"stun" BARB
Ancient Spear + Indigo rune ---Throw 8 spears pull back the enemy that it hits
Leap attack + Crimson Rune --- Shockwave that bursts forth and knocks enemies toward u from 45 yrds
Furious Charge + Obsidian --- Stun for 5 sec
Seismic Slam + obsidian --- Stun for 3
Weapon throw + obsidian --- Stun for 3
Ignore Pain + Golden ----- knocks back enemies 28 yrds reduces cool down by 25 secs also deal 50% weapon damage
Relentless - 20% below life all skill costs no fury damage reduced by 50%
Juggernaut-Duration of control impairing affects reduced 20%when stunned feared or charmed you recover 15% of ur max life
superstition - reduces all non physical damage by 20%
MOnk
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
Mantra Retrobution + obsidian --- when Mantra of ret damages attacker stunned for 2 secs
Its so hard to pick which mantra
Breath of Fire + Indigo --- increase healing to 9820 -13093
Dashing Strike + Alabaster --- stun enemy 3.5 secs
Seven Sided Strike + Obsidian rune --- 55% chance per hit to stun for 3 secs
Deadly reach + --- Obsidian --- Third Strike replaced with , hit up to 9 enemies withing 15 yrds for 125% weapon damage lightning
Inner Sanc + Golden --- allies regen 1170.9 per sec while inside circle
Pacifism --- when stunned feared or charmed all dam reduced by 75%
Near Death Exp --- when receiving fatal blow u instead restored 35% of Max life and 35% spirit
Exalted Soul - increase max spirit by 100
Witch Doc
Summon Zombie Dogs + Indigo --- 70% of damage taken is absorbed by ur Zombie dogs
Sacrifice + Alabaster --- 70% chance sacrificed dog to resurrect as a new zombie dog
Grasp of Dead + obsidian --- increase slow to 64%
Horrify + Indigo --- Increase area of effect to 26 yards
Mass Confusion + indigo --- who arent confused are stunned for 5 sec
Spirit walk + Indigo ---- spirit walk to 10 secs
Zombie handler - you can have 4 zombie dogs at once healther increased by 60%
Rush of essence - Spirit spells return 200% of mana costs over 10 sec
Death Trance - reduce damage by 20% when below 50%
Demon Hunter
Evasive Fire + Golden --- backflip costs 0
Prep + crimson --- removes cooldown skill cost 10 disc but restores all hatred
Fan of Knives + obsidian --- 20% chance to stun enemy for 3.5
Rapid Fire + obsidian --- while channeling launch 7 homing millsoles every sec that deal 50% weapon damage
Sentry + obsidian --- turrets fire homing rockets every 1.5 secs to hit target for 240% of weapon damage
vault + obsidian - as you travel shoot arrow for 205% weapon damage
Ballistics --- damage rockets increased by 100%
Custom engineering- duration for traps increased by 100%
Fundamentals --- Increases damage of ur basic attacks by 100% basic attacks restore 15 hatred
Wizard
Slow time + indigo --- slow time effects cling to enemies for 14 sec after they left the bubble
Diamond skin + crimson - Reflects 160% of damage
Frost Nova + Golden --- reduces cooldown to 5 secs
Teleport + Alabaster --- after casting teleport there is a 2 sec delay before the cooldown begins
Hydra + Indigo --- Lightning hyrda 41 - 48 dam
Ray of Frost + Golden --- reduce casting cost to 3 arcane per sec
Unstable anomaly --- when reduced to 20% life Release a showckwave that knocks all enemies back
Astral presence - Increase max arcane powere by 20 and arcane regen by 2 per sec
Illusionist --- whenever you suffer more than 15% of life in a single hit the cool down of Teleport is reset
I came up with a stun barbarian build myself, and while it looks really cool on paper I started to wonder what in the world it will do if it gets camped by any amount of other barbarians. So long as one barbarian can stay on top of you and mess with you even a little you'd just be out damaged, out buffed, out debuffed and if you tried using your stuns as utility I'd imagine the other barb would heal like freaking crazy from what will soon basically be required before queing up for pvp, Juggernaut. Stuns are going to have reduced duration, juggernaut is going to reduce it further, and you're going to get your sht pushed in by other barbs.
Edit: To see more of my ideas for pvp barb, I suggest browsing this topic in which I have many different, unique ideas for barb builds. I'd say the theory will explain itself per each build, as each is designed to handle different challenges.
Ancient Spear + Indigo rune ---Throw 8 spears pull back the enemy that it hits
Leap attack + Crimson Rune --- Shockwave that bursts forth and knocks enemies toward u from 45 yrds
Furious Charge + Obsidian --- Stun for 5 sec
Seismic Slam + obsidian --- Stun for 3
Weapon throw + obsidian --- Stun for 3
Ignore Pain + Golden ----- knocks back enemies 28 yrds reduces cool down by 25 secs also deal 50% weapon damage
Relentless - 20% below life all skill costs no fury damage reduced by 50%
Juggernaut-Duration of control impairing affects reduced 20%when stunned feared or charmed you recover 15% of ur max life
superstition - reduces all non physical damage by 20%
MOnk
Mantra of healing + Indigo --- (cool down 30 sec) temporary shield places on ur allies 10 secs for up to 40% of person
max life (like wow priest)
Mantra of Evasion + Alabaster --- When ally is below 20% life shield forms around the target reducing incoming damage by 80% for 10 sec
Mantra Retrobution + obsidian --- when Mantra of ret damages attacker stunned for 2 secs
Its so hard to pick which mantra
Breath of Fire + Indigo --- increase healing to 9820 -13093
Dashing Strike + Alabaster --- stun enemy 3.5 secs
Seven Sided Strike + Obsidian rune --- 55% chance per hit to stun for 3 secs
Deadly reach + --- Obsidian --- Third Strike replaced with , hit up to 9 enemies withing 15 yrds for 125% weapon damage lightning
Inner Sanc + Golden --- allies regen 1170.9 per sec while inside circle
Pacifism --- when stunned feared or charmed all dam reduced by 75%
Near Death Exp --- when receiving fatal blow u instead restored 35% of Max life and 35% spirit
Exalted Soul - increase max spirit by 100
Witch Doc
Summon Zombie Dogs + Indigo --- 70% of damage taken is absorbed by ur Zombie dogs
Sacrifice + Alabaster --- 70% chance sacrificed dog to resurrect as a new zombie dog
Grasp of Dead + obsidian --- increase slow to 64%
Horrify + Indigo --- Increase area of effect to 26 yards
Mass Confusion + indigo --- who arent confused are stunned for 5 sec
Spirit walk + Indigo ---- spirit walk to 10 secs
Zombie handler - you can have 4 zombie dogs at once healther increased by 60%
Rush of essence - Spirit spells return 200% of mana costs over 10 sec
Death Trance - reduce damage by 20% when below 50%
Demon Hunter
Evasive Fire + Golden --- backflip costs 0
Prep + crimson --- removes cooldown skill cost 10 disc but restores all hatred
Fan of Knives + obsidian --- 20% chance to stun enemy for 3.5
Rapid Fire + obsidian --- while channeling launch 7 homing millsoles every sec that deal 50% weapon damage
Sentry + obsidian --- turrets fire homing rockets every 1.5 secs to hit target for 240% of weapon damage
vault + obsidian - as you travel shoot arrow for 205% weapon damage
Ballistics --- damage rockets increased by 100%
Custom engineering- duration for traps increased by 100%
Fundamentals --- Increases damage of ur basic attacks by 100% basic attacks restore 15 hatred
Wizard
Slow time + indigo --- slow time effects cling to enemies for 14 sec after they left the bubble
Diamond skin + crimson - Reflects 160% of damage
Frost Nova + Golden --- reduces cooldown to 5 secs
Teleport + Alabaster --- after casting teleport there is a 2 sec delay before the cooldown begins
Hydra + Indigo --- Lightning hyrda 41 - 48 dam
Ray of Frost + Golden --- reduce casting cost to 3 arcane per sec
Unstable anomaly --- when reduced to 20% life Release a showckwave that knocks all enemies back
Astral presence - Increase max arcane powere by 20 and arcane regen by 2 per sec
Illusionist --- whenever you suffer more than 15% of life in a single hit the cool down of Teleport is reset
http://us.battle.net/d3/en/calculator/witch-doctor#cigUeb!cWf!ZZZacY
Thoughts?
Edit: To see more of my ideas for pvp barb, I suggest browsing this topic in which I have many different, unique ideas for barb builds. I'd say the theory will explain itself per each build, as each is designed to handle different challenges.
http://www.diablofans.com/topic/28568-utility-pvp-builds/page__gopid__669891#entry669891