis of this monk is to basically be a tank and slowly kill its opponents. bleed, if its anything like OW from D2, is absolutely amazing. you make sure the opponent bleeds, then u proceed to spam heals/sancs on yourself until they die. Rush is used to strike quickly, and charge away from battle if needed (idk if this works) or dash works for this effect too.
passives are for life, resist, and that extra life thingy that could change the game.
Rollback Post to RevisionRollBack
Remember the String of Ears
"to the worm in horseradish, the world is horseradish."
Monk - 2v2 Glass Cannon http://us.battle.net/d3/en/calculator/monk#eUdjWR!!aaaZaZ
Crippling Wave - To not get kited.
Exploding Palm - If going toe to toe against a barb/WD.
Dashing Strike - For Gap Closer + chance on stun.
Seven Sided Strike - For Damage output/Invunerable while performing.
Lethal Decoy - Because it has an op rez/Aoe damage.
Mantra Of Conviction - Making nearby enemies take 55% More Damage.
This build is sort of a glass cannon, it would only need Strength. Precision would be useless since his abilities are so spammable missing one would not matter. and he has invunerability via. Seven Sided Strike. More of a 2v2 build because its not so much team based.
I think it's important to remember though that things that may look good in theory will not always work so well in practice. So in conclusion: without experimenting I think it's impossible to really make a build that will work as good for you as possible! Can't wait for this game to come out :/
Looking at classes from all the streams I've watched and my most interest is the Wizard. I build into Arcane with some burst damage and some type of escape route also. http://us.battle.net/d3/en/calculator/wizard#kUiOSV!dVe!ZYYZZc . AT(CR) will make you either cast D(IR) if the target is at full health or cast F(CR) to D(CR) (if the damage % stacks) to burst him down fast if the target near death. ST(CR) helps a lot against with pets and melee class (obviously) which would lead to an easy escape and/or a brutal death on their part. DS(OR) helps with TP(IR) and by help meaning rotating the skills so that one is up to escape or survive a period of time. TP(IR) as you can see summons 2 image of the character (hoping they look alike like mirror image in WoW) so I can escape faster and stay in range to burst. For my passive skills I use Illusionist to follow TP if needed, Evocation (explains itself) and Blur for Barbarians and Monks and correct me if I'm wrong ,but what I've read and watched, Monks do massive damage with combos
1. Leap Attack (White Rune) - 3 second stun on land
2. Ancient Spear (Yellow Rune) - Fury gain increased to 38
3. Weapon Throw (Red Rune) - 462% weapon damage
4. Frenzy (Red Rune) - Each effect increases damage by 24% (stacks up to 5)
5. Battle Rage (Red Rune) - 100% damage bonus
6. Overpower (Red Rune) - Whenever procced (150% dmg within 9 yards on critical hits) increases critical hit chance by 22% for 6 seconds
Superstition (reduces damage from non-physical and gains 3 fury upon ranged or elemental attack)
No Escape (increases damage on weapon throw + spear + resets cool down when it kills an enemy)
Ruthless (crit chance +5% and crit damage +50%)
So starting off, a good leap can be followed by immediate battle rage and a series of Frenzy hits. When the opponent tries to flee using whatever mechanism, a good ancient spear can close the distance, or otherwise weapon throw and wait for the next leap. Obviously, some kind of slowing mechanism would be ideal, so perhaps some cold weapon effects and movement speed items.