Ok, so this is my character build for the first character I create, a WitchDoctor called BunnyVoodoo.
In all honesty I would like to have fitted in Locust Swarm, but it is hard to judge exactly as I haven't played the game yet.
Firebats: I love Firebats, it looks cool, it appears to do good damage, and the improvement to 200% weapon damage as fire seems like the best deal from the runestones
Haunt: I have seen Force use Haunt a fair bit in his videos, and it works especially well if your weapon damage is good. Obviously if my weapon is shit, I would probably remove it, but based on a good weapon I think this is a good crowd control combined with damage dealing skill - esp with grasping spirit rune.
For the Action Bar skills I tired to follow the suggested pattern of Defensive, Terror, Decay and Voodoo just for organisation. I don't like the suggestion, I would organise them in game based on what felt ergonomically good to use, but for here I will keep with it
so Defensive: Summon Zombie Dogs. These appear to be a bread and butter, distract the crowd and take some heat from direct attacks to my character. I feel the Leeching rune will help in those situations where crowd is becoming an issues - so a little bit of health could be beneficial in that situation
Terror: Mass Confusion - ok, again crowd control - stumble and do some damage to each other seems more advantageous than simply horrify
Decay: Zombie Charger - a great way to clear a path - get some good damage done. The rune of three is ok, but a little unsure whether I would prefer just one stronger charger to be honest. This I would have to test
Voodoo: Gargantuan. Who wouldn't want a big hulking dude to do damage for ya? Seriously, I want to see this fighting at my side - and I have always been a fan of slow lingering poison damage (it was annoying to be hit with in D2) so I liked that Rune.
Passive Skills: Vermin - to improve my troops, Zombie Handler seemed good for both dogs/gargantuan, and Death Trance handy for when you hit those pesky moments where a fast reaction can help keep you alive.
Hope you like it! Alas it is just theoretical - would love to test it out in game
Seems like a pretty solid build for a demon hunter for solo play or just being able to stay at distance and take out stuff from afar and if they get too close....smokescreen and get back out to ranged
The build centers around keeping WotB up for as long as possible in sustained combat. For boss fights, cleave could be subbed out for bash (+rage), or fury. Warstomp would likely replace ancient spear (agan, +rage on use) if bosses are immune to AS effects.
Cleave + rage on hit
Ancient spear + extra rage on use
Battle rage + rage on crit
Passives: +dmg on crit, more dmg when surrounded (if not surrounded, drop cleave, pickup cooldown reducer on WotB) and generally more damage/speed/crit depending on weapons. Preferably dual wielding 1h mighty weapons for evern more fury.
Mighty throw is put in just for good measure.
Likely not a super optimal general build, but it could be fun for your own personal mini-game of just plowing through things.
Much like the barbarian, this post is not fancy, but it gets the job done.
So the build I made is specifically an AoE (Area of Effect) Frost Wizard build. I already have an AoE Blizz Sorc on Diablo II so I know a thing or two about them. Mostly every skill is all Cold Damage based, as a Frost Wizard should be. To be honest, most of the skill are high-level, as they should be. I had to decide between Teleport and Frost Nova. I chose Teleport due to the fact that an AoE offensive player should not be in the fray, so when the going gets tough, just teleport out of there. Also Teleport is very useful in general, what would a Wizard be without Teleport, right? I chose Ice Armor because of the Chilling Aura rune as well as the skill itself. Both the rune and skill itself chills the attacker, put that together with the passive 'Black Ice' and you've got quite a skill on your hands. I chose Meteor with the Comet Rune because it turns the meteor into ice and leaves an AoE effect in the end. Blizzard is of course Self-Explanatory.
This is my class of a barbarian. I like this because I can do some good damage while also stunning enemy to reduce damage and damage dealt will help heal me and keep me alive as long as possible.
The build is centered around the Witch Doctors summoning spells (Zombie Dogs & Gargantuan) with a lot of AoE potential through specifically-runed Firebomb & Locust Swarm along with other spells such as Sacrifice & Grasp of the Dead. As this build is meant to be used in Inferno, survivability was also a key concern. Specifically-runed Zombie Dogs and Grasp of the Dead will help at keeping health up and provide distance between enemies.
The Passive Skills I chose also reflect the previous design guides. Reduced damage taken and buffed summons are key to this build's viability.
I fashioned this monk build to be mostly PvP in nature. I chose most of the base skills to gather spirit quickly so that I can abuse Seven-sided Strike. The rune set up for Fists of Thunder and Seven-sided Strike are focused on teleporting to the enemy and maximizing damage. I'm extremely excited to test out the monk character, be it in the beta or my preordered collector's edition (when its released).
The idea is to be able to solo through nightmare and possibly through hell by having enough summons to take damage. After the "you will die" video, I wanted to make sure I could either avoid or midigate damage with summons.
Active Skills:
Haunt - Lingering Spirit
Spirit Barrage - Well of Souls
Summon Zombie Dogs - Life Link
Gargantuan - Humongoid
Spirit Walk - Honored Guest
Sacrifice - Next of Kin
Passive Skills:
Jungle Fortitude
Circle of Life
Zombie Handler
Life link in conjunction with Junge Fortitude will help midigate and transfer damage to my zombie dogs. Zombie Handler and Circle of Life allow for more units to hold aggro. Gargantuan can absord damage while Haunt and Spirit Barrage can work down enemies. Sacrifice can be used for large bursts of damange to drop groups or for bosses, followed by a resummon or passives resurrecting them.
Definitely a PvE Witch Doctor before. Passive skills are chosen for shorter cooldowns and mana regen for quicker spell casting, and each spell is picked to be used as an AoE when you get stuck in a rut.
after looking over the skills and runes this is what I think I might be leaning towards, of course I have no idea how these would work practically without having played the game but I'm interested in it
I'm intending on this being my PvE Witch Doctor spec
A barbarian build for bosses. It's all about DPS. No fury spender (because of the passive), dual-weild and dps cooldowns. It will be good if you don't take too much damage!
group/solo build lets you keep your enemies away from you and deal massive damage on the enemies, also has a few ways to escape your enemy if they do come in to close. Demon Hunter FTW
All spells and runes were chosen to maximize DPS in an AOE style.
Because Diablo 3 is all about killing lots of monsters in order to get crafting mats or good items, I made this build in order to maximize efficiency in killing large amounts of monsters quickly.
I feel this'll be a real good farming build.
WD FTW
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Ok, so this is my character build for the first character I create, a WitchDoctor called BunnyVoodoo.
In all honesty I would like to have fitted in Locust Swarm, but it is hard to judge exactly as I haven't played the game yet.
Firebats: I love Firebats, it looks cool, it appears to do good damage, and the improvement to 200% weapon damage as fire seems like the best deal from the runestones
Haunt: I have seen Force use Haunt a fair bit in his videos, and it works especially well if your weapon damage is good. Obviously if my weapon is shit, I would probably remove it, but based on a good weapon I think this is a good crowd control combined with damage dealing skill - esp with grasping spirit rune.
For the Action Bar skills I tired to follow the suggested pattern of Defensive, Terror, Decay and Voodoo just for organisation. I don't like the suggestion, I would organise them in game based on what felt ergonomically good to use, but for here I will keep with it
so Defensive: Summon Zombie Dogs. These appear to be a bread and butter, distract the crowd and take some heat from direct attacks to my character. I feel the Leeching rune will help in those situations where crowd is becoming an issues - so a little bit of health could be beneficial in that situation
Terror: Mass Confusion - ok, again crowd control - stumble and do some damage to each other seems more advantageous than simply horrify
Decay: Zombie Charger - a great way to clear a path - get some good damage done. The rune of three is ok, but a little unsure whether I would prefer just one stronger charger to be honest. This I would have to test
Voodoo: Gargantuan. Who wouldn't want a big hulking dude to do damage for ya? Seriously, I want to see this fighting at my side - and I have always been a fan of slow lingering poison damage (it was annoying to be hit with in D2) so I liked that Rune.
Passive Skills: Vermin - to improve my troops, Zombie Handler seemed good for both dogs/gargantuan, and Death Trance handy for when you hit those pesky moments where a fast reaction can help keep you alive.
Hope you like it! Alas it is just theoretical - would love to test it out in game
seems like a fun self reliant build for early on
Link: http://us.battle.net/d3/en/calculator/demon-hunter#aZjUPl!YfT!ccccbY
The build centers around keeping WotB up for as long as possible in sustained combat. For boss fights, cleave could be subbed out for bash (+rage), or fury. Warstomp would likely replace ancient spear (agan, +rage on use) if bosses are immune to AS effects.
Cleave + rage on hit
Ancient spear + extra rage on use
Battle rage + rage on crit
Passives: +dmg on crit, more dmg when surrounded (if not surrounded, drop cleave, pickup cooldown reducer on WotB) and generally more damage/speed/crit depending on weapons. Preferably dual wielding 1h mighty weapons for evern more fury.
Mighty throw is put in just for good measure.
Likely not a super optimal general build, but it could be fun for your own personal mini-game of just plowing through things.
Much like the barbarian, this post is not fancy, but it gets the job done.
AoE Frost Wizard Build!!
This is a end game wizard build that maximizes Arcane Power generation and high damage output
This is my class of a barbarian. I like this because I can do some good damage while also stunning enemy to reduce damage and damage dealt will help heal me and keep me alive as long as possible.
http://us.battle.net/d3/en/calculator/witch-doctor#eZYShT!abW!cZcZaa
The build is centered around the Witch Doctors summoning spells (Zombie Dogs & Gargantuan) with a lot of AoE potential through specifically-runed Firebomb & Locust Swarm along with other spells such as Sacrifice & Grasp of the Dead. As this build is meant to be used in Inferno, survivability was also a key concern. Specifically-runed Zombie Dogs and Grasp of the Dead will help at keeping health up and provide distance between enemies.
The Passive Skills I chose also reflect the previous design guides. Reduced damage taken and buffed summons are key to this build's viability.
I hope you like it!
http://us.battle.net/d3/en/calculator/monk#acXjQg!cXY!cYYcaa
Good luck to everyone participating in this contest!!
The idea is to be able to solo through nightmare and possibly through hell by having enough summons to take damage. After the "you will die" video, I wanted to make sure I could either avoid or midigate damage with summons.
Active Skills:
Haunt - Lingering Spirit
Spirit Barrage - Well of Souls
Summon Zombie Dogs - Life Link
Gargantuan - Humongoid
Spirit Walk - Honored Guest
Sacrifice - Next of Kin
Passive Skills:
Jungle Fortitude
Circle of Life
Zombie Handler
Life link in conjunction with Junge Fortitude will help midigate and transfer damage to my zombie dogs. Zombie Handler and Circle of Life allow for more units to hold aggro. Gargantuan can absord damage while Haunt and Spirit Barrage can work down enemies. Sacrifice can be used for large bursts of damange to drop groups or for bosses, followed by a resummon or passives resurrecting them.
Definitely a PvE Witch Doctor before. Passive skills are chosen for shorter cooldowns and mana regen for quicker spell casting, and each spell is picked to be used as an AoE when you get stuck in a rut.
here my build
http://us.battle.net/d3/en/calculator/wizard#dQjgkh!YdU!ZaaZbb
Its a melee wizard for pvp, need high physical dps.
teleport, mirror image, meteor, slow time, some spectral blade and explosive blast
teleport can have 2 rune : 30% less dmg or reversal (bring you back to previous location)
cast meteor and slow time before the meteor fall down. slow time add 20% dmg.
the mirror image will depend on how AI work... Maybe will not fit with this build if players easily find who is the real wizard.
If so it will be switch with diamond skin cast if opponent stay in my slow time to attack me.
http://us.battle.net/d3/en/calculator/witch-doctor#dbYSkP!ZYW!abcZbY
With this build I am hoping to utilize my favourite WD summoning spells, because I love the summoning aspect of this class!
I'm intending on this being my PvE Witch Doctor spec
http://us.battle.net...YfiP!Tib!YaZYcY
Decided to go with a Demon Hunter crit build.
Hungering Arrow with Spray of Teeth for hatred generation and some AoE.
Impale with Grevious Wounds for hatred spender and big crits.
Also Straife with Singing Steel as a hatred spender for AoE dmg with big crits.
Caltrops with Bait the Trap to increase crit chance and slow anything that gets to me.
After something gets to me Vault with Tumble to get away, setup Caltrops and repeat.
Took Companion Spider for slowing mobs that don't drop right away to crits and need to be kited.
Archery passive for Crossbow increased dmg or Hand X-Bow for increased crit chance.
Sharpshooter passive for increased crit chance.
Nightstalker to regen discipline for more Caltrops/Vault+Tumbles
Hope you like
http://us.battle.net/d3/en/calculator/witch-doctor#dSYTWi!hVe!baZcZZ
A barbarian build for bosses. It's all about DPS. No fury spender (because of the passive), dual-weild and dps cooldowns. It will be good if you don't take too much damage!
group/solo build lets you keep your enemies away from you and deal massive damage on the enemies, also has a few ways to escape your enemy if they do come in to close. Demon Hunter FTW
http://us.battle.net/d3/en/calculator/witch-doctor#eZifdT!Yeg!aaZacY
Reason for build:
All spells and runes were chosen to maximize DPS in an AOE style.
Because Diablo 3 is all about killing lots of monsters in order to get crafting mats or good items, I made this build in order to maximize efficiency in killing large amounts of monsters quickly.
I feel this'll be a real good farming build.
WD FTW