I call this build Ice Tank. It is a wizard build designed for survivability through kiting and increased ability to take damage in Hell and Inferno. I also picked up a few arcane power regen options to avoid getting stuck without resources.
All my abilities are desgined to help me do a lot of damge to fly through the early levels. From watching all the Videos on youtube of the beta i've noticed that there is a lot of exp to be gained from chaining monsters together; With this build i want to be able to stay in battle and engaged for long durations just blowing up monsters, while having abilties that will help me keep moving which i refer to as "connecting" abilties - Like Leap and or whirlwind.
Leap: is the ability i will use to close gaps between enemie forces, While using Call of the ancients to keep the enemies off me or to keep the chain alive ( along with my follower)
Upon landing from Leap I will be taking advantage of Earthquake with the aftershocks Rune to get a heads up on the enemies i'm connecting with.
My main Damage will be from Frenzy and Whirlwind that are being runed for damage. Which will be most effective when I use Wrath of the Berserker to help sestain my buffs.
Lastly the Passive skills I picked will ensure that the abilities i choose have the best effect and most frequently; and as my theme is to be always in a giant fight with multiple mobs to keep the bonus alive i choose Brawler as one of my key passive abilties.
With this build it's great for early leveling , maybe up to hell.. however once entering hell and/or inferno I would choose more defensive/survavabilty skills.
I have a few different things mapped out on a peice of paper depending on how difficult the game really is. With the limited amount of information out so far - it's very hard to find something that you "think" works, and that "WILL" work.
I hope i get to test atleast the early skills out in the beta, with some of the runes they got, to get a better feel for how the game runs.
So simple fun concept. You don't have complete control over the targets your spells choose, but using the slow time you can manipulate your battle field. Figure it more for laughs than anything else =)
All these skills and rune combos, save for a couple defense/resistance boosters and whirlwind (which is just an awesome skill), are built for turbo killing of anything in the way!
This is something I came up with focusing on slowing enemies as much as possibe then using the runed version of Impale to hit targets in a straight line.
Primary - Entangling Shot with Chain Gang Rune to start things off with the slowing theme.
Secondary - Impale with Overpenetration Rune, Impale attack.. only better
Defensive - Caltrops with Hooked Spines Rune, 80% slow to affected targets in the area, giving you plenty of time to line up Impale piercing attacks.
Archery - Marked for Death with Valley of Death Rune, excellent synergy with Caltrops as both are marked areas on the ground.
Devices - Multishot with Supression Fire Rune, Not entirely sure if I would keep this but in theory would be useful to keep your Discipline high as every enemy hit gives you 1 Discipline back.
Shadow - Companion with Bat Companion Rune, handy bit of passive Hatred regeneration, also it's a Bat, Bats are awesome!
Passive Skills
Vengeance, Extra max Hatred is always handy and more resource regen hooray!
Custom Engineering, Excellent synergy with Caltrops and Marked for Death, 100% duration on both skills, yes please!
Cull the Weak, Nice synergy once again, 15% damage on slowed enemies.
This is a monk build for survivability. It doesn't focus exclusively on healing, but its a big part of the build. Its mostly based on the passive skill that increases health with each spirit point spent. Aside from the one mantra, there is one spirit generator and the rest spirit spenders. The runes mostly complement this concept. This is geared towards high level content where survivability will be key. It also has some elements of healing party members.
The main goal behind this build is to throws lots and lots of attacks. Even if it's not the best way to handle stuff, attacking with as many possible things as I can is a lot of fun. Area effect and raining on as many enemy parades as I can is the way to go here.
This is my barbarian build, meant to deal out high damage and give me some chance to stay alive at higher difficulties with the armor boosts and health globe bonus. Please pick me!
I've put together this frost hydra arcane dynamo build. http://us.battle.net/d3/en/calculator/wizard#ecOilR!WYT!aYZYaZ
The idea with this build is to take advantage of the lack of AP required in the build and use the signature skill electrocute which can be replaced with spectral blade runed thrown blade for a 20 yard AoE in order to get our sparks of insight.
Every spell and passive outside of Ray of Frost, Hydra and the signature move enhances the damage being dealt constantly, there are no cooldowns like slow time and mirror image to complicate and spike the damage and we are garnering some defense from energy armor with 5% crit at the same time.
We have passives Black Ice for our frost damage Hydra and Ray of frost, added to is Glass Cannon increasing all our damage and of course Arcane Dynamo.
Ray of Frost is cold blooded reducing it's AP cost, when we use it with Arcane Dynamo we can keep up the bonus for as long as we like.
What we are looking to do is load Arcane Dynamo onto our Hydra which will be dealing damage over 15 seconds seemingly at 90% total weapon damage between the heads at least 10 times, if we can then load also Arcane Dynamo onto our Ray of Frost the damage issued will be immense when tallied with bonuses of 20% from Black Ice, 15% Glass Cannon, 20% Sparkflint Familiar, 20% Force Magic Weapon, 5% crit from Pinpoint Energy Armor and the large boost from Arcane Dynamo of 75%.
We have a very high damage output here that is reasonably safe in that it slows targets and has energy armor to reduce damage. Hydra damage is also dealt for you while you retreat to safety.
If gear allows Ray of Frost to be cast constantly without the rune of course we switch it out for even more damage.
http://us.battle.net/d3/en/calculator/demon-hunter#TRViYh!Uef!bbbbbb
This is a discipline-based build, meant to focus around traps and such.
-Sentry, Spike Trap, and Caltrops were because those are the trap skills available, which is what I want to focus on. The runes were to maximize damage
-Vault is for easily maneuvering so that I don't get killed while placing my traps, or get overrun. The action shot skill rune was (once again) to maximize damage. (I want to be able to do a lot of damage whenever I have the ability to do so)
-Preparation is for those "just in case" moments where I may run into resource management issues. If that happens, I don't want to be completely defenseless. The skill rune battle scars is to give it more than just one primary use, because now it could also save my life if necessary. It's like two skills in one.
-Multishot is an amazing crowd control skill for the big groups of mobs we'll be running to in later difficulties. I also wanted a hatred spender, because the point of Demon Hunters is to make a balance of both resources, and I don't want to just make Hatred completely useless. The skill rune is my primary reason for choosing this skill over others though, suppression fire, which regenerates one discipline for every successful hit of a mob. That will be fantastic for keeping up my discipline, especially for how much I'll need it.
Now for the passives..
-Custom Engineering is pretty obvious, I mean, it doubles the length of all of my traps. That is just fantastic so that I don't have to continually recast them.
-Archery is so that I'm not completely defenseless, I don't want to be helpless without my traps. Since I'm using a longbow, it'll give me a 15% damage increase, which will give me a good advantage.
-Perfectionist is also pretty obvious. Seeing as I have a discipline-based build, and this takes away discipline resource cost by 20%, this is very helpful for my situation specifically.
This is a Demon Hunter build focused on AoE kiting and multi-target damage. It uses entangling shot with the +targets rune and caltrops for slowing. Vault and evasive fire both with the discipline cost decrease runes increase mobility. Elemental arrow and cluster arrow are the primary sources of multi-target damage. For passives, tactical advantage increases mobility, cull the weak increases damage vs. slowed enemies, and perfectionist helps with discipline cost for putting down lots of caltrops and frequent vaults.
This is a high survivability Witch Doctor build for higher difficulty levels. The massive number of pets are meant to act as tanks to keep baddies off the WD. There is also a great deal of healing should damage become a problem. The biggest issue is mana management, but survival seems more important at higher levels.
This is a demon hunter build that i thought up. It wasn't exactly designed with PvE and PvP in mind. Although I tried to balance it as much as possible without loses my goal. This demon hunter would wield a sword and a shield and switch off with a bow for ranged combat. The character is modeled after Link from "The Legend of Zelda" games. He has a sword, shield, bow and arrow, boomerang, bombs and the closest thing I could find to the hook shot is entangling shot. I am definitely dying all of my clothes green when I play this build. Yeah I know the demon hunter is supposed to be all ranged but c'mon, who doesn't want to play as Link?
Impale: Only melee move, had to add it.
Rain of Vengeance: This is an AoE around you and should help clear the crowd around you.
Chakrum: With the boomerang rune. One of Link's recurring weapons.
Entangleing shot: Kinda like the hookshot? It's a bit of a stretch I know, you could use the hookshot to pull enemies together in Phantom Hourglass though.
Grenades: with the firebomb upgrade so it's one big bomb. Just like in The Legend of Zelda
Shadow Power: I couldn't exactly find a reference for anything else but this helps him live with the life stealing qualities.
His passives are all discipline based for good reason. I wanted Shadow power to be up nonstop so you can continue gaining life and stay in the fight. Vengeance also helps you gain hatred as well.
I hope you all like it. I know its not the greatest build but it should be fun to run around as Link in Santuary.
Description:
This build is mainly build for the purpose of AoE-ing.
The Primary Skill - 'Bash', allows you to generate rage, while doing decent damage. A rune has been added to remove the knockback portion, so you would not need to move everytime it hits a target.
The Secondary Skill - 'Whirlwind', is your main rage-dump skill. As you generate rage with other skills, you use this skill as your main attack to dump your rage.
The first action bar skill is 'Ground Slam' for defensive. It stuns all opponents within 12 yards for 4seconds, allowing you to run away in near-death situations. A rune has been added to increase it's Area of Effect, while also pulling enemies closer.
The second action bar is 'Furious Charge', a means of closing the gap between your enemies and yourself.
The third action bar is 'Ancient Spear', added with a rune of 'Grappling Hooks'. This allows you to pull mutliple enemies in, to get ready for your AoE situation.
Lastly, the fourth action bar is 'Earthquake'. Your ultimate AoE ability to clear large amount of mobs.
---
Passive Skills:
Berserker Rage - Since most of your skills generates Rage, you'll be sitting at Max fury for a pretty long time. This allows you to increase your damage by 25%, if you do not dump your Rage.
Bloodthirst - Your passive 3% life steal to keep yourself alive.
Unforgiving - Extra rage generation is always good. No rage degeneration means you can explore while keeping your rage at 100%.
--------
So how to use this build?
Basically on single targets, Bash woud be suffice.
When in situations whereby monsters are scattered around, but pretty close to each other. Use Ancient Spear to pull monsters to you, followed by spamming your whirlwind (if rage allows).
OR
Furious Charge to one of the monsters, ancient spear to pull them back, then ground stomp to pull them even closer. Spam whirlwind.
This is wizard build balancing out survival and damage at Inferno level.
Active Skills
For Damage
- Magic Missile (Attunement): Spammable damage that generates AP.
- Arcane Orb (Obliteration): Main spell. Hence runed to increase damage.
- Energy Twister (Wicked Wind): Kind of a damage wall with punishes anyone trying to get near me.
For Protection
- Familiar: Increases damage of all spells and provides undestructible assistance.
- Storm Armor: For better armor and to compensate for the glass cannon passive skill.
- Slow Time: For protection from ranged attackers and well, to slow down enemy while taking 20%
additional damage.
Passive Skills
- Glass Cannon: Increase damage! (Storm Armor takes care of the reduction in armor)
- Arcane Dynamo: Helps non-signature spells with additional 75% damage!
- Galvanizing Ward: Doubles duration for Storm Armor and injects 890 life per second.
Overall, This wizard will survive with a variety of means and deal heavy damage with skills that have no cooldown whatsoever.
Decided to try to go for a frost wizard as much as I can with some added survivability in heals and reduced damage for those that get too close, hope y'all like it.
I call this build Ice Tank. It is a wizard build designed for survivability through kiting and increased ability to take damage in Hell and Inferno. I also picked up a few arcane power regen options to avoid getting stuck without resources.
Class*Hero* - Barbarian
Pve / Power leveling build
Build Focus - Leveling/Aggressive Play
http://us.battle.net...dgPj!Shg!ZcYYZa
All my abilities are desgined to help me do a lot of damge to fly through the early levels. From watching all the Videos on youtube of the beta i've noticed that there is a lot of exp to be gained from chaining monsters together; With this build i want to be able to stay in battle and engaged for long durations just blowing up monsters, while having abilties that will help me keep moving which i refer to as "connecting" abilties - Like Leap and or whirlwind.
Leap: is the ability i will use to close gaps between enemie forces, While using Call of the ancients to keep the enemies off me or to keep the chain alive ( along with my follower)
Upon landing from Leap I will be taking advantage of Earthquake with the aftershocks Rune to get a heads up on the enemies i'm connecting with.
My main Damage will be from Frenzy and Whirlwind that are being runed for damage. Which will be most effective when I use Wrath of the Berserker to help sestain my buffs.
Lastly the Passive skills I picked will ensure that the abilities i choose have the best effect and most frequently; and as my theme is to be always in a giant fight with multiple mobs to keep the bonus alive i choose Brawler as one of my key passive abilties.
With this build it's great for early leveling , maybe up to hell.. however once entering hell and/or inferno I would choose more defensive/survavabilty skills.
I have a few different things mapped out on a peice of paper depending on how difficult the game really is. With the limited amount of information out so far - it's very hard to find something that you "think" works, and that "WILL" work.
I hope i get to test atleast the early skills out in the beta, with some of the runes they got, to get a better feel for how the game runs.
http://us.battle.net/d3/en/calculator/wizard#eVgiOm!YfX!ZZZZbc
http://us.battle.net...fSRP!ZcU!cZbccc
All these skills and rune combos, save for a couple defense/resistance boosters and whirlwind (which is just an awesome skill), are built for turbo killing of anything in the way!
Demon Hunter
a balanced build for Boss fights and Mass mob fights.
http://us.battle.net/d3/en/calculator/demon-hunter#WZYURQ!bUc!aYaZbZ
This is something I came up with focusing on slowing enemies as much as possibe then using the runed version of Impale to hit targets in a straight line.
http://us.battle.net/d3/en/calculator/monk#bcXhRZ!YdV!YbYZcc
Let me know what you think!
The main goal behind this build is to throws lots and lots of attacks. Even if it's not the best way to handle stuff, attacking with as many possible things as I can is a lot of fun. Area effect and raining on as many enemy parades as I can is the way to go here.
This is my barbarian build, meant to deal out high damage and give me some chance to stay alive at higher difficulties with the armor boosts and health globe bonus. Please pick me!
http://us.battle.net/d3/en/calculator/wizard#ecOilR!WYT!aYZYaZ
The idea with this build is to take advantage of the lack of AP required in the build and use the signature skill electrocute which can be replaced with spectral blade runed thrown blade for a 20 yard AoE in order to get our sparks of insight.
Every spell and passive outside of Ray of Frost, Hydra and the signature move enhances the damage being dealt constantly, there are no cooldowns like slow time and mirror image to complicate and spike the damage and we are garnering some defense from energy armor with 5% crit at the same time.
We have passives Black Ice for our frost damage Hydra and Ray of frost, added to is Glass Cannon increasing all our damage and of course Arcane Dynamo.
Ray of Frost is cold blooded reducing it's AP cost, when we use it with Arcane Dynamo we can keep up the bonus for as long as we like.
What we are looking to do is load Arcane Dynamo onto our Hydra which will be dealing damage over 15 seconds seemingly at 90% total weapon damage between the heads at least 10 times, if we can then load also Arcane Dynamo onto our Ray of Frost the damage issued will be immense when tallied with bonuses of 20% from Black Ice, 15% Glass Cannon, 20% Sparkflint Familiar, 20% Force Magic Weapon, 5% crit from Pinpoint Energy Armor and the large boost from Arcane Dynamo of 75%.
We have a very high damage output here that is reasonably safe in that it slows targets and has energy armor to reduce damage. Hydra damage is also dealt for you while you retreat to safety.
If gear allows Ray of Frost to be cast constantly without the rune of course we switch it out for even more damage.
My wizard of course! Kind of a fire and ice thing! The ying and the yang! Hope to see you all in Sanctuary!
This is a discipline-based build, meant to focus around traps and such.
-Sentry, Spike Trap, and Caltrops were because those are the trap skills available, which is what I want to focus on. The runes were to maximize damage
-Vault is for easily maneuvering so that I don't get killed while placing my traps, or get overrun. The action shot skill rune was (once again) to maximize damage. (I want to be able to do a lot of damage whenever I have the ability to do so)
-Preparation is for those "just in case" moments where I may run into resource management issues. If that happens, I don't want to be completely defenseless. The skill rune battle scars is to give it more than just one primary use, because now it could also save my life if necessary. It's like two skills in one.
-Multishot is an amazing crowd control skill for the big groups of mobs we'll be running to in later difficulties. I also wanted a hatred spender, because the point of Demon Hunters is to make a balance of both resources, and I don't want to just make Hatred completely useless. The skill rune is my primary reason for choosing this skill over others though, suppression fire, which regenerates one discipline for every successful hit of a mob. That will be fantastic for keeping up my discipline, especially for how much I'll need it.
Now for the passives..
-Custom Engineering is pretty obvious, I mean, it doubles the length of all of my traps. That is just fantastic so that I don't have to continually recast them.
-Archery is so that I'm not completely defenseless, I don't want to be helpless without my traps. Since I'm using a longbow, it'll give me a 15% damage increase, which will give me a good advantage.
-Perfectionist is also pretty obvious. Seeing as I have a discipline-based build, and this takes away discipline resource cost by 20%, this is very helpful for my situation specifically.
~Good luck everyone~
This is a Demon Hunter build focused on AoE kiting and multi-target damage. It uses entangling shot with the +targets rune and caltrops for slowing. Vault and evasive fire both with the discipline cost decrease runes increase mobility. Elemental arrow and cluster arrow are the primary sources of multi-target damage. For passives, tactical advantage increases mobility, cull the weak increases damage vs. slowed enemies, and perfectionist helps with discipline cost for putting down lots of caltrops and frequent vaults.
This is a high survivability Witch Doctor build for higher difficulty levels. The massive number of pets are meant to act as tanks to keep baddies off the WD. There is also a great deal of healing should damage become a problem. The biggest issue is mana management, but survival seems more important at higher levels.
This is a demon hunter build that i thought up. It wasn't exactly designed with PvE and PvP in mind. Although I tried to balance it as much as possible without loses my goal. This demon hunter would wield a sword and a shield and switch off with a bow for ranged combat. The character is modeled after Link from "The Legend of Zelda" games. He has a sword, shield, bow and arrow, boomerang, bombs and the closest thing I could find to the hook shot is entangling shot. I am definitely dying all of my clothes green when I play this build. Yeah I know the demon hunter is supposed to be all ranged but c'mon, who doesn't want to play as Link?
Impale: Only melee move, had to add it.
Rain of Vengeance: This is an AoE around you and should help clear the crowd around you.
Chakrum: With the boomerang rune. One of Link's recurring weapons.
Entangleing shot: Kinda like the hookshot? It's a bit of a stretch I know, you could use the hookshot to pull enemies together in Phantom Hourglass though.
Grenades: with the firebomb upgrade so it's one big bomb. Just like in The Legend of Zelda
Shadow Power: I couldn't exactly find a reference for anything else but this helps him live with the life stealing qualities.
His passives are all discipline based for good reason. I wanted Shadow power to be up nonstop so you can continue gaining life and stay in the fight. Vengeance also helps you gain hatred as well.
I hope you all like it. I know its not the greatest build but it should be fun to run around as Link in Santuary.
AoE Charge
[Barbarian]
Link to skill build:
http://us.battle.net/d3/en/calculator/barbarian#aQXhkg!Xdh!ZbZcac
Description:
This build is mainly build for the purpose of AoE-ing.
The Primary Skill - 'Bash', allows you to generate rage, while doing decent damage. A rune has been added to remove the knockback portion, so you would not need to move everytime it hits a target.
The Secondary Skill - 'Whirlwind', is your main rage-dump skill. As you generate rage with other skills, you use this skill as your main attack to dump your rage.
The first action bar skill is 'Ground Slam' for defensive. It stuns all opponents within 12 yards for 4seconds, allowing you to run away in near-death situations. A rune has been added to increase it's Area of Effect, while also pulling enemies closer.
The second action bar is 'Furious Charge', a means of closing the gap between your enemies and yourself.
The third action bar is 'Ancient Spear', added with a rune of 'Grappling Hooks'. This allows you to pull mutliple enemies in, to get ready for your AoE situation.
Lastly, the fourth action bar is 'Earthquake'. Your ultimate AoE ability to clear large amount of mobs.
---
Passive Skills:
Berserker Rage - Since most of your skills generates Rage, you'll be sitting at Max fury for a pretty long time. This allows you to increase your damage by 25%, if you do not dump your Rage.
Bloodthirst - Your passive 3% life steal to keep yourself alive.
Unforgiving - Extra rage generation is always good. No rage degeneration means you can explore while keeping your rage at 100%.
--------
So how to use this build?
Basically on single targets, Bash woud be suffice.
When in situations whereby monsters are scattered around, but pretty close to each other. Use Ancient Spear to pull monsters to you, followed by spamming your whirlwind (if rage allows).
OR
Furious Charge to one of the monsters, ancient spear to pull them back, then ground stomp to pull them even closer. Spam whirlwind.
This is wizard build balancing out survival and damage at Inferno level.
Active Skills
For Damage
- Magic Missile (Attunement): Spammable damage that generates AP.
- Arcane Orb (Obliteration): Main spell. Hence runed to increase damage.
- Energy Twister (Wicked Wind): Kind of a damage wall with punishes anyone trying to get near me.
For Protection
- Familiar: Increases damage of all spells and provides undestructible assistance.
- Storm Armor: For better armor and to compensate for the glass cannon passive skill.
- Slow Time: For protection from ranged attackers and well, to slow down enemy while taking 20%
additional damage.
Passive Skills
- Glass Cannon: Increase damage! (Storm Armor takes care of the reduction in armor)
- Arcane Dynamo: Helps non-signature spells with additional 75% damage!
- Galvanizing Ward: Doubles duration for Storm Armor and injects 890 life per second.
Overall, This wizard will survive with a variety of means and deal heavy damage with skills that have no cooldown whatsoever.
No idea how this will work in-game, but a mana/health regen build, likely paired with a taunting templar to control mobs when things get tough.
I thought I would hate the witch doctor, but patch 13 has changed my mind.
http://us.battle.net...YPRi!WfU!YcaacYI