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Build Planning

Forum Index > Diablo 3
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eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-04-25 21:13:31
April 25 2012 21:03 GMT
#1
With the open beta over, and my anticipation running high, I've been spending quite a bit of time in the build calculator. From the discussion in the general thread, it seems like there's at least some interest out there in these sorts of things, and since the last thread on this topic is months old, I figured it's worth starting a new one.

In general, you should try to explain the rationale behind your build, in as much detail as you think is necessary. These builds don't necessarily have to be aimed at being optimum, but could instead be based around a given theme or gameplay style. Here are a few posts from the general discussion to get the ball rolling:

Medzo's Demon Hunter Builds
+ Show Spoiler +

On April 26 2012 03:37 Medzo wrote:
I wrote this to show some of the customization solely in regards to skill builds. In every build there are abilities that you can swap for other abilities that play the same role allowing for extra flavor/customization. For example in almost every build you could sacrifice something to gain the ferret pet, which will pick up your gold and give you increased gold find. Or you can pick up abilities that are particularly good for groups like a sentry that heals everyone. If you're playing with people you might want the mark that heals everyone who hits it.

Demon Hunter PVM builds:

Resource Hog builds:
http://us.battle.net/d3/en/calculator/demon-hunter#aQVYSd!UeX!abZaab
Preperation gives hatred and multishot & crits gives discipline.


Bowless build:
http://us.battle.net/d3/en/calculator/demon-hunter#Uehikd!UTa!ZcbbZb
This is a build where you do damage based on position/movement.

http://us.battle.net/d3/en/calculator/demon-hunter#UeTZjd!ega!aYcZZb
Grenades for hatred gain. Chakram for an aoe hatred spender. Impale for single target hatred spender.


Rocket builds:
http://us.battle.net/d3/en/calculator/demon-hunter#WcVkYd!Ueh!abaaaY
Uses rapid fire as the primary hatred spender and single target skill. Bola shot as the hatred gainer and aoe skill.

http://us.battle.net/d3/en/calculator/demon-hunter#aQVkYd!Ueh!accaaa
Multishot is the hatred spender and aoe skill. Hungering arrow is the hatred gainer and single target skill.

http://us.battle.net/d3/en/calculator/demon-hunter#bPVkYd!Ueh!aZcaaa
Cluster Arrow is the hatred spender. Entangle shot is the hatred gainer. Both are aoe and compliment each other.


Crit build:
http://us.battle.net/d3/en/calculator/demon-hunter#aZYPdk!eTX!ccccaY
Build that focuses on doing additional damage when critting. Also kind of a "knife" build.


Trap builds:
http://us.battle.net/d3/en/calculator/demon-hunter#bSYTkd!UZV!aYbZZY
Uses Lightning rod for spike trap which appears to hit up to 3 targets at random distances instead of doing all the damage in an area.

http://us.battle.net/d3/en/calculator/demon-hunter#bSYVkd!UZV!babZZY
Uses bandolier letting you have more traps out. Took preparation with punishment with this so you could use all 6 traps at once. With gear you can likely get enough hatred to do this without preparation.


Grenade build:
http://us.battle.net/d3/en/calculator/demon-hunter#Ucfdjl!gea!ccZcZY



Demon Hunter PvP builds:
http://us.battle.net/d3/en/calculator/demon-hunter#bZYTSd!UZa!caZabb
Focuses on stunning and slowing combined with setting up evil traps.

http://us.battle.net/d3/en/calculator/demon-hunter#WRXdVf!Zae!ZZZbac
Focuses on being getting away from people and doing damage from a distance.

I would like to see other peoples theme builds in the DH and other classes.


Kuresuti's Cold Wizard:
+ Show Spoiler +

Cold Wizard

From what I've seen in videos and the beta, enemies are scattered in groups. This build aims to eliminate them group by group, by initiating with Frost Nova and finishing with Blizzard while electrocuting or repositioning while Blizzard is doing it's thing.

Diamond Skin might be useful since she'd be jumping into groups. Familiar with Sparkflint for some extra damage.

I don't know about Electrocute and Teleport. I just picked Electrocute since it seems to generate AP the fastest, and Teleport because of the utility. Diamond Skin might not be enough to protect her until the enemies are dead, especially not with a max DPS passive set.

I wanted to use Slow Time instead of Frost Nova at first, but enemies need to be chilled for maximized DPS and I don't think Blizzard does that.

EDIT: Hmm the Safe Passage rune for the Teleport might solve some problems, giving me some extra tank while initiating.


Blasterion's Blast Arc Wizard:
+ Show Spoiler +

On April 26 2012 05:39 Blasterion wrote:
Inspired my affinity for Lightning based characters, I bring you the Blast Arc build =D
http://us.battle.net/d3/en/calculator/wizard#bcYXSm!bYV!aaZaaa
Shock Pulse definitely going to use, but it being a more close up spell I don't take any force spells but instead take both Diamond Skin and Frost Nova. Arcane Orb for my more Ranged attacks and also incase of lightning resist.

I take Explosive bolts for the AoE chain reaction effect as well as Cold Snap for frost nova.
For Arcane Blast I take Obliteration and Imroved absorb for Diamond Skin.
For Conjuration I take electrify on Magic Weapon and for Mastery I take Archon as well as its AoE upon cast.

For passives I take Glass Cannon, Evocation and Paralysis.

The reason I didn't take Prodigy is because, There isn't much for me to spend Arcane power on. The only one being Arcane Orb. Since I will be using Frost Nova and Diamond Skin as my defensives Evocation reducing their cooldown will be essential





And my own addition, the Speed of Light Barbarian!
+ Show Spoiler +

http://us.battle.net/d3/en/calculator/barbarian#WhXSUi!ThW!bZaZba

Essentially taking every mobility enhancing skill in the Barbarian toolbox, with passives focused on keeping up the rage to spam them whenever possible. In the spirit of always staying mobile, Whirlwind with the full movespeed rune is your primary rage spender, and frenzy with the movespeed buff rune is the primary generator.
"Yes I fucked my way to the GSL partnership" - Sundance
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
Last Edited: 2012-04-26 01:23:35
April 26 2012 00:57 GMT
#2
http://us.battle.net/d3/en/calculator/demon-hunter#WcXjfP!cYT!ZZaYYZ

A PVP DH build for slowing the enemy while simultaneously keeping your distance from them. Incorporates a mixture of stun and slow with smokescreen and evasive fire for escaping the enemy. Also includes passives for damaging slowed enemies more, crit chance increase, and increased damage for keeping your distance (hence evasive fire).

Edit: wrong link
Flameberger
Profile Joined March 2010
United States226 Posts
April 26 2012 01:35 GMT
#3
http://us.battle.net/d3/en/calculator/wizard#YQXhgd!gbY!YbcYZb
Bomb Wizard

Probably not practical, especially in solo play. Build revolves around burst AoE damage.

00.00: activate diamond skin. In 6 seconds it will explode from the rune effect.
04.50: activate Explosive Blast. in 01.50 seconds it will explode.

After that, as quickly as possible, teleport to the center of desired mob to kill. Frost nova to protect yourself and for +15% crit chance. Slow time for 20% bonus damage. Wave of Force as the two explosions go off. Reverse teleport (rune) back to safety.

Cumulative base 155 + 225 + 260 = 640% Weapon damage as burst AoE

I considered the telport rune that does damage on arrival, but I wanted all the damage to be synchronised for maximum hilarity, it wouldnt benefit from the frost nova or slow time anyways.

Meteor could fit the build well but I think Arcane power would become a limiting factor, the rune that reduces the arcane power cost could be viable.

Passives are the logical choices to maximize burst damage and to make up for fact that every ability in this build has a cooldown. Even synergises with the crit from frost nova.
An engine of annihilating power.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-04-26 01:45:57
April 26 2012 01:43 GMT
#4
God watching that in action would be absolutely hilarious. I think you'd have to teleport before using explosive blast though if you wanted to get off both nova and slow time before the explosion went off. You would be hard pressed against a single target though, either way.
"Yes I fucked my way to the GSL partnership" - Sundance
xDaunt
Profile Joined March 2010
United States17988 Posts
April 26 2012 01:57 GMT
#5
http://us.battle.net/d3/en/calculator/monk#aZVdTk!Ybd!YaZbcY

Here are my initial thoughts for a PvE monk build. The basic idea is to maximize spirit generation, thereby maximizing spirit expenditure on the monk's zero cooldown abilities -- most notably exploding palm and tail kick. This build should be able to effortlessly plow through hordes of enemies. DPS will be somewhat limited against tougher enemies, but it doesn't look like that is the monk's forte anyway. There definitely is some room for rune tweaking.
Flameberger
Profile Joined March 2010
United States226 Posts
April 26 2012 01:59 GMT
#6
Yeah it's tough to say without much experiance with cast times. I'm pretty sure though Blizz said cast speed will be affected by weapon speed (otherwise slow weapons would be the clear favorite for casters), so it's possible the order could be affected by weapon choice.

You are right though, teleport and frost nova before explosive would probably be smarter.
I really wish there was a higher damage longer fuse rune of Explosive Blast .

As for single target, yeah it would be a pretty silly build, worth it though.
An engine of annihilating power.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 03:46 GMT
#7
http://us.battle.net/d3/en/calculator/witch-doctor#bSYjiT!adZ!aaYacZ
I present to you LAG BUILD for Witch Doctor

really it's just a very pet heavy build but yeah, Spiders and Leap for good surround and barrier against enemies. Pestilence on Locusts for a spreading dot, Fiery Zombie dogs for more pets. Mass confusion for more "army" with reduced cooldown.
I take corpse bomb of Acid cloud to give the WD itself some damage and of course Gargan for some bang in the army
For passives I take Circle of life for bigger army. Zombie handler and Jungle fortitude to improve their defense.
[TLNY]Mahjong Club Thread
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-27 03:38:25
April 26 2012 04:28 GMT
#8
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

o OverPower + Reveal can be used as a substitute to this

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 04:50 GMT
#9
On April 26 2012 13:28 zickoray wrote:
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt

I can see this as a very tanky build gives you alot of survivability in large mobs, something I had trouble with while playing the barbarian in the open beta (yes the first character where I had a death.) I like your build and theory and believe it will work well, I will also try it out when I get to playing barbarian.
[TLNY]Mahjong Club Thread
PandaBlunt
Profile Joined September 2010
United States292 Posts
Last Edited: 2012-04-26 05:50:05
April 26 2012 05:09 GMT
#10
On April 26 2012 13:50 Blasterion wrote:
Show nested quote +
On April 26 2012 13:28 zickoray wrote:
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt

I can see this as a very tanky build gives you alot of survivability in large mobs, something I had trouble with while playing the barbarian in the open beta (yes the first character where I had a death.) I like your build and theory and believe it will work well, I will also try it out when I get to playing barbarian.


We also had the idea to use Wrath of the Beserker + Stalking Giant if you prefer. Its not really a vamp, but its 60% dodge and 25% attack speed to let you vamp more off of Bloodthirst and your weapon.
(╮°-°)╮┳━┳
PandaBlunt
Profile Joined September 2010
United States292 Posts
Last Edited: 2012-04-26 05:44:45
April 26 2012 05:42 GMT
#11
PvE HC Healing/Support Monk

Build: http://us.battle.net/d3/en/calculator/monk#UZXgTQ!bYc!YYZb.Z

Moves:

Way of the Hundred Fists + Spirited Salvo
Reason: This seemed like the most consistant way to get spirit without relying on a critical chance

Lashing Tail Kick + Serpent Sting
Reason: Just really a personal preference for keeping the enemies in place. A good alternative rune is Spinning Flame Kick rune for more DPS.

Breath of Heaven + Circle of Life
Reason: Heal! This is your main healing spell and circle of life just increases the heal on it.

Sweeping Wind + Inner Storm

Reason: Extra DPS and spirit generation. A great alternative is Serenity + Tranquility for an AOE 3 seconds of invulnerability.

Mystic Ally + Earth Ally

Reason: Damage, more health, and a taunting pet to take damage off the group makes this an overall solid choice. If you want to you can substitute Seven-Sided Strike + Sudden Assault for more DPS.

Mantra of Healing + Circular Breathing
Reason: We chose this for the healing and the spirit generation. A great alternative rune would be Sustenance for more healing per second if you find yourself fine on spirit


Passives:

Exalted Soul
Reason: Bigger spirit pool.

Transcendence
Reason: We chose this for heals on yourself for the later difficulties. A good substitute would be Resolve for the Damage reduction.

Chant of Resonance:
Reason: More spirit and mantras last longer.

Hardcore: Near Death Experience
Reason: This is pretty much your OH SHIT button.

We decided on this build for a HC group of 3+ people. This monk should be overall very versatile and not too dependent on gear.

Thanks for the read!
-Pandablunt

Special thanks to Archon and Zickoray for the discussion and theorycrafting.
(╮°-°)╮┳━┳
daizepam
Profile Joined January 2012
17 Posts
April 26 2012 06:02 GMT
#12
This is my WD semi aoe build with Spirit Barrage as main nuke for elites and bosses. The more I think about it, the more dangerous Soul Harvest gets in later difficulties as you need to get into close proximity with mobs to cast it, so I designed this build to not rely on SH that much. This build will be more effective running in a group with your friends as they will appreciate Big Bad Voodoo buff. I'll go through each tier in more detail below after the link.

http://us.battle.net/d3/en/calculator/witch-doctor#WgXjQT!bWU!cababZ

Left click = Plague of Toads with Toad Affinity runed (Low level is Corpse Spiders with Leaping Spiders runed)
I had mana problems spamming PoT in beta due to low mana regen. That was why I stuck with CS mostly. My spammer if my mana gets low.

Right click = Spirit Barrage with The Spirit is Willing runed. (Low level before lvl 23 is Firebats with Dire Bats runed)
Once I hit lvl 23, mana problems should resolve as you are basically getting 44 mana back with each SB blast.

1 = Horrify with Face of Death runed. (Alt switch is Grasp of the Dead with Unbreakable Grasp runed)
Not much to say here. It's my primary CC spell. I will be rotating CCs with my group's DH (Caltrops).

2 = Mass Confusion with Unstable Realm runed. (Alt switch is Soul Harvest with Soul to Waste runed)
My 2nd CC. If mobs aren't too much of a problem, I might rotate MC out with SH.

3 = Big Bad Voodoo with Slam Dance runed. (No alt switch)
Increase movement speed + attack speed+dmg for 20secs? Hell yea.

4 = Gargantuan with Restless Giant runed. (No alt switch)
This badass hits very hard. And has loads of HP. Solid tank. Which enables me to get the Enchantress Follower.

Passives:
Spiritual Attunement (I'll swap it out with Jungle Fortitude if I don't run into mana problems)
Pierce the Veil ( More dmg at the cost of more mana.)
Vision Quest (All of my 1-4 buttons should be on CD mostly for mobs or boss fights. Giving me my huge mana regen boost)

Follower:
Enchantress. Primarily a spellcaster, she has group buffs and nice CCs with AOE dmg.

Group Composition I'm running with:
Barb/DH/Wiz (or Monk)/WD

I do have a main gripe... I really hope Blizzard does change the UI in the future to facilitate ease of changing spells in mid fight. I think it is a common gripe amongst a lot of people. So there's hope for that change. I'll work on my Monk build later. Feel free to critique my build!
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
Last Edited: 2012-04-26 06:21:25
April 26 2012 06:19 GMT
#13
http://us.battle.net/d3/en/calculator/monk#abWfXk!fgY!accZba

16%x24%x18%x15% = 95% extra damage, with enemies taking 25%x10% = 36% more damage.

So end up dealing 166% more damage. Has the screen-clearing Cyclone as spirit drain.

Have to note that this build only works with a partner/partners in game to spam heal. Theorycrafting can be pretty fun.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
April 26 2012 08:22 GMT
#14
First build I worked on was based on Confuse and Sacrifice

http://us.battle.net/d3/en/calculator/witch-doctor#WfYdjV!dYT!YYZaZZ

It's based on the "Devolution" rune of confusion. It gives confused enemies a chance to spawn zombie dogs. Together with the "Addling toads" rune, which gives a the toads a chance to confuse, I plan to be able to chain-Sacrifice a lot of the packs.
For the elite packs and bosses, I have Zombie Charger with Soul harvest Backup.

Passive are straight forward. More mongrels, more damage and less cooldown.

it's a work in progress and I don't really expect it to work, but it's fun to theory craft about it.

Second build is the one I will most likely start with. It's even more a work in progress.
http://eu.battle.net/d3/en/calculator/witch-doctor#bkRTPQ!Weh!abZZbb

Goal is to have a summoner, with Leaping Spiders together with Fetish Sycophant to spawn a good amount of Fetishes. I really liked the spiders in the Beta and with a fast hitting dagger, I expect to be able to keep up a good amount of fetishes.

As most skills are on cooldown, I an take "Pierce the veil" without running into too much trouble.
Problematic points are
1) Wall of zombies. Don't really like it, but don't know which back up skills I could/should take yet
2) Both Fetish skills. They are both on a long cooldown. They are most efficient when both are used at the same time, but that will hold me back quite a bit
And 3) I want Grasp of the Dead in somewhere...
Bankai - Correlation does not imply causation
Malkavian183
Profile Joined February 2011
Turkey227 Posts
Last Edited: 2012-04-26 11:13:53
April 26 2012 11:06 GMT
#15
http://us.battle.net/d3/en/calculator/wizard#WhgXOS!aTf!YbYaZc

this build is a melee wizard that i planned just for fun. i probably will play WD first, barb second but playing a melee wizard like this really makes me giggle a lot

Maybe I can use Frost Nova instead of Diamond Skin but nothing is certain right now.
Inject Bitch!
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
April 26 2012 11:20 GMT
#16
On April 26 2012 13:28 zickoray wrote:
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt



very nice,

but why no Vengeance is mine rune ( Revenue) / Invigorate rune (War Cry) for maximum survivability ?
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-26 12:35:58
April 26 2012 11:32 GMT
#17
On April 26 2012 20:20 Phantom_Sky wrote:
Show nested quote +
On April 26 2012 13:28 zickoray wrote:
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt



very nice,

but why no Vengeance is mine rune ( Revenue) / Invigorate rune (War Cry) for maximum survivability ?


Vengeance is my Rune on Revenge looked good to start with but if you do the math the extra three percent life steal gain by is it marginal compared to the double chance for activation this almost allows me to have it up and running twice as much as with Vengeance is mine and thus giving me a greater amount of time that life steal is active. so i dont recommend using it with this build, but it is a viable option

Invigorate Rune on war cry This is the alternative to Hardened Wrath which i have on currently, the reason i chose hardened wrath over invigorate was because i would rather be able to absorb an harder hit and have to steal back less life (on lets say a boss) than get hit 40% harder and then have to life steal that back giving me a greater chance of dieing because the hits are harder.
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
Last Edited: 2012-04-26 12:54:34
April 26 2012 11:33 GMT
#18
Arcane, Burst DPS Wizard Build
http://us.battle.net/d3/en/calculator/wizard#UcaSeO!YXc!acYZab

based on beta experience, Wizard Arcane orb seems to be pretty good at Burst AOE, have no experience using blizzard/ mortar though

Electrocute + Chain lighting for the default AOE signature spell
Arcane Orb + Celestial for default AOE dps
Magic Missile + Attunement - signature spell for single target
Arcane Torrent + Disruption - additional spell for single target, dps rotation would be arcane torrent + arcane orb x 3 + magic missile, repeat with arcane torrent + arcane orb once got 55 AP
Magic Weapon + Force Weapon - assume that would increase spell damage
Energy Armor + Energy Tip - +20 AP, max burst damage

passive - glass cannon, astral presence, prodigy


Ice Mage
http://us.battle.net/d3/en/calculator/wizard#ZlYfQX!XYW!bbcaZZ

Assuming that the skill calculator is correct and Ray of frost requires no AP, then we can skip signature spells

Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
April 26 2012 11:42 GMT
#19
Hatred-focus DH
http://us.battle.net/d3/en/calculator/demon-hunter#acfQjV!eYb!aabaYZ

based on beta experience, my DH seems to be always low on hatred due to constant spamming, so taking as many
hatred reduction / generation skills as possible

Hungering Arrow + Puncturing - default hatred generation with single target
Rapid Fire + Withering Fire - default dps with single target (or ~3 target)
Evasive fire + Covering - hit up to 3 targets, default skill vs 3+ targets
Mutlishot + Fire at will - multi target spam
Marked for Death + mortal enemy - for champion / boss
Preparation + Punishment - hatred regen - yummy!

passive , archery, steady aim , vengeance (more hatred)
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
April 26 2012 11:45 GMT
#20
On April 26 2012 20:32 zickoray wrote:
Show nested quote +
On April 26 2012 20:20 Phantom_Sky wrote:
On April 26 2012 13:28 zickoray wrote:
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt



very nice,

but why no Vengeance is mine rune ( Revenue) / Invigorate rune (War Cry) for maximum survivability ?


Vengeance is mine Rune on Revenge looked good to start with but if you do the math the extra three percent life steal gain by is it marginal compared to the double chance for activation this almost allows me to have it up and running twice as much as with Vengeance is mine and thus giving me a greater amount of time that life steal is active. so i dont recommend using it with this build, but it is a viable option

Invigorate Rune on war cry This is the alternative to Hardened Wrath which i have on currently, the reason i chose hardened wrath over invigorate was because i would rather be able to absorb an harder hit and have to steal back less life (on lets say a boss) than get hit 40% harder and then have to life steal that back giving me a greater chance of dieing because the hits are harder.


Revenue - the maths make sense

War Cry - probably less spike damage is good
gruff
Profile Joined September 2010
Sweden2276 Posts
April 26 2012 11:58 GMT
#21
I'd love to see some more WD builds. *hint hint nudge nudge* ;P
eluv
Profile Joined August 2010
United States1251 Posts
April 26 2012 12:35 GMT
#22
I really enjoyed Haunt once I got it on my witch doctor in the beta. The gameplay of tossing a haunt or two into a group, then moving on to the next group while it ticked them down one by one lets you really stack up the kill streaks. With that in mind, I put together a heavy DoT build for the WD, with the gargantuan to tank.

http://us.battle.net/d3/en/calculator/witch-doctor#ZeSdiT!Zcb!abaYaZ
"Yes I fucked my way to the GSL partnership" - Sundance
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 16:08 GMT
#23
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks
[TLNY]Mahjong Club Thread
Inex
Profile Joined October 2010
Bulgaria443 Posts
April 26 2012 16:32 GMT
#24
This is my idea of a Healing Monk, weak dps, but very strong support. Should be good for the Inferno runs.

Healing Monk
ffreakk
Profile Joined September 2010
Singapore2155 Posts
Last Edited: 2012-04-26 16:43:47
April 26 2012 16:42 GMT
#25
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.
Look. Only Forward. See. Only Victory.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 17:38 GMT
#26
On April 27 2012 01:42 ffreakk wrote:
Show nested quote +
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts
[TLNY]Mahjong Club Thread
ffreakk
Profile Joined September 2010
Singapore2155 Posts
April 26 2012 18:02 GMT
#27
On April 27 2012 02:38 Blasterion wrote:
Show nested quote +
On April 27 2012 01:42 ffreakk wrote:
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts


Interesting find , for all the time i spent looking at the calculator, I have never noticed the possible combo between Electrify and Paralysis. Until we find out the exact number on the "chance"though, can't tell if it's awesome, ok or meh :3

I am curious as to why you decide to take Black Ice. Since Fire Bolt release 3 Bolts in 3 directions around you, looks to me like Sleet Storm is a much better choice, seeing as its AoE are similar to that which Fire Bolts covers. It also does a much better job at AoE compared to that which Black Ice cover. Not to mention fitting much better with the "Close Range" theme which your build seem to revolve around. Fire Bots give AoE debuff -> AoE nuke with Sleet Storm sounds like a neat idea Hell we can even dump a Blizzard or a Comet on our head for extra protection and/or damage.
Look. Only Forward. See. Only Victory.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 26 2012 18:13 GMT
#28
On April 27 2012 03:02 ffreakk wrote:
Show nested quote +
On April 27 2012 02:38 Blasterion wrote:
On April 27 2012 01:42 ffreakk wrote:
On April 27 2012 01:08 Blasterion wrote:
This is one of my new builds it's called of the Fire and Ice
http://us.battle.net/d3/en/calculator/wizard#bZYkRm!eWX!ZbcbYa
This centers around using Frost nova and Cold Blooded WHILE stacking the damage bonus of conflag with Fire runed Shock Pulse (Fire Bolts). And while they are Frozen? Meteror, With Comet.
For my passives I take
Conflagration
Cold Blooded
and Glass Cannon.

What this gives me is a huge stacking dps buff when using a combination of Fire Bolts with my Frost spells.

I also took Bone Chill for Frost Nova for additional damage modifier.

In a fight it usually would turn out to be Frost Nova, Fire Bolt, Meteror, and then Ray of Frost.

The build's main dps doer is Ray of Frost and Firebolt the 2 spells alternate to keep up the conflagration and coldblooded effect up. And Comet and other spells are there to insure there are more than one way to apply the debuff on multiple enemies in multiple situations.

If you like my build or have any suggestions quote me and respond below thanks


I think it's difficult to judge a build with Archon as we do not have much information on how it works.

Regarding your build though, i think Conflagration is only viable for pure Fire builds, seeing as the damage debuff is a mere 3 seconds. Personally I would take Glass Cannon for better improved damange, as i don't believe 10% armor and resistance to be that big of a deal. Of course you likely diagree (seeing as you took Conflagration), in that case you will have to alternate a Fire Bolts in between Ray of Frost every 3 seconds, at near melee range.

Hydra sounds like it can work for a standstill single-target fight, but if the target is moving (which most of the time is the case in solo play, unless you are tanking it), or if there are multiple enemies, I believe it to be ineffective.

Last but not least, Fire Bolts (like Shock Pulse) require you to stand at close proximity with the target. You build doesn't seem to show any indication of taking skills that would allow you to stand the punishment. Frost Nova -> nuke builds works ok, but in that case Fire Bolts feel out of place.

Edit: Your post says Glass Cannon but your Skill build says Astral presence.

http://us.battle.net/d3/en/calculator/wizard#bZYXSm!eWV!Zccaaa
Here's my new one
Fire Bolts is close proximity so I took Frost Nova and Diamond skin. In this new build I voided out Meteror and Hydra in favor of the defensive Diamond Skin and Enchant weapon Electrify. Now the reason for this is so I can complete the spec with 3 elemental damages. As well as it procs the new passive I took up. Paralysis. Because the only thing better than 2 elements is 3 elements. Since Ray of Frost is a low drain on AP I can choose to not take Astral Presence. And My casting will Alternate between Ray of Frost and Fire Bolts


Interesting find , for all the time i spent looking at the calculator, I have never noticed the possible combo between Electrify and Paralysis. Until we find out the exact number on the "chance"though, can't tell if it's awesome, ok or meh :3

I am curious as to why you decide to take Black Ice. Since Fire Bolt release 3 Bolts in 3 directions around you, looks to me like Sleet Storm is a much better choice, seeing as its AoE are similar to that which Fire Bolts covers. It also does a much better job at AoE compared to that which Black Ice cover. Not to mention fitting much better with the "Close Range" theme which your build seem to revolve around. Fire Bots give AoE debuff -> AoE nuke with Sleet Storm sounds like a neat idea Hell we can even dump a Blizzard or a Comet on our head for extra protection and/or damage.

I took Black ice because it seems to be better AoE yet does no hinder the Ray's magnificent Single Target ability.
[TLNY]Mahjong Club Thread
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-04-26 22:33:10
April 26 2012 19:23 GMT
#29
HC Witch Doctor Minion Survival Build

What I think will be my base Witch Doctor set up is designed to put out serious AoE damage, whilst still offering the protection of a legion of Spiders, Ghouls and Ghosts to give the enemy something to attack, with slows and health regen used to keep you alive whilst your minions do their thing.

I obviously don't know how well this stuff will scale, but since Blizz said every skill should be scalable in to Inferno with items I'm making assumptions that they are accurate. This build is also designed with hc in mind so you might need to tweak it for specific tasks or if you're less focussed on not dying.

Link to the build

A break down of everything:

Corpse Spiders: Leeping Spiders

As seen in the beta, the Leeping Spiders have a serious range and can quickly dispatch of enemies from all sides, additionally allowing significant DPS to be dealt from a distance, and even around corners. Doors can be broken with damage already going to anything behind it, and the amount of spiders you can summon if you're able to focus on them (which you can in this build) really puts out serious damage. Cheap and spammable - perfect for this build.

Locust Swarm: Searing Locusts

The Locust Swarm will allow for a more targetted heavy DPS attack which won't be wasted if the target falls. There is a serious amount of AoE in this build already, so something was needed to really beef up the ability to take out champions and add Boss damage, and this is it.

Summon Zombie Dogs: Burning Dogs

The Zombie Dogs are a very good distraction tool, and at least in normal seem to survive fairly well. I'm hoping this will continue, especially with the passives built in later, and if it does work as I'm intending it should lead to additional tanks (as well as the follower) with serious damage output and a nice bit constant AoE requiring minimal maintenance.

Mass Confusion: Mass Hallucination

This build is being designed around playing in HC, and so I've actually chosen to drop Soul harvest (as amazing as it is) in place of Mass Confusion, with the AoE added in. This will allow for "oh crap" moments where you can turn the tide of battle, or just grab enemies as distractions while you get out of danger. For standard play, nice bit of AoE though and crowd control abilities never hurt and a 1 minute cooldown seems quite reasonable.

Also means you won't have to be next to them nasty Inferno enemies.

Wall of Zombies: Unrelenting Grip

A line of defense between you and you enemies and/or some extra damage. Not much more to say about this, apart from once again the rune was chosen for safety and so you might prefer one of the more destructive runes or even abilities. It's also the cheapest mana cost which is an important consideration in this build.

Gargantuan: Restless Giant

The final pet, and the biggest tank in our arsenal. This one is picked to add a constant source of high pet damage, as well as to benefit from the passives we'll get to shortly. You might consider an AoE rune for farming trash, but if you're going for the Nephilim buff, I think this rune is best.

Blood Ritual

This one uses our health instead of our mana for 15% of the mana costs, but also gives us 1% health regen per second. With a large health pool focussed on life regeneration which will help our pets (more in a moment) and a lot of our damage being either cheap or pets this seems like a great way to get out the damage we need as often as we need, with fast regeneration when needed.

Fierce Loyalty

All our pets get 100% of our thorns and life regen. See where this is going now?

Zombie Handler

Extra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 20:46 GMT
#30
Here is my "spam arcane orb as much as possible to kill mobs" wizard.

http://us.battle.net/d3/en/calculator/wizard#UcXQTm!Xbc!YYZcZb

This is for PvE, similar to the earlier wizard build, the focus is on AoE damage from arcane orb, and diamond skin and teleport for defense.

Primary is electrocute with surge of power to generate arcane power. As mentioned arcane orb is secondary, with tap the source to reduce the casting cost to 20 power, which then gets reduced to 17 with the storm armor ability, and 10 when diamond skin is active, which should let you spam it pretty constantly with a bit of regen equipment.

Diamond skin with prism for defense (and reduced casting costs), Teleport with calamity for hasty exits. Could easily change the rune on teleport once tested in game. Storm armor with power of the storm to further reduce casting cost of arcane orb, and then Archon with I guess pure power?

Passives are pretty flexible but I was thinking astral presence for more arcane power, evocation for faster cooldowns of teleport, diamond skin and archon, and prodigy to speed up the arcane power gain.

Playstyle would be to always keep storm armor on, when you see a mob, start spamming arcane orb. I think with this build I should be able to get at least 9-10 off before running out of juice? If surrounded, diamond skin plus more spam of arcane orb, with electrocute when necessary to replenish. Teleport to get out of trouble, and archon for fun/extra damage when necessary.

It is not the hardest hitting build ever, but assuming the arcane orb quasi-stun effect from the open beta scales up well, I shouldn't need too much slow or anything once they start getting hit.

Possible tweaks: Not sure storm armor is worth a whole slot, since the main benefit is the 3 casting cost reduction. Archon is obviously potentially removable depending on how awesome it is. But I think the rest are likely to stick.
ffreakk
Profile Joined September 2010
Singapore2155 Posts
April 26 2012 21:22 GMT
#31
On April 27 2012 05:46 alQahira wrote:
Here is my "spam arcane orb as much as possible to kill mobs" wizard.

http://us.battle.net/d3/en/calculator/wizard#UcXQTm!Xbc!YYZcZb

This is for PvE, similar to the earlier wizard build, the focus is on AoE damage from arcane orb, and diamond skin and teleport for defense.

Primary is electrocute with surge of power to generate arcane power. As mentioned arcane orb is secondary, with tap the source to reduce the casting cost to 20 power, which then gets reduced to 17 with the storm armor ability, and 10 when diamond skin is active, which should let you spam it pretty constantly with a bit of regen equipment.

Diamond skin with prism for defense (and reduced casting costs), Teleport with calamity for hasty exits. Could easily change the rune on teleport once tested in game. Storm armor with power of the storm to further reduce casting cost of arcane orb, and then Archon with I guess pure power?

Passives are pretty flexible but I was thinking astral presence for more arcane power, evocation for faster cooldowns of teleport, diamond skin and archon, and prodigy to speed up the arcane power gain.

Playstyle would be to always keep storm armor on, when you see a mob, start spamming arcane orb. I think with this build I should be able to get at least 9-10 off before running out of juice? If surrounded, diamond skin plus more spam of arcane orb, with electrocute when necessary to replenish. Teleport to get out of trouble, and archon for fun/extra damage when necessary.

It is not the hardest hitting build ever, but assuming the arcane orb quasi-stun effect from the open beta scales up well, I shouldn't need too much slow or anything once they start getting hit.

Possible tweaks: Not sure storm armor is worth a whole slot, since the main benefit is the 3 casting cost reduction. Archon is obviously potentially removable depending on how awesome it is. But I think the rest are likely to stick.


I'm skeptical about how Prodigy works together with Electrocute (or Spectral Blades for that matter). But if it does work as you intended (every bounce generate mana), that's gonna open a whole lot of windows for other build.

Hmmm.. This is just personal preference, but i guess i do prefer walking around with a deadlier skill arsenal compared to utilities skills (Teleport is one, Diamond Skin + Armor is also a little overkill for my taste).
Look. Only Forward. See. Only Victory.
IMABUNNEH
Profile Joined March 2011
United Kingdom1062 Posts
April 26 2012 21:29 GMT
#32
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.
"I think...now? No rival. Me world champion. Yeah. None rival." - oGsMC
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 21:43 GMT
#33
I don't think each bounce triggers prodigy. I was thinking that it would generate 4 from prodigy, plus 3 from surge of power is 7 per shot, plus, normal regen over time, which would ideally be supplemented by items, leading to maybe 3-4 shots from electrocute leading to mostly full arcane power. Or being able to go orb, orb, orb, orb, orb, orb, electrocute, orb, electrocute, orb, diamond skin, electrocute, orb, orb, by which point everything should be dead.
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 21:58 GMT
#34
On April 27 2012 06:29 IMABUNNEH wrote:
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.

The problem with low-DPS, high-survivability builds like that is when you're up against summoners it's possible they might be able to summon monsters faster than you can kill them, and without a limit on summons you can eventually get overwhelmed despite your heals (especially if the summons are ranged).
No way to know for sure before playing the game, of course.

I'd pick Seven Sided Strike in a build like this. Doing 777% weapon damage while completely invulnerable to damage every 30 seconds (can be reduced to ~20s with a rune and a passive) is pretty sweet, especially against bosses you're afraid to melee for prolonged periods.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
April 26 2012 22:03 GMT
#35
On April 27 2012 06:58 archon256 wrote:
Show nested quote +
On April 27 2012 06:29 IMABUNNEH wrote:
http://us.battle.net/d3/en/calculator/monk#WfhYgX!TXZ!ZYaZaZ

Neverdie monk!


A potential build for hardcore mode. You don't exactly deal loads of damage, but you have insane heals and are hard to deal any damage to.

The problem with low-DPS, high-survivability builds like that is when you're up against summoners it's possible they might be able to summon monsters faster than you can kill them, and without a limit on summons you can eventually get overwhelmed despite your heals (especially if the summons are ranged).
No way to know for sure before playing the game, of course.

I'd pick Seven Sided Strike in a build like this. Doing 777% weapon damage while completely invulnerable to damage every 30 seconds (can be reduced to ~20s with a rune and a passive) is pretty sweet, especially against bosses you're afraid to melee for prolonged periods.


Agreed. In action games a great offensive bar is usually the best way to go, since you just don't get hit if everything is dead. Still, if someone insists on using a defensive build, which can be a nice change of pace, a "panic button" type skill is pretty much needed.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
nuclear_nub
Profile Joined July 2010
65 Posts
Last Edited: 2012-04-26 22:17:21
April 26 2012 22:13 GMT
#36
Port-Ninja Monk:
http://us.battle.net/d3/en/calculator/monk#aZYXTk!VfT!aZabaa

This is the build I used in open Beta (plus 7SS, a Mantra, and some of the later Runes), and I had a blast with it. Teleport into a group of enemies, lay down Blinding Flash, and go to town; either knock enemies back with Lashing Tail Kick or teleport to a distant enemy if you get into trouble - the combination of a free teleport and a massive knockback is ridiculously good for divide-and-conquer tactics. Port to endangered allies, punt hostiles away from them, slap down a heal, and jump right back into combat without missing a beat. Seven Sided Strike gets the teleport rune, as well - both to complete the theme and for silly damage.
Ramong
Profile Joined March 2011
Denmark1706 Posts
April 26 2012 22:28 GMT
#37
Ice Wizard
http://us.battle.net/d3/en/calculator/wizard#aZYlfm!YWX!aZccbc

This is the spec I personally want to make ingame. Focusing on frost so I can get the most out of "Cold Blooded" and also roleplay as a frost mage.

Was thinking to replace Frost Nova with Diamond Skin with the Mirror Skin rune in.

Diamond Skin with Mirror Skin rune + Ice Armor with Jagged Ice just might be great for big cluster of enemies. Though I wouldn't know, just a theory
"Yeah buddy"
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 22:40 GMT
#38
On April 27 2012 07:13 nuclear_nub wrote:
Port to endangered allies, punt hostiles away from them, slap down a heal, and jump right back into combat without missing a beat.

Wait, you can use Fists of Thunder's teleport on an ally? o_O
"The troupe is ready, the stage is set. I come to dance, the dance of death"
alQahira
Profile Joined June 2011
United States511 Posts
April 26 2012 22:46 GMT
#39
No, you teleport to an enemy attacking your ally. =)
archon256
Profile Joined August 2010
United States363 Posts
April 26 2012 22:59 GMT
#40
lol, of course
"The troupe is ready, the stage is set. I come to dance, the dance of death"
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
April 26 2012 23:08 GMT
#41
I have tons of builds, I'll just post a couple.

"Weaken" focused monk that focuses on making enemies take more damage. Probably not end-game viable:

http://us.battle.net/d3/en/calculator/monk#WZXVTk!fUX!cYbaaa

"Tank" Barbarian. Pretty sure most tank barbarian builds will look something like this:

http://us.battle.net/d3/en/calculator/barbarian#bZVRgk!bXV!YaccYb
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-26 23:14:04
April 26 2012 23:13 GMT
#42
On April 27 2012 08:08 HardlyNever wrote:
I have tons of builds, I'll just post a couple.

"Weaken" focused monk that focuses on making enemies take more damage. Probably not end-game viable:

http://us.battle.net/d3/en/calculator/monk#WZXVTk!fUX!cYbaaa

"Tank" Barbarian. Pretty sure most tank barbarian builds will look something like this:

http://us.battle.net/d3/en/calculator/barbarian#bZVRgk!bXV!YaccYb


the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats.
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
April 26 2012 23:21 GMT
#43
On April 27 2012 08:13 zickoray wrote:
Show nested quote +
On April 27 2012 08:08 HardlyNever wrote:
I have tons of builds, I'll just post a couple.

"Weaken" focused monk that focuses on making enemies take more damage. Probably not end-game viable:

http://us.battle.net/d3/en/calculator/monk#WZXVTk!fUX!cYbaaa

"Tank" Barbarian. Pretty sure most tank barbarian builds will look something like this:

http://us.battle.net/d3/en/calculator/barbarian#bZVRgk!bXV!YaccYb


the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats.


That's why I said MOST. And I looked at your build, they aren't terribly different(mine doesn't have the lifesteal idea going on, though).

It's all theorycraft a this point anyhow.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-26 23:22:28
April 26 2012 23:22 GMT
#44
On April 27 2012 08:21 HardlyNever wrote:
Show nested quote +
On April 27 2012 08:13 zickoray wrote:
On April 27 2012 08:08 HardlyNever wrote:
I have tons of builds, I'll just post a couple.

"Weaken" focused monk that focuses on making enemies take more damage. Probably not end-game viable:

http://us.battle.net/d3/en/calculator/monk#WZXVTk!fUX!cYbaaa

"Tank" Barbarian. Pretty sure most tank barbarian builds will look something like this:

http://us.battle.net/d3/en/calculator/barbarian#bZVRgk!bXV!YaccYb


the tank barbs dont all have to look similar to that, i built a very tanky barb the build is on the front page it uses the life steal mechanic instead of your "normal" tank which uses armor and defensive stats.


That's why I said MOST. And I looked at your build, they aren't terribly different(mine doesn't have the lifesteal idea going on, though).

It's all theorycraft a this point anyhow.


lol true enough and no your right they arnt terribly different at all its more passive and rune choice more than anything it seems
ZasZ.
Profile Joined May 2010
United States2911 Posts
April 27 2012 02:04 GMT
#45
http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ

My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:

Frenzy (w/ Triumph Rune):

Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.

Whirlwind (w/ Volcanic Eruption Rune):

I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).

Leap (w/ Death from Above Rune):

There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.

Revenge (w/ Vengeance is Mine Rune):

Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.

War Cry (w/ Invigorate Rune):

A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.

Earthquake (w/ Chilling Earth Rune):

Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.

It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.

Man, haven't theorycrafted like this since my heyday of D2...so much fun.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
April 27 2012 02:17 GMT
#46
I'm really enjoying reading some of these theorycraft posts by some of you (zickoray, PandaBlunt, etc). Keep it up. :3
I have a feeling I'm very likely to mimic one of your builds no less.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
m3t4l_
Profile Joined March 2012
United States27 Posts
April 27 2012 02:55 GMT
#47
Have no idea on the viability of a petless WD build yet but this is my poison WD build that i will try:
http://eu.battle.net/d3/en/calculator/witch-doctor#aSRdiQ!cbX!aacZcZ
skyR
Profile Joined July 2009
Canada13817 Posts
Last Edited: 2012-04-27 03:08:20
April 27 2012 02:57 GMT
#48
On April 27 2012 11:04 ZasZ. wrote:+ Show Spoiler +
http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ

My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:

Frenzy (w/ Triumph Rune):

Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.

Whirlwind (w/ Volcanic Eruption Rune):

I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).

Leap (w/ Death from Above Rune):

There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.

Revenge (w/ Vengeance is Mine Rune):

Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.

War Cry (w/ Invigorate Rune):

A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.

Earthquake (w/ Chilling Earth Rune):

Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.

It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.

Man, haven't theorycrafted like this since my heyday of D2...so much fun.


On April 26 2012 13:28 zickoray wrote:+ Show Spoiler +
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt


I'm not a huge fan of the Triumph rune with Frenzy as I don't think you're going to be killing much with Frenzy when you have other abilities focused on AoE, it'd also have no value on bosses and very little value on elite packs. I think Smite would be much more valuable where there is no stun immunity (so assuming everything up to mid/late Inferno) as you would have 75% + 3% (Enchantress aura) + possibly 10% (Wizard's Slow Time) of attack speed so this proc would be very common, stopping nearly all damage for 1.5s is better than tanking and lifestealing imo.

Revenge has been pretty RNG for me in the beta, not sure how much I like it yet. Sometimes it procs all the time and sometimes you don't get a single proc :|
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-27 03:09:25
April 27 2012 03:09 GMT
#49
On April 27 2012 11:17 NeoIllusions wrote:
I'm really enjoying reading some of these theorycraft posts by some of you (zickoray, PandaBlunt, etc). Keep it up. :3
I have a feeling I'm very likely to mimic one of your builds no less.


Thanks

On April 27 2012 11:57 skyR wrote:
Show nested quote +
On April 27 2012 11:04 ZasZ. wrote:+ Show Spoiler +
http://us.battle.net/d3/en/calculator/barbarian#WhXVkT!dUT!ZccabZ

My first attempt at what my HC Barbarian will look like. Since I plan on getting to 10 ASAP so I can re-roll Hardcore, I've focused heavily on the defensive/utility skills and passives while still trying to maintain killing power. Since I know nothing about the game outside of what exists in the Beta, or how difficulty will scale after Normal mode, it's important to cover all my bases and take my time going through the game so I don't eat shit. Some explanations:

Frenzy (w/ Triumph Rune):

Just from playing around in the Beta, Frenzy was by far my favorite fury generator. It's possible this may change come release, but for now I'm planning on using Frenzy. Added the Triumph rune for an extra 8% heal HoT every time I kill something with my main fury generator, so I feel like this will be up 100% of the time. Will add an extra layer of protection against the burst damage that is so often the end of HC characters.

Whirlwind (w/ Volcanic Eruption Rune):

I loved WW in D2, and I'm hoping I get a similar feeling from WW in D3 but it's hard to know since we haven't been able to access the skill. But I need a fury sink, and WW seems as good as any. The addition of Volcanic Eruption will give me a non-physical damage source without having to rely on items, which will be handy for immunes or Iron Skin (assuming these mobs exist in D3 like they did in D2).

Leap (w/ Death from Above Rune):

There is just no beating the utility of Leap, especially for HC characters. I love using it in the Beta, and it's great for reaching certain areas, escaping from sticky situations, or getting into the thick of it. The only concern, for a HC character, is leaping into a group of mobs you've underestimated, and being stuck there. For that reason, I added the Death from Above rune, which gives me an extra 3 seconds to dispatch as many mobs as possible before they start wailing on me. Also helps if I use Leap to escape a situation like that, and am forced to land somewhere dangerous at low health, the stun will allow me to pop a potion/more cooldowns before I start taking more damage.

Revenge (w/ Vengeance is Mine Rune):

Revenge will depend a bunch on how it actually operates in game, but I like it on paper. Whenever it activates, I get to do decent AoE damage and heal myself in the process. The more damage I'm taking, the higher chance it will activate. With the rune, it will also generate a small amount of fury and heal for an increased amount. I may leave this out and put in Ignore Pain with the Mob Rule Rune instead, depends on how playtesting goes.

War Cry (w/ Invigorate Rune):

A good fury generator that also boosts Armor for my entire party? Hell yeah! With the rune to also give it a Battle Shout-esque effect with the extra HP and life regeneration, you can't pass this up for a HC Barbarian, it provides way too much utility.

Earthquake (w/ Chilling Earth Rune):

Another ability that seems really good on paper but will have to be tested. The AoE effect seems like it does a huge amount of damage, but the cooldown is prohibitive and the damage isn't done instantaneously. I added the Chilling Earth Rune so that I have a Cold ability (giving Physical/Fire/Cold options when dealing with immunes/resists), and the snare gives it some value as an OH SHIT button if I get swarmed and have no other options. On the surface, it seems like a great ability to deal with large packs of champions, or several groups of uniques close together.

It's not as loaded up on defensive cooldowns as it could be, but often the best way to minimize incoming damage is to be able to manage and dispatch all the monsters on screen as quickly as possible.

Man, haven't theorycrafted like this since my heyday of D2...so much fun.


Show nested quote +
On April 26 2012 13:28 zickoray wrote:+ Show Spoiler +
This is my Vamp Barb Build ill explain my thought process behind it further down :D (This is for my HC group)
Edit:I am assuming that people using this would use gear the complimented the life steal such as life steal weapons and stuff like that.

http://us.battle.net/d3/en/calculator/barbarian#WcRVkT!XdU!ZZbcac

Ok so my Though process behind this build with the barb was to maximize my effectiveness as a tank in HC without dieing

First Skill=Frenzy + Triumph
This is my main fury generating skill and an important life stealing skill. it does not directly steal life but it increases my attack speed increased increasing the rate at which damage can be done, fury can be generated and thus life can be stolen through use of other skills.

Second Skill=Rend + Bloodlust
This is the main life steal skill for the build it is an AOE life steal that returns 9% of damage done to each enemy so hitting a group of 10 mobs would return [life steal=9% of ((210%* Weapon damage)(#ofmobs))] so this would have the potential to heal a good amount of health and would be my primary healing/dmg dealer.

Defensive Skill=Ignore Pain + Ignorance is Bliss
With this this decreases my damage taken by 65% for 5 seconds the real reason for choosing this is the synergy with the earthquake skill and the Ignorance is Bliss Rune. Ignorance is Bliss allows me to have 5 seconds of 20% dmg as life steal
now with earthquake and 2000% weapon dmg this equates to [life steal/seconds=20% of ((2000%*Weapon damage((#ofmobs))/5]

Might Skill=Revenge + Provocation
This is another skill for life steal but its effects are random at best due to the random activation of it (30% chance to activate on hit) but when activated along with Ignore Pain and used with earthquake or any of my other life steal skills it gives me double digit life steal.

Tactics Skill=War Cry + Hardened Wrath
This is going to be constantly on my character and my party in HC mode Because of the 40% armor will allow me to take harder hits and be able to life steal the life lost back.

Rage Skill=Earthquake + Path of Fire
Reasons for choice were stated above in the Ignore pain description and is my burst life steal go to choice

Passives
Inspiring Presence:
this is more or less for my war cry shout because the 1% per second life regen is going to be minimal

Bloodthirst:
This just stacks upon the previous lifesteal of the other skills with a bonus 3%

Relentless:
This is basically to save my ass in HC is i start to die and in combination with Ignore Pain i reduce 105% dmg (which im hoping means invincible) and i am hoping to get out of some sticky situations with this the no fury requirement is also good in combination with the Frenzy Attack Speed Buff and the life steal of Rend to help me regen life while taking little to no dmg from mobs

This build is for an HC group with a support heal monk and other player builds designed for team synergy in HC mode i am not sure if it will work alone but i dont see why it couldnt, it seems self sustainable health wise. this may bea good choice for non-HC solo runs.

Theory Crafting by:
Zickoray, Archon, Pandablunt


I'm not a huge fan of the Triumph rune with Frenzy as I don't think you're going to be killing much with Frenzy when you have other abilities focused on AoE, it'd also have no value on bosses and very little value on elite packs. I think Smite would be much more valuable where there is no stun immunity (so assuming everything up to mid/late Inferno) as you would have 75% + 3% (Enchantress aura) + possibly 10% (Wizard's Slow Time) so this proc would be very common, stopping nearly all damage for 1.5s is better than tanking and lifestealing imo.

Revenge has been pretty RNG for me in the beta, not sure how much I like it yet. Sometimes it procs all the time and sometimes you don't get a single proc :|


I have the triumph on frenzy seeing as i will be using it the most as primary fury gen so i may not be killing much with it but i will be hitting alot of mobs so i am taking into account the amount of times im going to be using the skill and the amount of mobs it will hit so i think the benefit will be there in the life steal along with my passive of blood thirst which stacks 3% more ontop of the base line life steal of the fury+triumph combo, but i do see your point with the smite it seems like a good alt.


and with the revenge it seems good in theory, but that imo is going to be one of the skills that will have to be trial tested and if i dont like the amount it procs then i think i will change it out, do you have any suggestions that have good synergy with the rest of the build?
skyR
Profile Joined July 2009
Canada13817 Posts
Last Edited: 2012-04-27 03:20:14
April 27 2012 03:18 GMT
#50
Hm I was under the impression that to get the lifesteal affect from Frenzy, you actually have to last hit the mob with Frenzy. If it worked the way you're thinking it works, I'd think it would be worded as "Killing an enemy while under the effect of Frenzy heals you for ..." Or maybe I don't understand what you're saying? =\

Furious Charge might be good. It does a decent amount of damage, allows you to be mobile and the defensive rune options are nice: you can pick between stunning, get back 8% of max life for each target hit, reduce cd by 2s for every target hit.

If you rune Overpower with Reveal (heal 8% of max life for every enemy hit), it's basically a weaker Revenge on a 15s CD.
zickoray
Profile Blog Joined October 2010
United States366 Posts
Last Edited: 2012-04-27 03:37:56
April 27 2012 03:33 GMT
#51
On April 27 2012 12:18 skyR wrote:
Hm I was under the impression that to get the lifesteal affect from Frenzy, you actually have to last hit the mob with Frenzy. If it worked the way you're thinking it works, I'd think it would be worded as "Killing an enemy while under the effect of Frenzy heals you for ..." Or maybe I don't understand what you're saying? =\

Furious Charge might be good. It does a decent amount of damage, allows you to be mobile and the defensive rune options are nice: you can pick between stunning, get back 8% of max life for each target hit, reduce cd by 2s for every target hit.

If you rune Overpower with Reveal (heal 8% of max life for every enemy hit), it's basically a weaker Revenge on a 15s CD.


ahh your right i must have miss read the Triumph rune haha that makes a lil more sense, but i still see it as being effective because i will be using it quite often and with the AOE hits will weaken mobs so i can see getting quite a few last hits off while regaining fury

and furious charge would be good besides the fact i cant spam it and it requires me to rush into a group of mobs to be very effective..which is something i would like to avoid getting into in HC mode

and Overpower yea i really like that one because it is more reliable and has better life steal. but i have revenge to work with the AOE of earthquake would give massive lifesteal. but consistent dps from it should even out the dmg gap between the two skills. i am going to edit this into the original post as a very good alt.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
April 27 2012 09:08 GMT
#52
http://eu.battle.net/d3/en/calculator/demon-hunter#aZdVfS!aZe!ZaabYa

Demon Hunter build for PvP and HC. This build is all about maneuverability and shooting on the move so you are untouchable and doing damage while kiting.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
April 27 2012 09:13 GMT
#53
On April 27 2012 04:23 Iyerbeth wrote:
HC Witch Doctor Minion Survival Build

What I think will be my base Witch Doctor set up is designed to put out serious AoE damage, whilst still offering the protection of a legion of Spiders, Ghouls and Ghosts to give the enemy something to attack, with slows and health regen used to keep you alive whilst your minions do their thing.

I obviously don't know how well this stuff will scale, but since Blizz said every skill should be scalable in to Inferno with items I'm making assumptions that they are accurate. This build is also designed with hc in mind so you might need to tweak it for specific tasks or if you're less focussed on not dying.

Link to the build

A break down of everything:

Corpse Spiders: Leeping Spiders

As seen in the beta, the Leeping Spiders have a serious range and can quickly dispatch of enemies from all sides, additionally allowing significant DPS to be dealt from a distance, and even around corners. Doors can be broken with damage already going to anything behind it, and the amount of spiders you can summon if you're able to focus on them (which you can in this build) really puts out serious damage. Cheap and spammable - perfect for this build.

Locust Swarm: Searing Locusts

The Locust Swarm will allow for a more targetted heavy DPS attack which won't be wasted if the target falls. There is a serious amount of AoE in this build already, so something was needed to really beef up the ability to take out champions and add Boss damage, and this is it.

Summon Zombie Dogs: Burning Dogs

The Zombie Dogs are a very good distraction tool, and at least in normal seem to survive fairly well. I'm hoping this will continue, especially with the passives built in later, and if it does work as I'm intending it should lead to additional tanks (as well as the follower) with serious damage output and a nice bit constant AoE requiring minimal maintenance.

Mass Confusion: Mass Hallucination

This build is being designed around playing in HC, and so I've actually chosen to drop Soul harvest (as amazing as it is) in place of Mass Confusion, with the AoE added in. This will allow for "oh crap" moments where you can turn the tide of battle, or just grab enemies as distractions while you get out of danger. For standard play, nice bit of AoE though and crowd control abilities never hurt and a 1 minute cooldown seems quite reasonable.

Also means you won't have to be next to them nasty Inferno enemies.

Wall of Zombies: Unrelenting Grip

A line of defense between you and you enemies and/or some extra damage. Not much more to say about this, apart from once again the rune was chosen for safety and so you might prefer one of the more destructive runes or even abilities. It's also the cheapest mana cost which is an important consideration in this build.

Gargantuan: Restless Giant

The final pet, and the biggest tank in our arsenal. This one is picked to add a constant source of high pet damage, as well as to benefit from the passives we'll get to shortly. You might consider an AoE rune for farming trash, but if you're going for the Nephilim buff, I think this rune is best.

Blood Ritual

This one uses our health instead of our mana for 15% of the mana costs, but also gives us 1% health regen per second. With a large health pool focussed on life regeneration which will help our pets (more in a moment) and a lot of our damage being either cheap or pets this seems like a great way to get out the damage we need as often as we need, with fast regeneration when needed.

Fierce Loyalty

All our pets get 100% of our thorns and life regen. See where this is going now?

Zombie Handler

Extra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really.


I like the build, I'll be sure to give it a try. Don't really see the hardcore accept though. For HC, would you not want at least 1 Heal spell? I might be a bit of a wimp in that regard, but I don't see myself making a WD without access to Spirit Walk with the health rune. Especially with Blood Ritual up.
Bankai - Correlation does not imply causation
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 27 2012 09:37 GMT
#54
On April 27 2012 18:13 NeoLearner wrote:
Show nested quote +
On April 27 2012 04:23 Iyerbeth wrote:
HC Witch Doctor Minion Survival Build

What I think will be my base Witch Doctor set up is designed to put out serious AoE damage, whilst still offering the protection of a legion of Spiders, Ghouls and Ghosts to give the enemy something to attack, with slows and health regen used to keep you alive whilst your minions do their thing.

I obviously don't know how well this stuff will scale, but since Blizz said every skill should be scalable in to Inferno with items I'm making assumptions that they are accurate. This build is also designed with hc in mind so you might need to tweak it for specific tasks or if you're less focussed on not dying.

Link to the build

A break down of everything:

Corpse Spiders: Leeping Spiders

As seen in the beta, the Leeping Spiders have a serious range and can quickly dispatch of enemies from all sides, additionally allowing significant DPS to be dealt from a distance, and even around corners. Doors can be broken with damage already going to anything behind it, and the amount of spiders you can summon if you're able to focus on them (which you can in this build) really puts out serious damage. Cheap and spammable - perfect for this build.

Locust Swarm: Searing Locusts

The Locust Swarm will allow for a more targetted heavy DPS attack which won't be wasted if the target falls. There is a serious amount of AoE in this build already, so something was needed to really beef up the ability to take out champions and add Boss damage, and this is it.

Summon Zombie Dogs: Burning Dogs

The Zombie Dogs are a very good distraction tool, and at least in normal seem to survive fairly well. I'm hoping this will continue, especially with the passives built in later, and if it does work as I'm intending it should lead to additional tanks (as well as the follower) with serious damage output and a nice bit constant AoE requiring minimal maintenance.

Mass Confusion: Mass Hallucination

This build is being designed around playing in HC, and so I've actually chosen to drop Soul harvest (as amazing as it is) in place of Mass Confusion, with the AoE added in. This will allow for "oh crap" moments where you can turn the tide of battle, or just grab enemies as distractions while you get out of danger. For standard play, nice bit of AoE though and crowd control abilities never hurt and a 1 minute cooldown seems quite reasonable.

Also means you won't have to be next to them nasty Inferno enemies.

Wall of Zombies: Unrelenting Grip

A line of defense between you and you enemies and/or some extra damage. Not much more to say about this, apart from once again the rune was chosen for safety and so you might prefer one of the more destructive runes or even abilities. It's also the cheapest mana cost which is an important consideration in this build.

Gargantuan: Restless Giant

The final pet, and the biggest tank in our arsenal. This one is picked to add a constant source of high pet damage, as well as to benefit from the passives we'll get to shortly. You might consider an AoE rune for farming trash, but if you're going for the Nephilim buff, I think this rune is best.

Blood Ritual

This one uses our health instead of our mana for 15% of the mana costs, but also gives us 1% health regen per second. With a large health pool focussed on life regeneration which will help our pets (more in a moment) and a lot of our damage being either cheap or pets this seems like a great way to get out the damage we need as often as we need, with fast regeneration when needed.

Fierce Loyalty

All our pets get 100% of our thorns and life regen. See where this is going now?

Zombie Handler

Extra zombie dog, more health on them, and more health on gargantuan. Keeps our tanks and aoe alive even longer. Logical pick really.


I like the build, I'll be sure to give it a try. Don't really see the hardcore accept though. For HC, would you not want at least 1 Heal spell? I might be a bit of a wimp in that regard, but I don't see myself making a WD without access to Spirit Walk with the health rune. Especially with Blood Ritual up.


I did consider the same regarding spirit walk, and even thought about the passive that lets you live if you die, but I think given a lot of your damage will come from pre summoned minions and cheap spiders the build can stack a lot more health and life regen than other builds, and the blood ritual helps on both fronts. Also 15% of mana costs as life isn't really that much, while the 1% life regen from it really will help (Thinking in terms of the beta for the spiders that'd be 1 life per spiders for 4 health per second).

I'm obviously only theory crafting at this point, but I also believe that with the unbreakable grasp of the wall of zombies to also keep us safe, mass hallucination should be more than enough time to escape in a pinch and we shouldn't have to ever really get near any enemies. I was considering taking Templar as the follower too and he would provide extra life regen and a heal, and we have potions.

Honestly though, you might be right in the end, that it won't be enough but I believe that it's fairly well balanced so far for damage and survival. Also, thanks for the comment on it.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
Last Edited: 2012-04-27 12:48:47
April 27 2012 11:03 GMT
#55
Here's a build I'll be definitely trying, the perma- Wrath of the Beserker Barb. I think a lot of people have thought of making this but this is my take on it anyway.

http://us.battle.net/d3/en/calculator/barbarian#WbSXiP!ZcY!cZbcYc

This build doesn't have a lot of survivability so it's probably not a good HC build, it's also probably quite gear dependant because it's of its focus on rage generation but should have excellent scaling with good gear.

Wrath of the Berserker: Thrive on Chaos

This is the what the whole build is based around, the awesome steroid skill Wrath of the Berserker (WotB). 10% CRIT 25% AS 20% Dodge and 20% MS. While this is up the Barb is a wrecking ball on speed, and one with 20% dodge as well. Normally this buff only lasts for 15s and has a 2min CD, but with the Thrive on Chaos rune effect it becomes a buff that lasts as long as you can feed it fury. The theory is that with all of your other skills geared towards feeding fury to WotB you can keep it up for as long as you're fighting enemies. Keep in mind with two mobility skills (leap/charge) as well as +20% MS you shouldn't have any troubles finding your enemies.

If you're about to go into a big fight and you know that will last 20 seconds or less, definitely swap this rune to Insanity, which causes WoTB to give +100% damage but only last 15 seconds. I don't think this needs much explanation, +100% damage should say it all.

Frenzy: Maniac

This is the main source of damage for any single target fights or high health small fights. 110% wep damage mightn't sound like much but with +75%/+25% AS, +15% dmg and +18% crit passive, it should suffice. All this attack speed is very helpful with fury generation as well.

Cleave: Reaping Swing

I have to say after playing the open beta for a few hours, trying every class, killing SK with 3 of them and getting my barb to level 13, the one ability that felt absolutely OP was cleave. 120% weapon dmg.... if you only hit one target. Needless to say if you ever only hit one target with cleave you're doing it wrong. It's no problem at all regularly hitting 3-5 mobs with cleave. Hitting 4 targets does 480% weapon damage on a skill with no cooldown and which generates fury. The rune Reaping Swing is chosen to aid fury generation. If fury generation is ok with the rune consider swapping this for Rupture against high amounts of low hp enemies or Broad Sweep against sturdier high hp enemies.

Furious Charge: Stamina
Leap: Death from Above


Most builds only advocate going one or the other with these skills but there are two main reasons I've gone with both for this build. Firstly and mainly any time out of combat is not what you want with this build, keeping WotB up is priority #1 and that's going to be impossible unless you've got enemies to wail on. Obviously there's still going to be sections of the game where that's impossible but with both Charge and Leap you should be able to minimize downtime as much as possible. Stamina is taken on Charge for more fury, and Death from Above is taken because honestly all the others seem to suck and stuns are always nice. Possibly swap Death from Above with Call of Arreat.

Battle Rage: Into the Fray

This skill is a fury spender but only 20/30s so it shouldn't be a problem to keep it up. 15% all damage 3% crit is a very solid buff, but mainly taken for the rune effect which with a high crit rate and attack speed like in this build should provide mountains of fury for WotB. If you're in a short fight and have WotB runned Insanity you should swap this rune as well to Marauder's Rage. Stacking damage bonuses... yummy!

Ruthless

Not much to say here, bread and butter damage passive. With all the increased crit chance this build has this is a no brainer.

The other two passives are much more up for debate. Some good candidates:

Boon of Bul-Kathos

30 seconds off WotB CD. This might be a bit of a waste considering we only have 1/3 of the skills this passive helps, but it could really come in handy between groups of mobs where you can't keep WotB up or are getting kited or stunned and it falls off.

Animosity


10% increased fury generated sounds quite weak to me but it is extra fury and the 20 extra fury cap could prove useful too.

Weapons Master

It's hard not to like this skill, a very decent dps boost. You can't go wrong with this, +%15 damage or 3 extra fury a hit either way it's going to be a big help.

Brawler

8 yards doesn't sound very far but 30% is a big damage increase. Possibly this could be abused by using only frenzy and no aoe skills to keep a few weak enemies attacking you constantly every where you go including bosses.



skyR
Profile Joined July 2009
Canada13817 Posts
April 27 2012 12:29 GMT
#56
On April 27 2012 20:03 AndyJay wrote:+ Show Spoiler +
Here's a build I'll be definitely trying, the perma- Wrath of the Beserker Barb. I think a lot of people have thought of making this but this is my take on it anyway.

http://us.battle.net/d3/en/calculator/barbarian#WbSXiP!ZWY!cZbcYc

This build doesn't have a lot of survivability so it's probably not a good HC build, it's also probably quite gear dependant because it's of its focus on rage generation but should have excellent scaling with good gear.

Wrath of the Berserker: Thrive on Chaos

This is the what the whole build is based around, the awesome steroid skill Wrath of the Berserker (WotB). 10% CRIT 25% AS 20% Dodge and 20% MS. While this is up the Barb is a wrecking ball on speed, and one with 20% dodge as well. Normally this buff only lasts for 15s and has a 2min CD, but with the Thrive on Chaos rune effect it becomes a buff that lasts as long as you can feed it fury. The theory is that with all of your other skills geared towards feeding fury to WotB you can keep it up for as long as you're fighting enemies. Keep in mind with two mobility skills (leap/charge) as well as +20% MS you shouldn't have any troubles finding your enemies.

If you're about to go into a big fight and you know that will last 20 seconds or less, definitely swap this rune to Insanity, which causes WoTB to give +100% damage but only last 15 seconds. I don't think this needs much explanation, +100% damage should say it all.

Frenzy: Maniac

This is the main source of damage for any single target fights or high health small fights. 110% wep damage mightn't sound like much but with +75%/+25% AS, +15% dmg and +18% crit passive, it should suffice. All this attack speed is very helpful with fury generation as well.

Cleave: Reaping Swing

I have to say after playing the open beta for a few hours, trying every class, killing SK with 3 of them and getting my barb to level 13, the one ability that felt absolutely OP was cleave. 120% weapon dmg.... if you only hit one target. Needless to say if you ever only hit one target with cleave you're doing it wrong. It's no problem at all regularly hitting 3-5 mobs with cleave. Hitting 4 targets does 480% weapon damage on a skill with no cooldown and which generates fury. The rune Reaping Swing is chosen to aid fury generation. If fury generation is ok with the rune consider swapping this for Rupture against high amounts of low hp enemies or Broad Sweep against sturdier high hp enemies.

Furious Charge: Stamina
Leap: Death from Above


Most builds only advocate going one or the other with these skills but there are two main reasons I've gone with both for this build. Firstly and mainly any time out of combat is not what you want with this build, keeping WotB up is priority #1 and that's going to be impossible unless you've got enemies to wail on. Obviously there's still going to be sections of the game where that's impossible but with both Charge and Leap you should be able to minimize downtime as much as possible. Stamina is taken on Charge for more fury, and Death from Above is taken because honestly all the others seem to suck and stuns are always nice. Possibly swap Death from Above with Call of Arreat.

Battle Rage: Into the Fray

This skill is a fury spender but only 20/30s so it shouldn't be a problem to keep it up. 15% all damage 3% crit is a very solid buff, but mainly taken for the rune effect which with a high crit rate and attack speed like in this build should provide mountains of fury for WotB. If you're in a short fight and have WotB runned Insanity you should swap this rune as well to Marauder's Rage. Stacking damage bonuses... yummy!

Ruthless

Not much to say here, bread and butter damage passive. With all the increased crit chance this build has this is a no brainer.

The other two passives are much more up for debate. Some good candidates:

Boon of Bul-Kathos

30 seconds off KotB CD. This might be a bit of a waste considering we only have 1/3 of the skills this passive helps, but it could really come in handy between groups of mobs where you can't keep WotB up or are getting kited or stunned and it falls off.

Animosity


10% increased fury generated sounds quite weak to me but it is extra fury and the 20 extra fury cap could prove useful too.

Weapons Master

It's hard not to like this skill, a very decent dps boost. You can't go wrong with this, +%15 damage or 3 extra fury a hit either way it's going to be a big help.

Brawler

8 yards doesn't sound very far but 30% is a big damage increase. Possibly this could be abused by using only frenzy and no aoe skills to keep a few weak enemies attacking you constantly every where you go including bosses.


Considering how you have no fury dump, you would be at maximum fury nearly all the time so wouldn't Berserker Rage be a no brainer for a build like this since all your damage depends on Frenzy and Cleave?
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
April 27 2012 12:45 GMT
#57
Ah true, I was sort of reading WotB as draining your fury as well for some reason but it doesn't say that at all. Berserker Rage and sitting on max fury does sound like a good fit for the build.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-04-27 13:26:44
April 27 2012 13:15 GMT
#58
On April 27 2012 11:55 m3t4l_ wrote:
Have no idea on the viability of a petless WD build yet but this is my poison WD build that i will try:
http://eu.battle.net/d3/en/calculator/witch-doctor#aSRdiQ!cbX!aacZcZ


With no pets, doesn't blood ritual seem a bit dangerous? That said, if you were really attached to the 0 pets idea, you could consider Jungle Fortitude to make yourself naturally tankier, but if you were willing to step back from the concept a bit, because all 3 of your main DPS skills are physical, and you'll be doing all the DPS yourself, it might be worthwhile to consider Fetish Sycophants.

Here's a build I put together based around the Vision Quest Passive, to allow full time spamming of Fire Bats, with Hungry Bat Rune to allow easy targeting:
http://us.battle.net/d3/en/calculator/witch-doctor#cRTjQP!ThU!YZZYbc

The only nuke is runed firebats, because there should be no need for a cheap spell due to near 100% uptime on Vision Quest. Besides this, I included every large cooldown, making the best use of both the Tribal Rites and Grave Injustice Passives:

Gargantuan - partially here simply to be on cooldown for Vision Quest, also provides a source of mana-less damage in the unlikely event that you are out of mana.

Big Bad Voodoo/Fetish Army - The no-brainer 120s cooldowns, reduced to 90s by Tribal Rites, and reduced even further by Grave Injustice Procs.

Mass Confusion/Hex - Runed to provide damage amps, these provide shorter cooldown effects to rotate on each pack, so that Voodoo/Army can be used on the elites. Also allows you to safely get into range for Grave Injustice Procs.

One of the main cons to this build is the necessity of several high level passives, meaning that you wouldn't be able to get used to the playstyle before reaching near max level.


"Yes I fucked my way to the GSL partnership" - Sundance
ffreakk
Profile Joined September 2010
Singapore2155 Posts
April 27 2012 18:42 GMT
#59
Hmm...

I just realise my understanding of Shock Pulse is completely wrong. The last time i saw it was when i played w my friend's Wizard (i wasn't interested in playing a Wiz for the Open Beta Weekend, i am now :x) and i remembered wrong. Many of my comments regarding Blasterion's build have to subject to change, only the ones regarding Shock Pulse / Fire Bolt of course.

Looking at it again, this looks to be a pretty neat skill, ima craft a build based on it
Look. Only Forward. See. Only Victory.
Ramong
Profile Joined March 2011
Denmark1706 Posts
April 27 2012 19:24 GMT
#60
I have a question concerning Wizard builds:

Can bosses be chilled and frozen ?
If not doesn't that mean that "Cold Blooded" passive is useless ?

I was thinking that using Ray of Frost with Snow Blast rune and Cold Blooded passive would be great as single target damage.
But if bosses can't be chilled and frozen or affected by cold blooded then is rather useless.
"Yeah buddy"
skyR
Profile Joined July 2009
Canada13817 Posts
Last Edited: 2012-04-27 19:32:39
April 27 2012 19:31 GMT
#61
On April 28 2012 04:24 Ramong wrote:
I have a question concerning Wizard builds:

Can bosses be chilled and frozen ?
If not doesn't that mean that "Cold Blooded" passive is useless ?

I was thinking that using Ray of Frost with Snow Blast rune and Cold Blooded passive would be great as single target damage.
But if bosses can't be chilled and frozen or affected by cold blooded then is rather useless.


Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable.
Ramong
Profile Joined March 2011
Denmark1706 Posts
April 27 2012 19:40 GMT
#62
On April 28 2012 04:31 skyR wrote:
Show nested quote +
On April 28 2012 04:24 Ramong wrote:
I have a question concerning Wizard builds:

Can bosses be chilled and frozen ?
If not doesn't that mean that "Cold Blooded" passive is useless ?

I was thinking that using Ray of Frost with Snow Blast rune and Cold Blooded passive would be great as single target damage.
But if bosses can't be chilled and frozen or affected by cold blooded then is rather useless.


Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable.


Yeah, I knew that Skeleton King could be frozen but just as you I assumed that that was only him, the beta being a tutorial and all.

I just hope that bosses at least can be chilled even if just for 1% lategame
"Yeah buddy"
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
April 27 2012 20:32 GMT
#63
On April 28 2012 04:31 skyR wrote:
Show nested quote +
On April 28 2012 04:24 Ramong wrote:
I have a question concerning Wizard builds:

Can bosses be chilled and frozen ?
If not doesn't that mean that "Cold Blooded" passive is useless ?

I was thinking that using Ray of Frost with Snow Blast rune and Cold Blooded passive would be great as single target damage.
But if bosses can't be chilled and frozen or affected by cold blooded then is rather useless.


Skeleton King can be frozen but for the rest, we can only assume at this point. Logical progression would be everything in normal can be frozen, everything in nightmare can be chilled and some can be frozen, and everything in Hell / Inferno might be immune or only chillable.

There is a stat for reducing CC durations, I'd guess that bosses will get more and more of it so that they can still be slowed but its duration will be very short.
Medzo
Profile Blog Joined June 2009
United States627 Posts
Last Edited: 2012-04-28 08:00:43
April 28 2012 07:59 GMT
#64
Here is my witch doctor build. It is "petless." I really liked the Circle of Life passive ability in the beta and will be using it with fetish sycophants passive. Mass confusion + Addling toads will also add "pets" by confusing monsters. I like grave injustice because it reduces cooldowns and provides mana when my character should already be in close quarters when using toads. Not sure about Horrify until I mess with the runes but maybe replace it with Kiss of Death.

http://us.battle.net/d3/en/calculator/witch-doctor#hWZSXj!aeT!YYacca
eluv
Profile Joined August 2010
United States1251 Posts
April 28 2012 11:52 GMT
#65
Here's my attempt at a melee style demon hunter.

http://us.battle.net/d3/en/calculator/demon-hunter#UeYSXh!Vcg!YccccY

The cornerstone of the build is Shuriken Cloud runed Chakrams, giveing you a solid passive DPS boost as long as your'e in melee range. Stun Grenades and Fan of Daggers runes give good CC capability, and when combined with numbing traps should give you solid survivability. Caltrops with Bait the Trap and Culling the Weak gives another good DPS boost, and ensures that you'll have near 100% uptime of numbing traps, at least on any melee enemies.

Spike Trap and Smoke Screen are personal taste, and could possible be swapped out for a different hatred spender and Chain of Torment sentry, and the Grenadier passive could also easily be replaced. If left as is however, I see no reason you couldn't accomplish this build using only melee weapons and be reasonable viable.
"Yes I fucked my way to the GSL partnership" - Sundance
Vearo
Profile Blog Joined November 2010
Canada168 Posts
Last Edited: 2012-04-28 15:36:54
April 28 2012 14:00 GMT
#66
Something that I have been toying with:
http://us.battle.net/d3/en/calculator/barbarian#WhXkiV!Tdb!ccacac

Basically, its a barb that plays out very similarly to a Barb from Diablo 2.

Active Skills

Frenzy: Maniac
I was searching for a good Barb single-target DPS skill when I realized that it was probably it. If my assumptions are correct, with Marauder's Rage damage bonus this skill should reach a theoretical 280% effective weapon damage (translating the Increased Attack Speed to damage). It is technically second to Hammer of the Ancients + Smash (300%), but the high attack speed should translate to more crits, a more even rate of life steal, and the fact that its a fury generator means that I don't burn out after a couple of attacks. While it does require ramping up, I think that in terms of longer battles Frenzy wins out.
+ Show Spoiler [Calculations] +


Let X be weapon damage
Frenzy with Maniac:
(1.10X + 0.2X + 0.3X ) * 1.75
( Base + Maniac + Marauder's Rage) * Increased Attack Speed
=2.8X

If you include Weapon's Master's bonus to damage:
(1.10X + 0.2X + 0.3X + 0.15X ) * 1.75
(Base + Maniac + Marauder's Rage + Weapon Master) * Increased Attack Speed
=3.0625X

Weapon Master's Bonus to Attack Speed:
(1.10X + 0.2X + 0.3X ) * ( 0.1 + 1.75 )
( Base + Maniac + Marauder's Rage) * (Weapon Master + Increased Attack Speed)
=2.96X

I am not sure how to quantify criticals, but note that Hammer of the Ancients has a +5% chance to crit

Hammer+Smash
2.0X + 0.7X + 0.3X
Hammer + Smash + Marauder's Rage
=3.0X

Weapon Master Bonus to Damage:
2.0X + 0.7X + 0.3X + 0.15
Hammer + Smash + Marauder's Rage + Weapon Master
=3.15X

Weapon Master Bonus to Attack Speed:
( 2.0X + 0.7X + 0.3X ) * 1.1
(Hammer + Smash + Marauder's Rage) * Weapon Master
=3.3X




My calculations show that Frenzy benefits from additional damage and that Hammer benefits from attack speed (Assuming that's a thing that affects it). The skill tooltip no longer mentions needing two 1-hand weapons, so I assumed that it was no longer a requirement. Interestingly enough, my results show that having two faster weapons instead of one slower stronger one would point towards Hammer of the Ancients in terms of maximum damage output.

Whirlwind: Volcanic Eruption

One of my favorite skills from Diablo 2 (might be because it was the only non-shout AoE skill the barb had), I couldn't pass it up. It takes the role of AoE, non-physical damage, and a fury spender.

Leap: Iron Impact
Leap gives the barbarian a great amount of mobility, and an effective way to enter and exit the battlefield. I chose Iron Impact since it gives a very large armor boost. More on this in Gameplay Strategy

War Cry: Impunity
It gives a nice armor bonus, but more importantly it gives a massive +50% resist magic. I am assuming that resistances will be very important for the barb, as I don't see intelligence being a thing for which one would want to sacrifice other attributes. If it isn't, then Hardened Wrath or Invigorate are good options.

Battle Rage: Marauder's Rage
This shout gives Frenzy a much larger punch, and nicely boosts Whirlwind along with Revenge. Calculations show that Frenzy benefits from damage rather than IAS Not much to say about it.

Revenge: Provocation
While I could have Rend as an active skill, I think that having Revenge as a passive should work better in the context of this build. The build has the player actively using Frenzy/WW which keeps the player in the thick of things. Having the skill as a passive means that I can unleash life-recovering AoE regardless of what I am doing at the time. I selected having the higher chance to activate, as it effectively doubles the output of the skill.

Passives:

Juggernaut
I am not sure how often control impairing effects are going to come up, so this passive is based upon not being killed upon having one cast upon me. The reduction of the effect and a chance to recover life keeps me alive. If those effects aren't really a problem then this passive is freed up for Relentless.

Bloodthirst
I chose this skill based upon the high damage output of my damaging skills, thereby increasing my survivability. It should nicely stack with Revenge as well, giving 5% total life in addition to 3% life steal.

Nerves of Steel
This adds more survivability for my barb such that I take less damage. I am not sure how well this will actually scale, but the basic premise is that adding additional Vitality gear will be much more effective in keeping alive against physical attacks.

Gear

The best gear for this build would be high Strength and/or high Vitality. The skills are oriented towards boosting armor for damage reduction and returning damage for life steal. Since Revenge does not care about how much damage you take, dexterity may actually be a detriment since dodging will not activate the skill.

Combat

Combat should flow like this:
1) Cast War Cry
2) Use the Rage generated from War Cry to cast Battle Rage
3) Leap into the fray
4) Not give a shit

The high armor, magic damage reduction, control impeding effect reduction, and passive life steal should keep you alive while your high damage active skills kill everything. If monsters are stronger than I think, Leap can be given Death From Above to give you some wriggle room via stun at the cost of Revenge.
"Smooth as Pie" - Day[9]
MoonfireSpam
Profile Blog Joined September 2010
United Kingdom1153 Posts
April 28 2012 15:02 GMT
#67
ATATATATATATATATATA Fist of the North Star sustain attack monk.
http://us.battle.net/d3/en/calculator/monk#UbfXVk!gYb!ZcZYYY

Way of 100 Fists + Blazing Fists
Was thinking this would be general spirit generating attack and singe target damage. Should be using it enough to have the buff stacked almost constantly.

Deadly Reach + Foresight
Bit more AOE. 18% damage buff.

Cyclone Strike + Implosion

Vacuum all evenies towards me. This may be bad on higher difficulties but we shall see. This will be used after tagging enemies with Exploding Palm.

Exploding Palm + Impending Doom
Large spirit pool aims to let me tag 2-3 enemies and then activate cyclone strike. Extended bleed duration to allow time for this.

Breath of Heaven + Infused with Light
Nice heal + additional spirit generation.

Mantra of Conviction + Reclamation
Additional damage and a 30% heal on melee attacks. Does this apply to every enemy hit by Deadly Reach?

Passives:
Combo strike - 2x spirit generators for a further 18% damage buff
Transcendence - I envision this build will burn lots of spirit fast and get it back fast too.

Hopefully there are enough enemies or long enough fights where I should be rocking +15% move speed, 49% damage. With some decent sustain. Haven't tried it so of course I don't know how well spirit will work.

I am loving how many possibilities there are with each class.
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
Last Edited: 2012-04-28 15:45:43
April 28 2012 15:45 GMT
#68
I made a build for a Witch Doctor, I'm not sure of its viability for higher difficulties, you might get shafted if you get walled + moltened or something as you have no spirit walk but hey, you can switch easy or even get rid of the gargantuan to get a CC.

Dr. Relentless

http://us.battle.net/d3/en/calculator/witch-doctor#cSedYT!bdf!aZcacY

Ok so the jist of it is, you have your zombie dogs + gargantuan with zombie handler to give you an extra dog + gargantuan health, the dogs self heal and the gargantuan has a small AoE DoT around him. Their job is to take the heat for you as with this build you have no defensive moves.

Your main moves are Firebats (Dire Bats) + Locust Swarm (Devouring Swarm), these are high cost but pretty sick moves so as a result I have tried to stack up as much mana regen stuff as possible, if its too much FireBats can always be swapped out for something more appropriate.

Mana regen - Devouring Swarm on Locust Swarm, Draining Spirit on Haunt, Swallow your Soul on Soul Harvest and the Spiritual Attunement and Rush of Essence passive. I should think that all these should give you a pretty solid rate of mana regen to allow you to spam the crap out of those two beast mouse skills whilst your beasts take the heat as best they can.
Malkavian183
Profile Joined February 2011
Turkey227 Posts
April 28 2012 18:11 GMT
#69
http://us.battle.net/d3/en/calculator/witch-doctor#hZijeU!bTZ!babbYc

I'm really up for WD petless builds. This build is mostly designed to go without pets, relying mostly on AOE and slow from Grasping Dead and mass confusion for emergencies and haunt for higher single target damage.

I always liked the acid cloud skill so the main idea is casting Grasp of the Dead intially, casting Acid Cloud, casting a few Haunt then spam fire bomb and cast Mass Confusion if necessary, since the passives require you to stay close to enemies you can take Kiss of Death rune for Acid Cloud.
Inject Bitch!
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
April 28 2012 20:16 GMT
#70
http://us.battle.net/d3/en/calculator/demon-hunter#UkiVQP!heg!aaYZcZ

My second DH build. This is kinda crazy and since I haven't seen anyone else use the Ballastics passive, I decided to make it.

The overall gist is to use Gernades with the Tinkerer rune and the Grenadier passive to give you a generation rate of 8 hatred per shot.

After that, you can throw down a Sentry with the Spitfire rune utilising the Ballistics passive.

From there on it's your choice depending on the amount of enemies before you. You can use Cluster Arrow with the Shooting Stars rune which benefits not only from the Grenadier passive, but also from the Ballistics passive. You can use strafe if you need to get away from enemies, equiped with the Rocket storm rune. Or you can use Multishot with the Arsenal rune to cut through mass mobs of enemies.

Finally, if you ever find yourself running out of hatred, (which you probably will), you can use Preparation with the Punishment rune to max out your hatred again, at the cost of discipline (which may limit your amount of sentries you can place; however, it's more worth it to be dishing out large amounts of damage quickly than small amounts over time.

The rockets are nice because they don't require a lot of management. Rockets are self-guided, so all you need to do is shoot and ensure that you don't die.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
April 28 2012 21:26 GMT
#71
When skill description just came out, I've devised a devilish PvP build for a Wizard revolving around homing magic missile.

Basically, get all passives and skill runes into spawning illusions and dislocation and get the skill rune that makes illusions deal 25% of your damage. Afaik, you could have up to 6 illusions all throwing homing magic missiles at your opponent and even when the poor fella guessed which one is you you just teleported away. Now you can have less illusions, they deal less damage (10%) and the game doesn't even have PvP. GG build.
You want 20 good men, but you need a bad pussy.
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
April 28 2012 22:55 GMT
#72
http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYb

I'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles.

Hungering Arrow + Spray of Teeth

This is going to be my spam ability that will greatly benefit from my passives

Caltrops + Bait the Trap
I like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase

Vault + Acrobatics

This ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say.

Marked for Death + Contagion

Another must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills.

Sentry + Aid Station

I like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs.

Rain of Vengeance + Stampede

This will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use.

Passives -

Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point.

Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles.

Sharpshooter - 3% critical chance, what can I say?

Feel free to comment on what you would change or if you even like my build. Can't wait for release!
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
April 28 2012 23:09 GMT
#73
On April 29 2012 07:55 TheRealDudeMan wrote:
http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYb

I'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles.

Hungering Arrow + Spray of Teeth

This is going to be my spam ability that will greatly benefit from my passives

Caltrops + Bait the Trap
I like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase

Vault + Acrobatics

This ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say.

Marked for Death + Contagion

Another must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills.

Sentry + Aid Station

I like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs.

Rain of Vengeance + Stampede

This will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use.

Passives -

Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point.

Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles.

Sharpshooter - 3% critical chance, what can I say?

Feel free to comment on what you would change or if you even like my build. Can't wait for release!


I would change the sentry aid station to Spike Trap with Long Fuse. I feel like it would compliment your build more since you seem to want to be able to stand in one place. This way, if anyone got near you, they would blow up from aoe spike trap with massive damage, you would have your passive 20% damage boost, and you would have your 10% crit boost from staying in the caltrops.

Other than that, it looks good. I made a build off of a similar idea of not moving from a spot. This build would be more for pvp and give players a false sense of security.

http://us.battle.net/d3/en/calculator/demon-hunter#WeYjhS!VUY!cccZZb

By increasing the time before things went off, like the Bola shot, and the long fuse spike trap, I figure it will take players by surprise when they see no damage for 1-2 seconds and then suddenly a huge influx of damage hits them.

Also, if they get anywhere near me, my Shruiken cloud will deal damage, along with the fan of knives which should also deal massive damage.

If they decide to get close to me, my mark of death and caltrops will also work wonders on them, especially with my Numbing Traps passive that reduces their damage by 25% if hit by caltrops, spike trap, or fan of knives.

Coupled with my passives Custom engineering for longer traps and Steady aim to punish anyone who doesn't try to kill me, this style should be hard to beat.


HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
April 28 2012 23:53 GMT
#74
7 sided strike is one of the coolest abilities in the game to me, so I tried to make a build that used that as a big source of damage. The idea is that you ramp up your total damage, use 7 sided strike, then rely on serenity and blinding flash for reducing damage in between cool-downs.

Whether it is viable or not will depend a lot on how Beacon of Ytar interacts with the Sustained Attack rune, I think.

http://us.battle.net/d3/en/calculator/monk#bUgYTQ!VgU!caZcYc
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
April 29 2012 00:10 GMT
#75
On April 29 2012 08:09 Lagcraft wrote:
+ Show Spoiler +
On April 29 2012 07:55 TheRealDudeMan wrote:
http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYb

I'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles.

Hungering Arrow + Spray of Teeth

This is going to be my spam ability that will greatly benefit from my passives

Caltrops + Bait the Trap
I like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase

Vault + Acrobatics

This ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say.

Marked for Death + Contagion

Another must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills.

Sentry + Aid Station

I like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs.

Rain of Vengeance + Stampede

This will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use.

Passives -

Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point.

Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles.

Sharpshooter - 3% critical chance, what can I say?

Feel free to comment on what you would change or if you even like my build. Can't wait for release!


I would change the sentry aid station to Spike Trap with Long Fuse. I feel like it would compliment your build more since you seem to want to be able to stand in one place. This way, if anyone got near you, they would blow up from aoe spike trap with massive damage, you would have your passive 20% damage boost, and you would have your 10% crit boost from staying in the caltrops.

Other than that, it looks good. I made a build off of a similar idea of not moving from a spot. This build would be more for pvp and give players a false sense of security.

http://us.battle.net/d3/en/calculator/demon-hunter#WeYjhS!VUY!cccZZb

By increasing the time before things went off, like the Bola shot, and the long fuse spike trap, I figure it will take players by surprise when they see no damage for 1-2 seconds and then suddenly a huge influx of damage hits them.

Also, if they get anywhere near me, my Shruiken cloud will deal damage, along with the fan of knives which should also deal massive damage.

If they decide to get close to me, my mark of death and caltrops will also work wonders on them, especially with my Numbing Traps passive that reduces their damage by 25% if hit by caltrops, spike trap, or fan of knives.

Coupled with my passives Custom engineering for longer traps and Steady aim to punish anyone who doesn't try to kill me, this style should be hard to beat.




Yeah the other abilities I'm looking to replace the sentry turret with is Multi Shot, Rapid Fire and Spike Trap. Spike Trap is enticing, I might give it a try. My build basically wants to accomplish a sniper role as in pick a prime spot, set up my defenses, unleash hell, and then retreat to a new spot when necessary.

As for your build, it sounds great. I have a feeling that it is going to rely heavily on your gear since you don't use vault, smokescreen or evasive fire. Just seems like you need to control perfectly in order to not get hulk smashed from a relentless assault. Like I say though, I'm not much of a PvP'er so I might be wrong.
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
archon256
Profile Joined August 2010
United States363 Posts
April 29 2012 00:37 GMT
#76
On April 29 2012 08:53 HardlyNever wrote:
7 sided strike is one of the coolest abilities in the game to me, so I tried to make a build that used that as a big source of damage. The idea is that you ramp up your total damage, use 7 sided strike, then rely on serenity and blinding flash for reducing damage in between cool-downs.

Whether it is viable or not will depend a lot on how Beacon of Ytar interacts with the Sustained Attack rune, I think.

http://us.battle.net/d3/en/calculator/monk#bUgYTQ!VgU!caZcYc

Heh, funny, I was thinking of something similar this morning.
http://us.battle.net/d3/en/calculator/monk#bVTXYk!VbX!cccbca

Cast Blazing Wrath for +15% damage, use Foresight for spirit generation and +18% damage, walk up to the largest enemy, cast Faith in the Light (Blinding Flash) to deal additional 30% weapon damage per hit, tag the monster with Essence Burn, pop Overawe for +48% damage and then cast Fulminating Strike.
That's (1 + 0.15 + 0.18 + 0.48)*7*(1.11 + 0.3) = 1.81*7*1.41 = ~1886% weapon damage as single-target damage,
1.81*7*1.11 = ~1406% weapon damage as AoE,
followed by multiple boosted Essence Burn procs as enemies explode one after the other in the middle of your combo. :D

Mine's a lot more glass cannon than yours, though. And relies almost entirely on one big combo. I'll probably only use it in areas with a lot of enemies with low damage, so I can herd everything into one spot and hit them with the full AoE from Fulminating Onslaught and Essence Burn.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
-Cyrus-
Profile Joined June 2011
United States318 Posts
April 29 2012 01:28 GMT
#77
I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.

Anyone else feel this way?
Baobab
Profile Joined October 2010
Korea (South)153 Posts
Last Edited: 2012-04-29 05:20:01
April 29 2012 02:15 GMT
#78
Here's my Wizard Build: http://us.battle.net/d3/en/calculator/wizard#UcXdjm!cYV!aaYaaa

Chain Lightning + Paralysis (passive) + Prodigy (passive) : Should get a lot of stun procs, and be gaining lots of Arcane Power (especially if Prodigy procs every time Chain Lightning deals damage, as opposed to every time I cast it).

Arcane Orb /w Obliteration : My main damage dealer, and where I will be spending most of my Arcane Power. With this + familiar + Glass Cannon passive, it should deal a fair bit of AoE damage.

Diamond Skin + Prism : Emergency skill if I get swarmed. Pop it, spam cheap Arcane Orbs, and finish off with...

Wave of Force + Impactful Wave : Another survival skill, but it's flexible as it can be used for good damage as well. keeps enemies off my back at demand, can even deal with projectiles. Seems to have good synergy with Diamond Skin.

Familiar + Sparkflint : If I'm reading this correctly, all my attacks deal +12% percent damage, and the Familiar deals some damage on its own as well. I don't know why you would take Magic Weapon over this at any time, since the most it can do is +15% damage... Although I guess some of the later runes on it (Conduit, Blood Magic) seem nice. Any thoughts?

Archon + Arcane Destruction : Not a big fan of power skills with big cooldowns, but this seems like it could be a lot of fun, especially in the lower difficulties. On Hell/Inferno, I'll probably switch it out for Ray of Ice + Snow Blast for some nice single-target damage on bosses, since that's what this build lacks to some extent, or another survivability skill like Mirror Image.

Any thoughts/comments/suggestions welcomed!
한국어 배우고 있어요 ... 너무 어려우니까 도와주세요 ㅋㅋㅋ
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2012-04-29 02:56:12
April 29 2012 02:56 GMT
#79
honestly, builds are going to depend on gear found because builds aren't hard locked in D3
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
skyR
Profile Joined July 2009
Canada13817 Posts
April 29 2012 03:15 GMT
#80
On April 29 2012 10:28 -Trippin- wrote:
I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.

Anyone else feel this way?


I'm the exact opposite. I had my mind set on Wizard but after Blizzard changed the passives and I looked more into the skills of each class, I decided to switch to a Barbarian. I have no interest in playing a Monk or Witch Doctor at all and I don't like the play style of a Demon Hunter.

I don't see Barbarian lacking. I think the only useless passive is the Pound of Flesh one which gives you +25% chance in finding health globes and +100% additional life from health globes. You can have a single DPS build, AoE build, hybrid build, loot-whore build (lolol, Threatening Shout with Grim Harvest and Hammer of the Ancients with Birthright - might be fun), tanky build, full fury build, and so on.

Whereas, the wizard has is meh. Four of the wizard passives basically forces you into an element and the Unstable Anomaly passive is absolutely garbage compared to the Barbarian's or Monk's equivalent. Cold Blooded sucks compared to the passive it replaced.
skyR
Profile Joined July 2009
Canada13817 Posts
April 29 2012 23:45 GMT
#81
I just realized Frenzy only increases Frenzy attack speed and not overall attack speed >.<
Mysticesper
Profile Joined January 2011
United States1183 Posts
April 30 2012 00:30 GMT
#82
I was screwing with a few things...

I present.. the Void ray Wizard!
http://us.battle.net/d3/en/calculator/wizard#UiXTYZ!cWX!abZZcZ

Primary Signature Skill:
Electrocute + Chain Lightning
- Primary recovery skill for one main reason: Multiple targets per cast. While prodigy only gives 4ap for each damaging cast (meaning not per hit), +AP on crit will skyrocket once crit levels get high enough. When they are high enough, Prodigy could be replaced with something else.

Primary "Secondary" Skill:
Disentigrate + Volatility
- This sounds like it would be a ton of fun.. Beams appear to pierce through enemies, and having them blow up to damage enemies near them just seems... fun.

Secondary "Secondary" Skill:
Ray of Frost + Snow Blast
- High Single Target DPS, much like our void ray friend we already know.

"Defensive" Skill #1:
Diamond Skin + Prism
- Survivability + AP Reduction. Increases time that can be spent Frosting or Disentigrating.

"Defensive" Skill #2:
Frost Nova + Deep Freeze
- Survivability + crit. Locks things into place so I can reposition + higher crit rate for +AP on crit, and damage in general.

Primary "Conjuration" Skill:
Storm Armor + Power of the Storm
- AP reduction. Combined with Diamond Skin, my ray skills cost 10 per cast, and with AP regeneration above 10, I can cast these much longer, though it varies by weapon speed.

Passives:
Prodigy -- AP Regeneration. Once I get itemized for crit and +AP on crit, this could be replaced with something else, though I am not sure what. Probably Glass Cannon or Critical Mass (depending on how good it actually is and whether an internal hidden PPM exists) to keep frost nova and Diamond Skin downtime to a minimum.

Cold Blooded -- Damage, works well with Frost Ray + Frozen Nova, and allows for Disentigrate + Chain Lightning to benefit from it.

Astral Presence: Again, depending on itemization, this could also be replaced. Earlier on, just extra regeneration and increased time to spam Ray of Frost on champions / bosses.


Things can change, obviously. I don't really know much about some of the special Wizard perks on their items. Teleport may be necessary to save yourself from silly monster combos (Waller + stuff). But I would see this benefiting from a high crit gear setup to increase the length of spamming ray spells, possibly indefinitely.


May 15 should hurry up (though my ETA on delivery is the 17th.. Amazon isn't letting me have the option of release date delivery)
archon256
Profile Joined August 2010
United States363 Posts
Last Edited: 2012-04-30 00:50:36
April 30 2012 00:49 GMT
#83
It's not a Void Ray wizard if (both) beams don't get stronger over time!
"The troupe is ready, the stage is set. I come to dance, the dance of death"
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
April 30 2012 01:11 GMT
#84
All you need is to get "flux vanes" aka teleport lol Sounds cool though. I will definitly be calling wizards with that ability void rays.
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
May 04 2012 05:27 GMT
#85
Ignore my last build this is my Demon Hunter build that I will be going for

http://us.battle.net/d3/en/calculator/demon-hunter#fcXVSb!aYe!YaZbbb

The build has very high survivability
"Primary" attack
Evasive fire - displace
Quite an odd choice for a primary attack but it generates good hatred and does decent damage, also the backflip is helpful without vault. When spamming this it is easy to keep away from enemies.

Secondary attack
Rapid fire - withering fire
Rapid fire is my main hatred dump attack and it has very good damage for hatred cost. It will be used whenever there are no nearby enemies around, I got the withering fire rune so I can cancel firing and run without too much loss.

Defensive
Smoke screen - lingering fog
This is my defensive spell. Smoke screen makes you immune to damage and breaks CC and so it is the only spell Demon Hunters have against certain rare mobs e.g. wallers and in PvP. Smoke screen will allow the Demon Hunter to set up (position, traps etc).

Defensive skill #2
Preparation - battle scars
This ability will allow me to use both evasive fire and smoke screen liberally and not having to worry about suddenly being out of discipline when I need to get away. The rune helps the skill with its role as the panic button.

AOE
Spike trap - long fuse
Spike trap with long fuse does ridiculous damage, regardless of AOE. In conjunction with the passives it has the potential to do terrible terrible damage.

Utility
Entangling shot - heavy burden
This ability is pretty straight forward, it is used as a slow, something crucial for Demon Hunters. Also it is my other hatred generator when I don't want to backflip.

Passives:
Tactical advantage
This passive will allow for escape and re-positioning whenever I use smokescreen or evasive fire.

Steady aim
Huge damage increase when no nearby enemies, a position easy to achieve with such a maneuverable build.

Archery
Straight forward damage buff.

As you can see, great survivability in this build which allows you to maneuver really well. But it also is capable of huge damage, both single target and AOE.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2012-05-07 02:23:44
May 04 2012 06:22 GMT
#86
Ok, this is a Barbarian build based around fast attacks, and lots of sustained buffs by taking advantage of fury generation and crit mechanics. Basically we're trying to get as much use as possible out of Frenzy+Battle Rage+Wrath of the Berserker. The character is going to be very very strong in bursts, and part of the goal is to sustain those bursts for as long as possible. It should be sustainable against both packs and single monsters, but it will shine against groups of monsters where you can use revenge to the fullest.

http://us.battle.net/d3/en/calculator/barbarian#WeRViP!WTZ!cZbaYc

We take Frenzy + Maniac, because more damage is nice, and we want to make as many attacks as possible in order to crit. Before unlocking Maniac at level 59, or as a preference thing, you can also take Triumph for the heal on kill. You'll be using Frenzy a lot, so healing from kills will be nice.

I'm torn between 3 options on the secondary skill.

Either Whirlwind + Windshear will be for sustaining our fury (due to attack speed), or how well it can crit (if you take Blood Funnel), or Seismic Slam+Shattered Ground/Strength from the Earth to clear some space around you and maintain fury since you don't have that much mobility, or Rend+Bloodlust as an additional means of healing yourself.

Ignore Pain+Ignorance is Bliss is going to go great with the idea of being burst-y and powerful, plus it's going to be great for heated situations.

Revenge+Vengeance is Mine is going to make you shine against clumped mobs and keep your fury and health topped off. Would also consider Best Served Cold as the rune of choice if the bonus to crits translates well to Battle Rage.

Battle Rage+Into the Fray is one half of the key to this build, because you gain a nice-ish critical hit chance and damage bonus, as well as the added fury gain to sustain WotB.

Wrath of the Berserker+Thrive on Chaos this skill seems like a nice, solid, if mindless self-buff that I want to keep up as long as humanly possible in a tense situation. This build should be able to function on pure attacks even without this skill, though it will generally lack a good fury spender. Point is, this helps us hack and slash a lot, and we're going to feed it as much fury as we can in order to sustain it.

Passives:
Animosity + Ruthless + Juggernaut
These are pretty self-explanatory, they help us generate fury for WotB and Juggernaut keeps us swinging more so we're less likely to get stunned, stop attacking, and have WotB fizzle out.
Alternately, if using an axe/mace with this build, you can replace Juggernaut with Weapons Master to get another +10% crit chance if you're confident enough ignoring enemy CC (I have no idea how prevalent that's going to be in hell/inferno).
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 04 2012 06:36 GMT
#87
On April 29 2012 10:28 -Cyrus- wrote:
I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.

Anyone else feel this way?


What? No way. He can focus on AOE, single-target, tanking, lifesteal, mobility, hybrid, and group/sustained buffs. And his passives allow for so much customization and synergize so well with anything you want to build on him. It's crazy.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
May 04 2012 06:54 GMT
#88
On May 04 2012 15:22 Vod.kaholic wrote:
+ Show Spoiler +
Ok, this is a Barbarian build based around fast attacks, and lots of sustained buffs by taking advantage of fury generation and crit mechanics. Basically we're trying to get as much use as possible out of Frenzy+Battle Rage+Wrath of the Berserker. The character is going to be very very strong in bursts, and part of the goal is to sustain those bursts for as long as possible. It should be sustainable against both packs and single monsters, but it will shine against groups of monsters where you can use revenge to the fullest.

http://us.battle.net/d3/en/calculator/barbarian#WeRViP!WTZ!cZbaYc

We take Frenzy + Maniac, because more damage is nice, and we want to make as many attacks as possible in order to crit. Before unlocking Maniac at level 59, or as a preference thing, you can also take Triumph for the heal on kill. You'll be using Frenzy a lot, so healing from kills will be nice.

I'm torn between 3 options on the secondary skill.

Either Whirlwind + Windshear will be for sustaining our fury (due to attack speed), or how well it can crit (if you take Blood Funnel), or Seismic Slam+Shattered Ground/Strength from the Earth to clear some space around you and maintain fury since you don't have that much mobility, or Rend+Bloodlust as an additional means of healing yourself.

Ignore Pain+Ignorance is Bliss is going to go great with the idea of being burst-y and powerful, plus it's going to be great for heated situations.

Revenge+Vengeance is Mine is going to make you shine against clumped mobs and keep your fury and health topped off.

Battle Rage+Into the Fray is one half of the key to this build, because you gain a nice-ish critical hit chance and damage bonus, as well as the added fury gain to sustain WotB.

Wrath of the Berserker+Thrive on Chaos this skill seems like a nice, solid, if mindless self-buff that I want to keep up as long as humanly possible in a tense situation. This build should be able to function on pure attacks even without this skill, though it will generally lack a good fury spender. Point is, this helps us hack and slash a lot, and we're going to feed it as much fury as we can in order to sustain it.

Passives:
Animosity + Ruthless + Juggernaut
These are pretty self-explanatory, they help us generate fury for WotB and Juggernaut keeps us swinging more so we're less likely to get stunned, stop attacking, and have WotB fizzle out.
Alternately, if using an axe/mace with this build, you can replace Juggernaut with Weapons Master to get another +10% crit chance if you're confident enough ignoring enemy CC (I have no idea how prevalent that's going to be in hell/inferno).


It seems that seismic slam is counter intuitive to your hinge ability Wrath of the berserker. I say that because your revenge ability seems to be what gets you that +1 second on your duration quickly. I like the build but I would even suggest Ground Stomp + Foot of the Mountain. Use wrath of the bezerker, ground stomp when they cluster then use revenge followed up by battle rage into spamming frenzy. That already puts you at an easy 18-20 second WotB and ground stomp will cooldown before then.

Just something to think about. It is good to have a interchangeable ability that will do well with minor gameplay adjustments. I might try it after I get far with my Demon Hunter.
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-04 10:42:10
May 04 2012 10:12 GMT
#89
I didn't get to play D3 yet but I thought of an interesting super hard tanky build.

Passives:
One with everything (all resists = your best resist)
Seize the initiative (100% of dex-->armour)
Guardians path (15% dodge duel wielding)

Fist of thunder+ lightning flash (+16% dodge for 2s)
Tempest rush + slipstream (25% less damage taken when you run through)
Breath of Heaven + penitent flame (AoE fear when you use it)
Dashing strike+Blinding speed (20% dodge for 3 seconds)
Cyclone strike+wall of wind (20% dodge for 3 seconds)
Mantra of evasion + hard target (15% dodge +20% armour)
Basically you stack as much as possible on 1 resist and dexterity (don't need int because you only need 1 resist, don't need str because dex is giving you armour). Duel wield with thunder to maintain enough spirit to keep your dodge up. Breath of heaven +Tempest rush is your lifesaver can be used with dashing strike too.

+86% dodge total +your dexterity dodge, I know it's not going to like that it's going to cap off so it doesn't scale ridiculously but huge armour+huge dodge+resists should be insane and you have great mobility. You don't have any damage, though, lol, need another teammember to do that.

If you get 1 combo'd in CC in inferno you get pacism which is another 75% reduction to all dmg while being CC'd. dropping the 15% duel wield dodge.

The main issue is probably being able to get items with mostly 1 resist, dex and vit mainly as well. I guess you'll Gem as much as possible to make up for what you can't get in dex and X resist.
Maybe remove some of the escape skills for harder damage you're probably unkillable anyway.

Your combo is dash in-->fists of thunder-->cyclone strike to activeate all your dodge and dash to a fringe mob when you're in the middle constantly to keep them moving instead of hitting you. If you get in trouble heal yourself with AoE fear and dashing strike to one dude and run off.

I was thinking of a mass regen build to synergize with it, but you'd have to drop mantra of evasion, or only use it for the 3 seconds you gain +30 %.

It depends a lot on gear. Like the whole concept of "all dodge" "all healing" stuff doesn't make sense, because they scale multiplicatively with each other. You should stack lots of healing with lots of dodge lots of armour and lots of resistances for maximum tankiness. Does anyone know how much armour you get from each point of strength? As in how much are you losing by building full dex on a monk?

Oh also, I forgot this build is dex stacking so the damage isn't all that bad if you add a few tweaks.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-04 10:21:04
May 04 2012 10:16 GMT
#90
Edit: @above - I think this could work so long as you really did gem as much Dex as possible. Because it's now giving you survivability through both dodge and armor, as well as increasing your damage it might just work. In this case you'd get your damage not from DPS abilities/runes but from sacrificing Vit to max Dex.

This is a bit of a joke build for the Witch Doctor, using only spirit spells.

http://us.battle.net/d3/en/calculator/witch-doctor#eXUdgj!afb!ccZaaZ

The fundamental idea is that with the Rush of Essence Passive, combined with runes on nearly every ability to return mana, you will have nearly unlimited mana and won't need a low cost physical spell to spam. Without further ado then, here it is:

Haunt - With Draining Spirit rune. Gives good passive DPS and adds to your mana regen for very low cost once you get it started.

Horrify - With Ruthless Terror rune. Short cooldown CC, with "on demand" mana regen. With Rush of Essence, hitting even a single enemy means the spell is free.

Spirit Walk - With Honored Guest rune. More "on demand" mana regen, while also giving a nice survivability buff. The build plans on spending a lot of time in melee range, so this is a good addition.

Soul Harvest - With Swallow Your Soul rune. Simple DPS increase that will be easy to keep up with the amount of time you spend in melee.

Spirit Barrage - With The Spirit is Willing rune. Your spammable nuke. Between the rune effect and rush of essence, this only costs you about 30 mana, so that with the other mana regen tools in the build it shouldn't be an issue to spam it.

Mass Confusion - Rune to taste. This is actually the only spirit spell left, but it's still a good addition to the build. I chose the devolution rune, for a chance to proc pets since I'm otherwise petless.

Passives:

Rush of Essence, Spiritual Attunement - Self explanatory.

3rd to taste, I chose Circle of Life again for the chance at some pets, and also the fact that most of the kills in the build should happen inside the radius. An alternate choice would be Jungle Fortitude to compensate for the lack of pets.
"Yes I fucked my way to the GSL partnership" - Sundance
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 04 2012 11:05 GMT
#91
@eluv, that build looks amazing fun. So much mana regen haha! Most of the spells have cooldowns though, which is kinda bad for a mana heavy build. But I guess you can spam Spirit Barrage and Haunt to deal some burst damage.
Playgu
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-04 11:38:00
May 04 2012 11:37 GMT
#92
On May 04 2012 19:16 eluv wrote:
Edit: @above - I think this could work so long as you really did gem as much Dex as possible. Because it's now giving you survivability through both dodge and armor, as well as increasing your damage it might just work. In this case you'd get your damage not from DPS abilities/runes but from sacrificing Vit to max Dex.


Everyone else seems to have even less damage in their monk builds tho, mostly focused around lots of healing while to me it's silly not to abuse the crazy synergies from "one with everything" and the Dex-->Armour meaning with just one resistance stat stacking and 1 stat stacking you're getting every defensive stat except for hp as well as damage.

Not to mention it's probably only a build for having a high damage Wizard/WD/DH in behind you.
Krowser
Profile Joined August 2007
Canada788 Posts
May 04 2012 13:43 GMT
#93
On May 04 2012 15:36 Vod.kaholic wrote:
Show nested quote +
On April 29 2012 10:28 -Cyrus- wrote:
I was very interested in the Barbarian at first, but after studying the classes a lot I have found that Barbarian has the least customization in terms of viable passives and skill buillds when in comparison with, well, every other class. I really enjoy the prospect of cutting things down with a giagantic two handed sword, but I get the feeling that the versatility of the other classes might make them more entertaining in the long run.

Anyone else feel this way?


What? No way. He can focus on AOE, single-target, tanking, lifesteal, mobility, hybrid, and group/sustained buffs. And his passives allow for so much customization and synergize so well with anything you want to build on him. It's crazy.


Well, he has some sort of a point. Most of the barbarian skills are along the lines of ''swing your weapons for a buttload of damage''. On way or an another, they are all similar.

However, what the barbarian has that no one else does (except for the DH) is the access to all the different kinds of weapons.
Sword and shield, two handed, dual wield, swords, maces, hammers, flails, spears, halberds, etc.

Sure you can use an axe if you're a wizard (Harry) but you won't actually be swinging it. You're still firing lightning bolts and energy beams.

That said, I'm playing barbarian for sure. I want a giant hammer, possible the Immortal King's set. That's what I had in D2 :D
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
zJayy962
Profile Blog Joined April 2010
1363 Posts
May 04 2012 16:09 GMT
#94
My AoE WD (petless). I also want to make a suicide zombie AoE build because that sounds ridiculously fun.

Firebomb - basic attack (probably will only be using this after I cast all of my cooldown AoE skills

Grasp of the Dead - AoE and slowing rune for CC

Soul Harvest - Not sure on the rune for this one. Probably the AoE attack for more AoE

Wall of Zombies - The AoE one that does 700+% damage looks amazing. Not the definite rune choice.

Acid Cloud - Looks like great AoE damage. Also a dot so I can cast this early on and do other things while it ticks for damage

Mass Confusion - In the early difficulty levels I see myself using this for more damage but probably later on this will become a survival skill.


Passives:

Pierce the Veil - 20% more damage at the cost of 30% more mana use. This itself is probably a really shitty passive but I make up for it with the other passive.

Spiritual Attunement or Vision Quest - I'm not sure which one fits better here but spiritual attunement gives me mana regen and 20% more mana while Vision Quest works better if I constantly have spells on cooldown. Will have to test this.

Grave injustice - Reduces cooldowns and gives me mana for everything I kill around me. Since all my skills are on a decent cooldown (I have cooldowns that are 8, 25, 15, and 10) This should help me spam skills around a lot.

This looks like a really good petless WD build after I get bored of using my full pet build. Tons of AoE damage EVERYWHERE with soul harvest and pierce the veil my +% damage will be ridiculous. This might be weak versus boss fights though since my single target DPS isn't all that great but I will have a spammable Firebomb. Hopefully that helps.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-04 19:54:36
May 04 2012 19:54 GMT
#95
On May 05 2012 01:09 zJayy962 wrote:
My AoE WD (petless). I also want to make a suicide zombie AoE build because that sounds ridiculously fun.
+ Show Spoiler +

Firebomb - basic attack (probably will only be using this after I cast all of my cooldown AoE skills

Grasp of the Dead - AoE and slowing rune for CC

Soul Harvest - Not sure on the rune for this one. Probably the AoE attack for more AoE

Wall of Zombies - The AoE one that does 700+% damage looks amazing. Not the definite rune choice.

Acid Cloud - Looks like great AoE damage. Also a dot so I can cast this early on and do other things while it ticks for damage

Mass Confusion - In the early difficulty levels I see myself using this for more damage but probably later on this will become a survival skill.


Passives:

Pierce the Veil - 20% more damage at the cost of 30% more mana use. This itself is probably a really shitty passive but I make up for it with the other passive.

Spiritual Attunement or Vision Quest - I'm not sure which one fits better here but spiritual attunement gives me mana regen and 20% more mana while Vision Quest works better if I constantly have spells on cooldown. Will have to test this.

Grave injustice - Reduces cooldowns and gives me mana for everything I kill around me. Since all my skills are on a decent cooldown (I have cooldowns that are 8, 25, 15, and 10) This should help me spam skills around a lot.

This looks like a really good petless WD build after I get bored of using my full pet build. Tons of AoE damage EVERYWHERE with soul harvest and pierce the veil my +% damage will be ridiculous. This might be weak versus boss fights though since my single target DPS isn't all that great but I will have a spammable Firebomb. Hopefully that helps.


I think the build has a cool concept, where you replace consistent pet damage with consistent AoE, personally though I'd play it slightly differently. My take on it is Here.

Basically, I think you're correct in identifying Pierce the Veil as a weaker passive, as essentially it costs you 2 passive slots because you're forced to spend one on mana regen. With that in mind, what I did was replace mass confusion with Locust Swarm, keeping at the idea of consistent AoE, and then using the Bad Medicine Passive because between the swarm and Acid Cloud it should have very high uptime. For the last passive, because of the number of physical spells you're using I chose Fetish Sycophants, but that's just personal preference.
"Yes I fucked my way to the GSL partnership" - Sundance
zJayy962
Profile Blog Joined April 2010
1363 Posts
Last Edited: 2012-05-04 20:58:48
May 04 2012 20:56 GMT
#96
On May 05 2012 04:54 eluv wrote:
Show nested quote +
On May 05 2012 01:09 zJayy962 wrote:
My AoE WD (petless). I also want to make a suicide zombie AoE build because that sounds ridiculously fun.
+ Show Spoiler +

Firebomb - basic attack (probably will only be using this after I cast all of my cooldown AoE skills

Grasp of the Dead - AoE and slowing rune for CC

Soul Harvest - Not sure on the rune for this one. Probably the AoE attack for more AoE

Wall of Zombies - The AoE one that does 700+% damage looks amazing. Not the definite rune choice.

Acid Cloud - Looks like great AoE damage. Also a dot so I can cast this early on and do other things while it ticks for damage

Mass Confusion - In the early difficulty levels I see myself using this for more damage but probably later on this will become a survival skill.


Passives:

Pierce the Veil - 20% more damage at the cost of 30% more mana use. This itself is probably a really shitty passive but I make up for it with the other passive.

Spiritual Attunement or Vision Quest - I'm not sure which one fits better here but spiritual attunement gives me mana regen and 20% more mana while Vision Quest works better if I constantly have spells on cooldown. Will have to test this.

Grave injustice - Reduces cooldowns and gives me mana for everything I kill around me. Since all my skills are on a decent cooldown (I have cooldowns that are 8, 25, 15, and 10) This should help me spam skills around a lot.

This looks like a really good petless WD build after I get bored of using my full pet build. Tons of AoE damage EVERYWHERE with soul harvest and pierce the veil my +% damage will be ridiculous. This might be weak versus boss fights though since my single target DPS isn't all that great but I will have a spammable Firebomb. Hopefully that helps.


I think the build has a cool concept, where you replace consistent pet damage with consistent AoE, personally though I'd play it slightly differently. My take on it is Here.

Basically, I think you're correct in identifying Pierce the Veil as a weaker passive, as essentially it costs you 2 passive slots because you're forced to spend one on mana regen. With that in mind, what I did was replace mass confusion with Locust Swarm, keeping at the idea of consistent AoE, and then using the Bad Medicine Passive because between the swarm and Acid Cloud it should have very high uptime. For the last passive, because of the number of physical spells you're using I chose Fetish Sycophants, but that's just personal preference.


I'm not sure how I feel about that. Pierce the Veil does cost me 2 passive slots but it gives me 20% damage. I think it'd be worth it just because I don't think any other passive gives me that much of a damage boost with this build.

Edit: Also I think dropping mass confusion is a mistake. I think you're going to need the survivability that comes with it because you don't have pets to tank damage and WD has such low survivability without his pets (I'm guessing this is even more so in the higher difficulty levels).
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
May 04 2012 21:24 GMT
#97
This might be a fun tool for people trying to come up with more complete builds :

http://diablonut.incgamers.com/planner

Let's you choose equipment slots and such as well. I haven't tried it completely; it had some bugs on the first day but they seem mostly fixed now. Either way it will get better as time goes, I bookmarked it for later use.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
procyonlotor
Profile Blog Joined January 2011
Italy473 Posts
Last Edited: 2012-05-04 22:21:10
May 04 2012 22:17 GMT
#98
http://us.battle.net/d3/en/calculator/wizard#WcXlOh!Ufa!ZbYZbb

Melee Wizard!

Spectral Blades: Healing Blades - this is the spell you want if you're going to play melee. It has a high percentage of your weapon damage, which is going to be higher since you're playing melee. With Healing Blades you'll be able to get a bit of your life back, though I don't how much as of yet.

Arcane Orb: Arcane Nova - Arcane Orb is a great damage dealer, and it makes sense to use it as a nova for your melee guy.

Diamond Skin: with enemies crowding around you this skill will allow you to not only absorb a ton of punishment but also keep your momentum going as you clean up pack after pack.

Blizzard: Frozen Solid - this is going to be a great supplement to the area damage you're going to be dishing out. Also some small measure of crowd control.

Energy Armor: Energy Tap - you're going to need increased armor for melee, which is why this skill will be so good for you. Energy Tap will only make it easier for you to spam that Arcane Nova, so much more important in close quarters.

Explosive Blast: Short Fuse - virtually the same role as Blizzard, giving you another tool for awesome burst damage and a bit of crowd control. I prefer it over Mirror Image or Archon because you're likely going to be taking on packs of enemies rather than single bosses, and a powerful AOE spell is therefore preferable. Mirror Image gives you more survivability, though having been unable to test it, it's difficult to say how useful it's going to be. Archon may be better off with a party.

Passives:

Blur: obvious choice for a melee wizard. 20% reduced melee damage will go a long way to keeping this build viable.

Galvanizing Ward: since Energy Armor is going to add so much to survivability and momentum, it makes sense to pick a passive that improves that skill. Extra duration is a nice bonus, but regen will be very handy, especially when it comes to stack with all the potential life steal you can get.

Temporal Flux: this is to go with Arcane Nova. Between Blizzard, this, and other skills, you ought to be able to expertly control the battlefield and achieve the comfort you need to blast through crowds unimpeded.

This isn't a hardcore build, and frankly I don't even know how viable it is, but I reckon that without counting in possible itemization, this will give a melee wizard a pretty good shot. Though conceivably you'd want as much life leech as is reasonable and tons of armor and damage reduction, as you'll be tanking damage rather than avoiding it. Though you could make some kind of dexterity based melee build with the right items.
TerranBanker
Profile Joined July 2010
Canada22 Posts
May 04 2012 23:42 GMT
#99
Hey guys, Noob here!
I like reading these builds, I'm looking forward to building a Monk... I like how I saw like three heal\support monk builds and they were all pretty different!

My main question is, to what extent is it valid to theory craft a build stricly on skills? Couldn't you balance a build out where your gear gives you the better survivability and then aim your skills at DPS or the other way around?

The game is not even out so I guess I'm still allowed to noob it this hard!
"Cash is King"
klaxen
Profile Joined April 2010
United States361 Posts
May 05 2012 01:41 GMT
#100
So hard to choose which class to play, hehe. I played them all in the beta to lvl 13. I've narrowed my choices to the monk, witch doctor, wizard, and demon hunter.

Here is a wizard build that I made. Focuses on using frost meteors, along with arcane dynamo and frost nova for tons of damages. Frosty
high master protoss - low master zerg
Whalecore
Profile Joined March 2009
Norway1110 Posts
Last Edited: 2012-05-06 11:48:55
May 06 2012 11:43 GMT
#101
MAXIMUM FURY BARBARIAN (SKILL CALCULATOR LINK)
Barbarian with intent on having constant maximum Fury!
  • The build focuses around Berserker Rage (You inflict an additional 25% damage while at maximum Fury).

  • None of his skills cost Fury, with one exception: DREAD BOMB! The ultimate Fury spender!

  • It's either 100% Fury or 0% Fury on this bad boy!


Skills
Now the fun part. Let's go through all of his passive and active skills!

Passive skills
  • Berserker Rage (You inflict an additional 25% damage while at maximum Fury):
    This skill is the most fundamental part of the Maximum Fury build.

  • Unforgiving (You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.):
    Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared!

  • Brawler (As long as there are 3 enemies within 8 yards, all of your damage is increased by 30%):
    This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)!


Active skills
  • Bash [PUNISH] (Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.):
    More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane!

  • Ancient Spear [HARPOON] (Pierce through multiple enemies in a straight line and drag them all back.):
    This build needs a gap closer, and this is the most bad ass gap closer. Enough said.

  • Furious Charge [DREADNOUGHT] (Regain 8% of your maximum Life for each target hit by Furious Charge.):
    You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out!

  • Overpower [REVEL] (Heal 8% of your maximum Life for every enemy hit.):
    Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters.

  • Weapon Throw [DREAD BOMB] (Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.):
    I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler +
    Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler +
    holy shit :D
    weapon damage to all enemies in an area.

  • Earthquake [THE MOUNTAIN'S CALL] (Removes the Fury cost and reduces the cooldown to 105 seconds.):
    Great burst damage -- doesn't even drain Fury. So sick!

Playgu
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
Last Edited: 2012-05-06 13:20:35
May 06 2012 13:18 GMT
#102
Nice build! Personally i would take Battle Rage > Harpoon for the extra 30%(!) damage buff. Its not that hard to stack things up for a Dreadbomb just by running in a circle/ funnelling into a tight corridor. Any DPS build just cannot resist the 30% damage done to be honest. Just hit harder! haha you dont "need" the harpoon

EDIT: Infact just take the No Escape Passive :D Boost 10% more damage to dreadbomb
Mew Mew Pew Pew
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-06 13:54:28
May 06 2012 13:22 GMT
#103
Not only does that look crazy fun, it seems like it would actually work! Not something I'd ever think to put together, but it seems really good.

I'm planning on rolling a HC duo after going through on normal once, with myself on a Witch Doctor and my friend on a barb or monk. To that end, I made a WD build that I can finish by level 30, which I assume will be early to mid nightmare. That means I've had to give up on some of the more powerful runes in some places. It's focused on surviving (ofc) with the Bad Medicine debuff and some really beafy summons.

http://us.battle.net/d3/en/calculator/witch-doctor#aSiTYR!Zcd!ZaZZba

Poison Dart With Numbing Dart rune - The only snare in the build, this is your spammable nuke that has the dual utility of slowing and applying bad medicine.

Locust Swarm With Pestilence rune - quickly spreading and sustained poison damage to keep bad medicine at all times, as well as adding good DPS.

Acid Cloud With either rune - Burst AoE that will apply bad medicine to everything initially, allowing Locust Swarm time to spread.

Gargantuan With Restless Giant rune - Pretty simple call. Strong summon that gets stronger when you come up against champion packs. Can also play the role of mine canary - if this guy rushes in and dies quickly, it's time to get out!

Zombie Dogs With Life Link rune - Another easy choice here. Summons are always great in HC, and summons that give you 10% damage reduction are even better.

Hex With Hedge Magic rune - Short cooldown CC, with a heal that I assume will affect my pets as well.

Passives

Jungle Fortitude, Zombie Handler - Allows my summons to tank quite a bit more than usual, while also adding to my survivability.

Bad Medicine - Almost all of the DPS in the build comes from poison damage, and there are multiple AoE sources, so this should help significantly keeping my pets, (and my friend) alive.

Doing some napkin math, assuming full uptime on Bad Medicine (which seems likely), this build nearly doubles the EH on my pets, and that's making the conservative (but realistic) assumption that DR stacks multiplicatively, i.e. 2 sources of 50% damage means you take 25% damage, not 0%.
"Yes I fucked my way to the GSL partnership" - Sundance
Whalecore
Profile Joined March 2009
Norway1110 Posts
Last Edited: 2012-05-06 14:49:11
May 06 2012 14:47 GMT
#104
On May 06 2012 22:18 Mithhaike wrote:
Nice build! Personally i would take Battle Rage > Harpoon for the extra 30%(!) damage buff. Its not that hard to stack things up for a Dreadbomb just by running in a circle/ funnelling into a tight corridor. Any DPS build just cannot resist the 30% damage done to be honest. Just hit harder! haha you dont "need" the harpoon

EDIT: Infact just take the No Escape Passive :D Boost 10% more damage to dreadbomb

Very interesting thoughts. Ancient Spear is just a personal preference. I just love the concept. It's the ultimate troll ability vs the poor monsters. Especially with Harpoon (pull back several enemies). The thing I dislike about Battle Rage is that it costs some Fury.

I think I prefer Brawler over No Escape on this build though, since a lot of the damage will come from other skills than Harpoon/Dread Bomb.

Edit: I love the passives in this game. The coolest builds are often based on one of the passive abilities. Like the above WD build utilizing the Bad Medicine passive. So cool!
Playgu
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 06 2012 18:06 GMT
#105
+ Show Spoiler +
On May 06 2012 20:43 Whalecore wrote:
MAXIMUM FURY BARBARIAN (SKILL CALCULATOR LINK)
Barbarian with intent on having constant maximum Fury!
  • The build focuses around Berserker Rage (You inflict an additional 25% damage while at maximum Fury).

  • None of his skills cost Fury, with one exception: DREAD BOMB! The ultimate Fury spender!

  • It's either 100% Fury or 0% Fury on this bad boy!


Skills
Now the fun part. Let's go through all of his passive and active skills!

Passive skills
  • Berserker Rage (You inflict an additional 25% damage while at maximum Fury):
    This skill is the most fundamental part of the Maximum Fury build.

  • Unforgiving (You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.):
    Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared!

  • Brawler (As long as there are 3 enemies within 8 yards, all of your damage is increased by 30%):
    This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)!


Active skills
  • Bash [PUNISH] (Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.):
    More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane!

  • Ancient Spear [HARPOON] (Pierce through multiple enemies in a straight line and drag them all back.):
    This build needs a gap closer, and this is the most bad ass gap closer. Enough said.

  • Furious Charge [DREADNOUGHT] (Regain 8% of your maximum Life for each target hit by Furious Charge.):
    You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out!

  • Overpower [REVEL] (Heal 8% of your maximum Life for every enemy hit.):
    Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters.

  • Weapon Throw [DREAD BOMB] (Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.):
    I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler +
    Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler +
    holy shit :D
    weapon damage to all enemies in an area.

  • Earthquake [THE MOUNTAIN'S CALL] (Removes the Fury cost and reduces the cooldown to 105 seconds.):
    Great burst damage -- doesn't even drain Fury. So sick!



Have you considered taking Animosity over Brawler for more synergy with Dread Bomb? Since you gain 3% for every point of fury when throwing Dread Bomb, you could instead add 20 max fury with Animosity for a 60% boost on Dread Bomb, though you would lose the generic 30% boost when surrounded by enemies. However, swapping those out might be a better call for boss encounters if there aren't too many smaller monsters around. Just a couple thoughts.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
nonsequitur
Profile Blog Joined July 2010
384 Posts
Last Edited: 2012-05-06 18:20:05
May 06 2012 18:11 GMT
#106
Here's a Witch Doctor build I've made based around Vision Quest.

http://us.battle.net/d3/en/calculator/witch-doctor#iSTUZR!WcU!caYZaZ

Damage
  • Acid Cloud with Corpse Bomb
  • Locust Swarm with Prestilence

Support
  • Gargantuan with Big Stinker
  • Grasp of the Dead with Unbreakable Grasp
  • Hex with Jinx
  • Spirit Walk with Honored Guest

Passives
  • Pierce the Veil
  • Bad Medicine
  • Vision Quest

Typical spell rotation will be Gargantuan -> Hex -> Grasp of the Dead -> Locust Swarm -> Acid Cloud.

Gargantuan and Hex will be on permanent cooldowns and whenever I need mana I'll just cast Grasp + Spirit Walk. I'm not sure if Acid Cloud and Locust Swarm will provide enough DPS but both are fire and forget spells so I'll be able to kite easily. Pierce the Veil will help with the damage output and Bad Medicine provides 20% damage reduction.
TheDr
Profile Joined September 2010
Germany13 Posts
May 06 2012 18:45 GMT
#107
+ Show Spoiler +
On May 07 2012 03:11 nonsequitur wrote:
Here's a Witch Doctor build I've made based around Vision Quest.

http://us.battle.net/d3/en/calculator/witch-doctor#iSTUZR!WcU!caYZaZ

Damage
  • Acid Cloud with Corpse Bomb
  • Locust Swarm with Prestilence

Support
  • Gargantuan with Big Stinker
  • Grasp of the Dead with Unbreakable Grasp
  • Hex with Jinx
  • Spirit Walk with Honored Guest

Passives
  • Pierce the Veil
  • Bad Medicine
  • Vision Quest

Typical spell rotation will be Gargantuan -> Hex -> Grasp of the Dead -> Locust Swarm -> Acid Cloud.

Gargantuan and Hex will be on permanent cooldowns and whenever I need mana I'll just cast Grasp + Spirit Walk. I'm not sure if Acid Cloud and Locust Swarm will provide enough DPS but both are fire and forget spells so I'll be able to kite easily. Pierce the Veil will help with the damage output and Bad Medicine provides 20% damage reduction.


I wonder if the poison damage from the Gargantuan will trigger bad medicine. Looked for it in a couple of forums but havent found an answer yet.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-06 18:57:58
May 06 2012 18:57 GMT
#108
Don't see why gargantuan poison damage wouldn't proc bad medicine.

I'd say the issue with your build is that you have no straight up, direct single target damage. This is obviously a problem for your damage, but it's also an issue for your mana. You took Vision Quest which will certainly give you quite a bit of mana when all 4 of your CD's are ticking, but you counteract some of this by taking Pierce the veil. You also chose 2 CD's (or 1 at the very least) that you don't really want to just press on cooldown, so that unless you're willing to waste those skills sometimes, you're not going to be spending as much time as you'd like with VQ up.

This means that you may not be able to sustain Acid Cloud casts, without which you end up depending solely on passive pet/DoT damage. In my opinion, ideally you'd include one of the low mana cost spells, or at least get rid of Pierce the Veil, but of course this is all theorycraft and depending on gear/levels, everything could work out just fine!
"Yes I fucked my way to the GSL partnership" - Sundance
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2012-05-06 21:01:47
May 06 2012 19:57 GMT
#109
my SC witch doctor build after spending around 30 minutes reading through the skill and rune descriptions

http://us.battle.net/d3/en/calculator/witch-doctor#fhYTjQ!deU!ccccZc

Summary of chosen skills

Active

Zombie Charger (Zombie Bears) - high mana, no CD, poison damage skill

Firebomb (Ghost Bomb) - low mana, no CD, fire damage, AoE skill

Summon Zombie Dogs (Leeching Beasts) - 60 CD, used as tanks, has 50% life steal and half of that will also heal my WD

Gargantuan (Bruiser) - 60 CD, used as tank, has a 100% damage 3 second stun ability which has a hidden unknown CD atm

Mass Confusion (Devolution) - 60 CD, lasts 12 seconds and some confused mobs will fight for me, any Confused mobs that are killed have a 50% chance of becoming a zombie dog

Big Bad Voodoo (Boogie Man) - 120 CD, 20% attack/movement speed buff circle that lasts 20 seconds, any mobs that die in circle have a 50% chance of becoming a zombie dog

Passive

Zombie Handler - can summon 4 dogs instead of 3 now, health of dogs and gargantuan increased by 20%

Fetish Sycophants - 3% chance to summon a fetish for 60 seconds when casting a physical realm spell (Zombie Charger & Firebomb in my case)

Vision Quest - when 4 skills are on CD, mana regen is increased by 300%

may switch Fetish Sycophants with Jungle Fortitude (20% damage reduction for WD & pets) or Pierce the Veil (+20% damage, +30% mana cost) if I can't have more than 1 Fetish up at any time and/or the summoned Fetish is very mediocre

Companion choice

Enchantress for crowd control

Planned playstyle of build

the play style is trying to build up a crew of dogs, gargauntuan, and fetish to tank and do damage while using Mass Confusion to CC and temporarily bolster my army ranks and Big Bad Voodoo to buff the mobs I control.

Zombie Charger and Firebomb will be my direct damage skills to spam and I have a mix of physical, fire, and poison damage in the build for damage versatility.

Vision Quest should be easy to trigger by having 4 skills with 60 second or higher CDs. If it turns that the 300% mana regen from Vision Quest outpaces the Zombie Charger spam mana cost, then I'll look into possibly replacing Firebomb with a different high mana cost no CD damage skill.

Possible problems with this build

certain mob packs and/or bosses may have such a high damage output that my army wilts immediately and I'm left with having to kite with Firebomb & Zombie Charger, but I can always change my build whenever I want or need to now :D

only a matter of time before people figure out the best builds for mob killing versus boss killing
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
PeT[uK]
Profile Joined November 2009
United States412 Posts
Last Edited: 2012-05-08 03:18:52
May 07 2012 21:27 GMT
#110
OK I present a build for the Witch Doctor, designed to have a large amount of CC as well as to summon the most things on the screen as possible (with the exception of plague of toads because the spiders just don't do it, and also the zombie dogs because the damage isn't there)

The build is really designed to keep a far distance. If they do get close, you have horrify with the increased duration rune, and also mass confusion with a CDR rune)

http://us.battle.net/d3/en/calculator/witch-doctor#WZXjfP!Zba!bcaacZ

I also have this Poison-centric build that Ive played around with that is all about DoT's. I think it's pretty cool. Heavy mana costs though...

http://us.battle.net/d3/en/calculator/witch-doctor#WSfjiT!cZe!YYcccY
How Happy Are the Blameless Vestals Lot.
SoulWager
Profile Joined August 2010
United States464 Posts
Last Edited: 2012-05-08 08:17:02
May 08 2012 08:14 GMT
#111
Sigless cold wiz:

Ray of frost: single target damage, snow blast
Blizzard: aoe, snowbound
Frost nova: Primary damage avoidance spell, cold snap
Teleport: Utility + bad situation avoidance, wormhole
Familiar: AP regen, arcanot
Archon: boss killer/last resort survival spell, arcane destruction

Passives: Evocation, Astral Presence, Cold Blooded

http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XbW!ZbZZYa
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-08 16:52:10
May 08 2012 13:03 GMT
#112
I think the only thing I'd change about that build is your rune on Archon, it just seems like there are better choices, but I guess they'd only become available as you levelled up.

Taking a break for making things focused on being viable, here's my Zombie Doctor:

http://us.battle.net/d3/en/calculator/witch-doctor#bkfYZi!dgX!ZcZccc

Corpse Spiders with Spider Queen rune - This seemed like the most zombie-themed of the basic attacks, so I went with it!

Wall of Zombies with Dead Rush rune - Because who wouldn't want a pack of zombies charging out of the ground to destroy their enemeis?

Zombie Charger with Undeath rune - More zombies running around!

Zombie Dogs with Leeching Beasts rune - Because I need pets for my pets.

Grasp of the Dead with Rain of Corpses rune - Zombies from the ground, zombies from the sky, is nothing sacred?

Acid Cloud with Corpse Bomb rune - This would give good AoE D- oh who am I kidding, it's about blowing up dead things!

Passives

Zombie Handler - More zombies!
Fierce Loyalty + Blood Ritual - OK I cheated here. The idea is with leeching beasts and Fierce Loyalty, you should have enough health regeneration to make Blood Ritual worth it - so you can summon more zombies!

Edit: Oh god, that WD with Rain of Toads has inspired me, for the epic lulz - it's the Death From Above build aka Bomber Witch:

http://us.battle.net/d3/en/calculator/witch-doctor#WZikgS!eZc!bcZYcY
"Yes I fucked my way to the GSL partnership" - Sundance
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 08 2012 16:49 GMT
#113
Simple Barb build relying on critical hits to do massive damage:
http://us.battle.net/d3/en/calculator/barbarian#bhVQiP!ZYg!bbZZcb

All active and passive skills either increase critical hit chance, or do bonus effects on critical hits.
Playgu
-Cyrus-
Profile Joined June 2011
United States318 Posts
May 09 2012 04:35 GMT
#114
Arcane Wizard: http://us.battle.net/d3/en/calculator/wizard#WiQeOj!XYU!cbZbba

Pretty fucking dope, amirite?
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2012-05-09 05:13:42
May 09 2012 04:59 GMT
#115
On May 08 2012 17:14 SoulWager wrote:
Sigless cold wiz:

Ray of frost: single target damage, snow blast
Blizzard: aoe, snowbound
Frost nova: Primary damage avoidance spell, cold snap
Teleport: Utility + bad situation avoidance, wormhole
Familiar: AP regen, arcanot
Archon: boss killer/last resort survival spell, arcane destruction

Passives: Evocation, Astral Presence, Cold Blooded

http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XbW!ZbZZYa


Why not go Cold blood rune for a signature less build ? I mean I guess the purpose of such a build is to improve your Arcane power efficiency so that you don't need such spells. Ray of frost with snow blast is 280 for 20AP while with cold blood its 215 for 10 AP (actual number showing 0 is a bug) its vastly better for AP efficiency and with your other +AP regen and base you probably can cast indefinetly.

On the other hand I'd say only real experiment will tell whether or not you need to make your build more efficient or if its already enough with archon and +AP runes/passive.
Either we are alone in the Universe or we are not. Both are equally terrifying.
PeT[uK]
Profile Joined November 2009
United States412 Posts
May 09 2012 07:25 GMT
#116
http://us.battle.net/d3/en/calculator/witch-doctor#WZXjiP!Zba!bcaaaZ

This build is sick.
snare em, and make it rain on their head with rain of toads, rain of corpses, and acid rain.
How Happy Are the Blameless Vestals Lot.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-09 18:47:29
May 09 2012 18:35 GMT
#117
I"m not 100% on this, but I think Rain of Corpses removes the slow component from Grasp of the Dead. If it does it's a pretty simple fix but I definitely think you do want that snare. The other thing I'd say is it seems like Horrify is a little out of place in that build. It's going to make things run around unpredictably, and possibly get them outside your AoE's. If you wan't to keep the CC, I think Hex would be a better fit, but if you were willing to change it to a damage ability, Firebats or Zombie Charger might be good fits.

So the monk is by far the class I'm least interested in playing, so I challenged myself to make a Monk build that I think I'd actually enjoy. That meant getting away from what I see as the pretty boring ultra-defensive builds, and this is what I came up with:

http://us.battle.net/d3/en/calculator/monk#feaUbk!gcb!ZZYYYc

Cyclone Strike with Implosion rune - Pull all the nearby enemies to me so I can...

Wave of Light with Explosive Light rune - ... blow them all up! I'll be doing this combo as often as possible, so the rest of the build is made around making that happen.

Fists of Thunder with Quickening rune, Way of the Hundred Fists with Spirit Salvo rune, and Deadly Reach with Strike From Beyond rune - 3 Spirit generators, all runed for extra spirit generation. Since I'll be spending a lot of time using generators in the build, I want to make them as powerful/interesting as possible.

Mantra of Conviction with Submission rune - Because defense is for pussies! (and HC characters ... and well everyone really ... YEAH).

Passives

Combination Strike - Makes everything I do better.
Chant of Resonance - Moar spiritz
Exalted Soul - I've forgotten what max spirit is, but this lets you bank up some combos fighting smaller packs.

Here's an alternate version that isn't quite so DPSALLTHETHINGS LOL:

http://us.battle.net/d3/en/calculator/monk#feaijk!Ycb!ZZYYbc
"Yes I fucked my way to the GSL partnership" - Sundance
PeT[uK]
Profile Joined November 2009
United States412 Posts
May 09 2012 18:43 GMT
#118
On May 10 2012 03:35 eluv wrote:
I"m not 100% on this, but I think Rain of Corpses removes the slow component from Grasp of the Dead. If it does it's a pretty simple fix but I definitely think you do want that snare. The other thing I'd say is it seems like Horrify is a little out of place in that build. It's going to make things run around unpredictably, and possibly get them outside your AoE's. If you wan't to keep the CC, I think Hex would be a better fit, but if you were willing to change it to a damage ability, Firebats or Zombie Charger might be good fits.


hmm I'm almost certain the slow is still there for grasp. If not then I'll substitute, but I think you are right about the horrify so I changed it to hex and also changed my passive from spiritual attunement to tribal rites.

http://us.battle.net/d3/en/calculator/witch-doctor#WZRjiP!Zha!bcZaaZ
How Happy Are the Blameless Vestals Lot.
Prugelhugel
Profile Joined February 2012
Austria637 Posts
Last Edited: 2012-05-09 18:51:22
May 09 2012 18:49 GMT
#119
Pretty undecided if I should use my Spirit Doctor or Summoning Doctor build.

Any advice?
"This map definitly needs more rocks" - No SC2 player ever
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-09 19:07:17
May 09 2012 19:06 GMT
#120
Just in my personal theorycrafting, I'm not a big fan of using Spirit Walk in VQ builds as one of your 4 cooldowns. It's a relatively short cooldown, meaning that you'll have to press it quite often or end up losing VQ uptime, but on the other hand it's not really a skill that it makes sense to just press "on cooldown".

For your summoner build, my experience in the beta was that Circle of Life could not proc if you already had 3 dogs out (or 4 with zombie handler I assume). So having both Circle of Life and the actual Zombie Dogs spell didn't seem to make sense, even for a Sacrifice build. That said, Tribal Rites seems like a great fit for that build.

In terms of deciding between the two, I really couldn't say, but because they're both quite high level, you'll have a lot of room to experiment before you start losing Nephalem Valor every time you swap out your skills.
"Yes I fucked my way to the GSL partnership" - Sundance
Himbeer
Profile Joined April 2011
Switzerland176 Posts
May 09 2012 19:09 GMT
#121
My "melee" Witchdoctor. I hope it will be viable in Inferno.

http://eu.battle.net/d3/de/calculator/witch-doctor#WRfdXa!ZcT!aacZYa
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 09 2012 19:14 GMT
#122
Wizard build:

http://us.battle.net/d3/en/calculator/wizard#UkQSOP!WYd!ZYZcYb

The idea here is to build around energy armor with the force armor rune capping damage you can take to 35% damage max. To abuse that fully the goal is to make your character as much a glass cannon as possible. You want to have as little life and armor as possible and focus on lifegain (and dodging).
The glass cannon, illusionist and galvanizing ward passive all seek to abuse this. Get some lifegain and let your armor run a bit longer as it will be pivotal for this build to always be up, by not taking any gear that increases life the 310 lifegain is hopefully also a decent amount. Illusionist should work every time you get hit and glass cannon let's you do more damage all around without a setback in this build.
Using illusionist you want to teleport and cast mirror image a lot. The mirror images will be weak but with mocking demise they'll do damage for that. Teleport seems important to for surviveability and picking up health globes or just getting out if you get surrounded which as a glass cannon is obviously trouble. Aiming to do high damage and have low life/armor the lifegain on magic weapon with blood magic is hopefully good so you can restore as much life as possible as every 35% of your lifetotal you restore means another hit you can take.
The stats you have hopefully let you get criticals often as well (as you dont need life/armor at all) so the damage dealing spells are just focussed around that.

Of course it's all just thinking, I have no idea which spells actually end up being good and I bet there is some hidden catch to force armor that actually makes it suck (like damage over time spells that almost completely ignore it etc.) It seems a fun build around thing though. Other fun build around passives look the WDs vision quest, Monks combination strike and Demonhunters cull the weak.
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
May 09 2012 19:41 GMT
#123
On May 10 2012 03:49 Prugelhugel wrote:
Pretty undecided if I should use my Spirit Doctor or Summoning Doctor build.

Any advice?


The spirit doctor seems like it would be more intense/fun to play as. Basically you are hinging on having all 4 of your cooldown spells being on cooldown all the time while haunting then spirit barraging. At least if I played the witch doctor at all it would be with a similar build. I like all the mana regen.

Summoning just isn't my playstyle though.
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
May 09 2012 19:50 GMT
#124
Another DH Build:
http://us.battle.net/d3/en/calculator/demon-hunter#aZfjQS!TeY!YcYYYZ

Focuses on having constant hatred regen to dump into my spike traps, multishot, and impale with extra damage based on crit (with the passive to support it).
Slardar
Profile Joined April 2010
Canada7593 Posts
Last Edited: 2012-05-09 19:54:37
May 09 2012 19:53 GMT
#125
My insane DPS Barb build:

http://us.battle.net/d3/en/calculator/barbarian#bcRVi!ZYg!YbZca

SEEMS TOTALLY FEASIBLE...not like you're gonna die as much as you kill! To be fair its going to be a race to highest level and best items ASAP...with this you can progress through the game fastest(hopefully)!
Prugelhugel
Profile Joined February 2012
Austria637 Posts
May 09 2012 20:51 GMT
#126
On May 10 2012 04:06 eluv wrote:
Just in my personal theorycrafting, I'm not a big fan of using Spirit Walk in VQ builds as one of your 4 cooldowns. It's a relatively short cooldown, meaning that you'll have to press it quite often or end up losing VQ uptime, but on the other hand it's not really a skill that it makes sense to just press "on cooldown".

In terms of deciding between the two, I really couldn't say, but because they're both quite high level, you'll have a lot of room to experiment before you start losing Nephalem Valor every time you swap out your skills.


Ok, I guess I will stick to my spirit build, and I replaced "Vision Quest" with "Pierce the Veil", because I already have a lot of Mana regeneration planned and I really want to keep "Spirit Walk", because I am pretty attracted by that spell. :D


On May 10 2012 04:41 TheRealDudeMan wrote:

The spirit doctor seems like it would be more intense/fun to play as. Basically you are hinging on having all 4 of your cooldown spells being on cooldown all the time while haunting then spirit barraging. At least if I played the witch doctor at all it would be with a similar build. I like all the mana regen.


Hehe, thank you man. You convinced me to play the Spirit-Doc as my first char.
"This map definitly needs more rocks" - No SC2 player ever
TerranBanker
Profile Joined July 2010
Canada22 Posts
Last Edited: 2012-05-10 01:52:07
May 10 2012 00:17 GMT
#127
So here is the first build I'm trying, please bash it (constructively) as it will help us get better!

It's called:
The Olbaid Monk build:
http://us.battle.net/d3/en/calculator/monk#bZfYjk!bYe!bZaaaa

Premise of the build:
The build is made to gather ennemies together and then use a combination of skills to deal massive AOE damage while avoiding to simply trade damage from close range melee attacks. Executed properly it should let you retreat and set up to go again!

I sloted the skills so that you should just press 1 than 2, left click(3x), right click than 3. (assuming mantra was already on!)

1. Cyclone Strike(reduced spirit cost rune: Eye of the Storm): This skill will pull all ennemies close to you and clump them up. This obviously exposes you to simultaneous melee damage so defensive skill is:

2. Blinding Flash(increased duration rune: Self Reflection): Love this skill, it's cheap and will protect you from the clump of ennemies you just pulled in with CS. The extended duration will give you time to complete a set of Deadly Reach:

LMB:
Deadly reach(with AOE rune: Scattered Blows): This spirit generator combined with Blind should allow you to refill some spirit and deal some AOE damage setting you up for:

RMB:
Lashing Tail kick: As blind is about the run out, you want to get the ennemies away from you, lashing kick will knockback ennemies enough for you to cast:

3.Mystic ally(apply any rune here) : Here I assume that the Mystic ally not only deals damage but also tanks (which might not be the case). While the ally tanks and deals damage retreat and try to kite any pursuers with Deadly reach if possible. Note: Deadly reach can actually be kited fairly well with almost a full 2 seconds between blows!

Mantra of Conviction (rune of Overawe to increase DPS): An AOE kicker which will deal damage to ennemies through the series of skills used.

Rinse and repeat!

Passives:

Exalted soul: For extra spirit as CS and LTK are pretty expensive

Transcendence: As you will be spending a lot of spirit and potentially exposing yourself to ranged and melee attacks this passive will allow you to heal while spending spirit

Pacifism: Because casting CS could put you in range of some spell casters I thought pacifism could help. I originally had put Chant of Resonance to lenghten your mantra. This third passive isn't really as instrumental to the build so you can adapt it to the situation you're facing.

Strenghts:
Really combines the monk's best AOE attacks
High DPS will kick some serious butt
It does include a way out so you don't have to rely too much on armor\healing (otherwise just play barb!)

Weakness:
It is spirit intensive and without testing it out I'm not sure how many cycles you can do before you have to rely entirely on your primary!
If you mistime blind you might get rocked by all these clumped up ennemies
Probably better against many low health ennemies than fewer stronger ones...

I hope you like it!
Keep the comments coming!

OlbaiD

Edit: just some formating stuff
"Cash is King"
Testikills
Profile Joined September 2010
United States14 Posts
Last Edited: 2012-05-10 02:51:40
May 10 2012 02:50 GMT
#128
Here is my Bloodthirsty Barb build let me know what you guys think

http://d3db.com/tool/calculator/barbarian/15374

might drop WoTB for Quake not sure yet
Demonhunter04
Profile Joined July 2011
1530 Posts
May 10 2012 02:56 GMT
#129
Hey guys I was wondering, you can only have 6 skills available for quick use? What happened to D2's system allowing you to bind up to 16 skills? I hope you can at least swap skills in and out of the quick bar or something...
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-10 03:13:10
May 10 2012 03:06 GMT
#130
No system for quick swapping skills. As long as you're in combat, you're essentially limited to the 6 skills you've chosen. If you want a bit of justification in terms of D2, while you could certainly hotkey quite a few different skills, there were very few builds that really used that many. Some of the necro builds would actually use 10+ skills, but because making a skill effective almost always meant dropping 20 - 60 points into it + synergies, your choices were usually limited.

One thing that I think really contributed to hotkey "bloat" was the passive buffs that you would press every few minutes. While Diablo 3 has some of that system with the Wizard Armors and the Monk Mantras, they did a better job staying away from sort of generic 3 minute buffs, opting instead for quite a few short duration buffs with a lot of different mechanics for keeping them active.

@Olbaid Monk - I was also looking at a monk build based around Cyclone Strike, but I think Wave of Light takes advantage of the clump better than Tail Kick. Other than that, obviously there's a lot of flexibility in these builds, but I do think that I'll plan on using Cyclone Strike in any Monk build I use, it's just too cool!
"Yes I fucked my way to the GSL partnership" - Sundance
Demonhunter04
Profile Joined July 2011
1530 Posts
May 10 2012 03:16 GMT
#131
On May 10 2012 12:06 eluv wrote:
No system for quick swapping skills. As long as you're in combat, you're essentially limited to the 6 skills you've chosen. If you want a bit of justification in terms of D2, while you could certainly hotkey quite a few different skills, there were very few builds that really used that many. Some of the necro builds would actually use 10+ skills, but because making a skill effective almost always meant dropping 20 - 60 points into it + synergies, your choices were usually limited.

One thing that I think really contributed to hotkey "bloat" was the passive buffs that you would press every few minutes. While Diablo 3 has some of that system with the Wizard Armors and the Monk Mantras, they did a better job staying away from sort of generic 3 minute buffs, opting instead for quite a few short duration buffs with a lot of different mechanics for keeping them active.

@Olbaid Monk - I was also looking at a monk build based around Cyclone Strike, but I think Wave of Light takes advantage of the clump better than Tail Kick. Other than that, obviously there's a lot of flexibility in these builds, but I do think that I'll plan on using Cyclone Strike in any Monk build I use, it's just too cool!


Can you at least open your spellbook? If so, then it's fine. Using that is something I can get used to. Heh my stepbro used to PvP as a warlock in WoW, 2500 arena rating, and he would leave his spellbook open all fight long with all spell ranks shown and would rapidly navigate to all the right spells....I don't know why he did that.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 03:25 GMT
#132
You can open it, but it takes up about 3/4 of the center of your screen. Essentially what they saw happening was people would play the game exactly like you describe, with their spell book open, pulling things out as the situations arose. That's sort of neat, but it's really not the gameplay they want to encourage, so they made it difficult (and dangerous!) to do any skill changing mid combat. That's not to say it's impossible, but they are definitely discouraging it.
"Yes I fucked my way to the GSL partnership" - Sundance
Demonhunter04
Profile Joined July 2011
1530 Posts
May 10 2012 03:32 GMT
#133
On May 10 2012 12:25 eluv wrote:
You can open it, but it takes up about 3/4 of the center of your screen. Essentially what they saw happening was people would play the game exactly like you describe, with their spell book open, pulling things out as the situations arose. That's sort of neat, but it's really not the gameplay they want to encourage, so they made it difficult (and dangerous!) to do any skill changing mid combat. That's not to say it's impossible, but they are definitely discouraging it.


I hate it when they encourage specialization, as I love to be as much of a generalist as possible. I love how you can use most weapons and any armor in D2, with any class. Sure, that was harder to balance, but this is going too far imo.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
MrMatt
Profile Joined August 2010
Canada225 Posts
May 10 2012 04:12 GMT
#134
since there is no skill tree. the 6 skills and the runes you pick will define your build. Because at max level everything is unlocked for everyone it would not make sense to allow you to use all skills all the time.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
May 10 2012 04:38 GMT
#135
http://us.battle.net/d3/en/calculator/monk#WcRjkd!ZUX!ZcYbZc

Goal: Dodge is good, but coming from a former WoW player who MT'd/healed WoTLK bosses(where because of design reasons, they almost all had the ability to oneshot tanks from time to time) burst damage is what is dangerous to most hero's. Eventually the 10 monsters around you are all going to hit you at the same time. Therefore the goal is to mitigate damage as much as possible rather than avoid it.

Crippling wave(concussion rune)
Make enemies deal less damage. Fairly self explanatory.

Tempest Rush(Bluster)
Again, making enemies deal less damage.

Mantra of Conviction(Intimidation)
More damage reduction!

Serenity(Ascension)
up to 20% uptime on immunity. Very good mitigation skill.

Blinding Flash(Blinding Echo)
I'm going to assume that 3+ .5 interrupts more attacks than 4, but I could be wrong about that. This build doesn't have particularly high damage though so they should still be alive.

Last slot I don't really know what to put. Mitigation is really for the worst case scenarios where dodge is useless.
I guess Fists of Thunder(Thunderclap) for gapcloser and spirit gen? Suggestions welcome.

As for passives, pretty much only 3 options.

Resolve
Even more damage reduction! What a surprise!

One with everything
Resistances = mitigation. This makes it so just stack one form of it and get real tanky.

Seize the initiative
Armor is also good. Double dips with damage so it's a bonus!
Porouscloud - NA LoL
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 10 2012 06:23 GMT
#136
On May 10 2012 09:17 TerranBanker wrote:
+ Show Spoiler +
So here is the first build I'm trying, please bash it (constructively) as it will help us get better!

It's called:
The Olbaid Monk build:
http://us.battle.net/d3/en/calculator/monk#bZfYjk!bYe!bZaaaa

Premise of the build:
The build is made to gather ennemies together and then use a combination of skills to deal massive AOE damage while avoiding to simply trade damage from close range melee attacks. Executed properly it should let you retreat and set up to go again!

I sloted the skills so that you should just press 1 than 2, left click(3x), right click than 3. (assuming mantra was already on!)

1. Cyclone Strike(reduced spirit cost rune: Eye of the Storm): This skill will pull all ennemies close to you and clump them up. This obviously exposes you to simultaneous melee damage so defensive skill is:

2. Blinding Flash(increased duration rune: Self Reflection): Love this skill, it's cheap and will protect you from the clump of ennemies you just pulled in with CS. The extended duration will give you time to complete a set of Deadly Reach:

LMB:
Deadly reach(with AOE rune: Scattered Blows): This spirit generator combined with Blind should allow you to refill some spirit and deal some AOE damage setting you up for:

RMB:
Lashing Tail kick: As blind is about the run out, you want to get the ennemies away from you, lashing kick will knockback ennemies enough for you to cast:

3.Mystic ally(apply any rune here) : Here I assume that the Mystic ally not only deals damage but also tanks (which might not be the case). While the ally tanks and deals damage retreat and try to kite any pursuers with Deadly reach if possible. Note: Deadly reach can actually be kited fairly well with almost a full 2 seconds between blows!

Mantra of Conviction (rune of Overawe to increase DPS): An AOE kicker which will deal damage to ennemies through the series of skills used.

Rinse and repeat!

Passives:

Exalted soul: For extra spirit as CS and LTK are pretty expensive

Transcendence: As you will be spending a lot of spirit and potentially exposing yourself to ranged and melee attacks this passive will allow you to heal while spending spirit

Pacifism: Because casting CS could put you in range of some spell casters I thought pacifism could help. I originally had put Chant of Resonance to lenghten your mantra. This third passive isn't really as instrumental to the build so you can adapt it to the situation you're facing.

Strenghts:
Really combines the monk's best AOE attacks
High DPS will kick some serious butt
It does include a way out so you don't have to rely too much on armor\healing (otherwise just play barb!)

Weakness:
It is spirit intensive and without testing it out I'm not sure how many cycles you can do before you have to rely entirely on your primary!
If you mistime blind you might get rocked by all these clumped up ennemies
Probably better against many low health ennemies than fewer stronger ones...

I hope you like it!
Keep the comments coming!

OlbaiD

Edit: just some formating stuff


If you want to gather enemies, AOE burst them, and kite/run away, I think it would be better if you switch a few things around.

You could take Wave of light instead of lashing tail kick for your AOE damage, since it's going to benefit extremely well from the clumped enemies. Either of the three runes available below level 35 are going to be great, but the spirit reduction one will probably be best given that you're using a lot of spirit on other skills and you want to spam this rotation. The main thing is I don't see the benefit to gathering a crowd of mobs only to knock them all over the place, when you can keep them nice and clumped for followup damage.

Then to give yourself a kiting/escape mechanism, you take dashing strike instead of mystic ally. This way your rotation becomes dash in > cyclone > blinding flash > whack/wave of light > dash away and you should be doing far better AOE damage because wave of light has good %dmg and a nice followup, and the fact that it doesn't knock enemies away, so they can stay clumped for more damage. And since a lot of your skills seem very spirit intensive, I took quicksilver as the dash rune so you can spam it and have enough spirit for your rotation.

Here's the link to what I would make this look like: http://us.battle.net/d3/en/calculator/monk#befYdk!bYe!bbaaba

It's a pretty cool idea for handling large amount of mobs, I just think it's better without mystic ally mainly because you won't be able to predict where he throws his wave, and you're giving up a lot of mobility/survivability by taking it over dashing strike.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Prugelhugel
Profile Joined February 2012
Austria637 Posts
Last Edited: 2012-05-10 07:42:08
May 10 2012 07:40 GMT
#137
Hehe, so excited about the release that I made another build:
Melee Demon Hunter
"This map definitly needs more rocks" - No SC2 player ever
cjin
Profile Joined July 2011
181 Posts
May 10 2012 08:06 GMT
#138
I can't preplan any builds for my character, as I really need to first test myself how the skills work and feel like before I know what I want to use.
Synapze
Profile Joined September 2010
Canada563 Posts
May 10 2012 08:09 GMT
#139
Whats the point of a build in diablo 3? You get every skill so you can do whatever you want without any repercussion.
Yuri Victoria LMJ ~♥
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-10 08:37:41
May 10 2012 08:33 GMT
#140
Because you can't pick everything at once? It's just diablo 2 with infinite respecs.

You can arguing remaking the same class 5 times since you build terrible builds over and over in diablo 2 was fun but for some people it was just a time sink, I guess.
Cuh
Profile Blog Joined September 2010
United States403 Posts
May 10 2012 08:53 GMT
#141
http://us.battle.net/d3/en/calculator/wizard#ZlYXdQ!adW!aaaaaa

this is what im looking at for soloing hardcore
MarineKing | Nestea | MC
archon256
Profile Joined August 2010
United States363 Posts
May 10 2012 09:01 GMT
#142
On May 10 2012 17:09 Synapze wrote:
Whats the point of a build in diablo 3? You get every skill so you can do whatever you want without any repercussion.

You can only use 6 skills at a time, so people like to make sets of skills that work well together. Plus there'll be bonuses later for doing runs without switching skills. Mostly it's fun to plan a build and choose a subset of skills that'll work in every scenario, even though you have the option to swap out a skill for another on the fly.


"The troupe is ready, the stage is set. I come to dance, the dance of death"
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 09:05 GMT
#143
This is the last thing I'll say on the topic, but I'll be honest, it's sort of frustrating defending Diablo 3 from people nostalgic for D2, some of whom are angry they don't have to make any choices about their character, while others are angry they're forced to make choices about their character. To me all it really says is "It's not that other game I liked, it must be bad!"

Making an RPG where you don't have to make any decisions, and are allowed to have every single tool at your disposal is bad design, which is why Diablo 2 made you spend points on your skills to make them effective - so you couldn't have everything - and why Diablo 3 makes you choose 6 active skills. Making an RPG though, where the punishment for making a wrong decision is that your character becomes useless and you have to start over from scratch - is still bad design!

Anyway like I said, that's it from me on the subject. Here's a Demon Hunter Build focused on using the hardest hitting Single Target and AoE abilities the DH has, and using your other skills to make them hit as hard as possible.

http://us.battle.net/d3/en/calculator/demon-hunter#bPZYdj!Tec!Ycccba

"Yes I fucked my way to the GSL partnership" - Sundance
udgnim
Profile Blog Joined April 2009
United States8024 Posts
May 10 2012 09:29 GMT
#144
I've been wondering how people might have reacted if the D3 skill system was in used in D2 and the D2 skill system was used in D3

I honestly think there would have also been an outcry over the change

with D3's current skill system, I'm envisioning different builds people will use for leveling, for regular mobbing, for boss fights, and for MFing. I can understand the dislike for no more stat customization, but I think the D3 skill system will grow on people as they level up, face higher difficulties, and obtain better gear because I believe Blizzard wants people to actively change their skill build based on what they are currently doing
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
znag
Profile Joined March 2011
Germany32 Posts
May 10 2012 09:54 GMT
#145
On May 10 2012 12:25 eluv wrote:
You can open it, but it takes up about 3/4 of the center of your screen. Essentially what they saw happening was people would play the game exactly like you describe, with their spell book open, pulling things out as the situations arose. That's sort of neat, but it's really not the gameplay they want to encourage, so they made it difficult (and dangerous!) to do any skill changing mid combat. That's not to say it's impossible, but they are definitely discouraging it.


Also you stack Magical Find with every boss you kill as long as you do not switch your build.
shur
Profile Blog Joined June 2011
Germany35 Posts
May 10 2012 09:59 GMT
#146
On May 10 2012 18:54 znag wrote:
Show nested quote +
On May 10 2012 12:25 eluv wrote:
You can open it, but it takes up about 3/4 of the center of your screen. Essentially what they saw happening was people would play the game exactly like you describe, with their spell book open, pulling things out as the situations arose. That's sort of neat, but it's really not the gameplay they want to encourage, so they made it difficult (and dangerous!) to do any skill changing mid combat. That's not to say it's impossible, but they are definitely discouraging it.


Also you stack Magical Find with every boss you kill as long as you do not switch your build.


wait what? can you post a link to the source please? would like to check that out.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 10 2012 10:07 GMT
#147
It doesn't make sense; you don't unlock most of your skills until later it would be silly to give you a bonus for just using the ones you unlock and not changing them.
znag
Profile Joined March 2011
Germany32 Posts
May 10 2012 10:11 GMT
#148
I probably should have elaborated, that it only kicks in at level 60.

Link to Nephalem Valor Buff official forum thread
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
May 10 2012 10:12 GMT
#149
On May 10 2012 19:07 Slayer91 wrote:
It doesn't make sense; you don't unlock most of your skills until later it would be silly to give you a bonus for just using the ones you unlock and not changing them.


It makes sense for farming Hell->Inferno at lvl 60 however, which is what it's intended for surely.
shur
Profile Blog Joined June 2011
Germany35 Posts
May 10 2012 10:14 GMT
#150
On May 10 2012 19:11 znag wrote:
I probably should have elaborated, that it only kicks in at level 60.

Link to Nephalem Valor Buff official forum thread


thanks! didn't know about that extra mf, gold and bonus loot.
NeonFox
Profile Joined January 2011
2373 Posts
May 10 2012 10:32 GMT
#151
I'm planning on making a WD build centered on DPS, with locust swarm, plague of toads or corpse spiders for example and using only zombie dogs to tank with jungle fortitude to help. A bit concerned that it would be bad vs tough opponents and bosses but I didn't play the beta so wait&see!
TerranBanker
Profile Joined July 2010
Canada22 Posts
May 10 2012 11:37 GMT
#152
On May 10 2012 15:23 Vod.kaholic wrote:
Show nested quote +
On May 10 2012 09:17 TerranBanker wrote:
+ Show Spoiler +
So here is the first build I'm trying, please bash it (constructively) as it will help us get better!

It's called:
The Olbaid Monk build:
http://us.battle.net/d3/en/calculator/monk#bZfYjk!bYe!bZaaaa

Premise of the build:
The build is made to gather ennemies together and then use a combination of skills to deal massive AOE damage while avoiding to simply trade damage from close range melee attacks. Executed properly it should let you retreat and set up to go again!

I sloted the skills so that you should just press 1 than 2, left click(3x), right click than 3. (assuming mantra was already on!)

1. Cyclone Strike(reduced spirit cost rune: Eye of the Storm): This skill will pull all ennemies close to you and clump them up. This obviously exposes you to simultaneous melee damage so defensive skill is:

2. Blinding Flash(increased duration rune: Self Reflection): Love this skill, it's cheap and will protect you from the clump of ennemies you just pulled in with CS. The extended duration will give you time to complete a set of Deadly Reach:

LMB:
Deadly reach(with AOE rune: Scattered Blows): This spirit generator combined with Blind should allow you to refill some spirit and deal some AOE damage setting you up for:

RMB:
Lashing Tail kick: As blind is about the run out, you want to get the ennemies away from you, lashing kick will knockback ennemies enough for you to cast:

3.Mystic ally(apply any rune here) : Here I assume that the Mystic ally not only deals damage but also tanks (which might not be the case). While the ally tanks and deals damage retreat and try to kite any pursuers with Deadly reach if possible. Note: Deadly reach can actually be kited fairly well with almost a full 2 seconds between blows!

Mantra of Conviction (rune of Overawe to increase DPS): An AOE kicker which will deal damage to ennemies through the series of skills used.

Rinse and repeat!

Passives:

Exalted soul: For extra spirit as CS and LTK are pretty expensive

Transcendence: As you will be spending a lot of spirit and potentially exposing yourself to ranged and melee attacks this passive will allow you to heal while spending spirit

Pacifism: Because casting CS could put you in range of some spell casters I thought pacifism could help. I originally had put Chant of Resonance to lenghten your mantra. This third passive isn't really as instrumental to the build so you can adapt it to the situation you're facing.

Strenghts:
Really combines the monk's best AOE attacks
High DPS will kick some serious butt
It does include a way out so you don't have to rely too much on armor\healing (otherwise just play barb!)

Weakness:
It is spirit intensive and without testing it out I'm not sure how many cycles you can do before you have to rely entirely on your primary!
If you mistime blind you might get rocked by all these clumped up ennemies
Probably better against many low health ennemies than fewer stronger ones...

I hope you like it!
Keep the comments coming!

OlbaiD

Edit: just some formating stuff


If you want to gather enemies, AOE burst them, and kite/run away, I think it would be better if you switch a few things around.

You could take Wave of light instead of lashing tail kick for your AOE damage, since it's going to benefit extremely well from the clumped enemies. Either of the three runes available below level 35 are going to be great, but the spirit reduction one will probably be best given that you're using a lot of spirit on other skills and you want to spam this rotation. The main thing is I don't see the benefit to gathering a crowd of mobs only to knock them all over the place, when you can keep them nice and clumped for followup damage.

Then to give yourself a kiting/escape mechanism, you take dashing strike instead of mystic ally. This way your rotation becomes dash in > cyclone > blinding flash > whack/wave of light > dash away and you should be doing far better AOE damage because wave of light has good %dmg and a nice followup, and the fact that it doesn't knock enemies away, so they can stay clumped for more damage. And since a lot of your skills seem very spirit intensive, I took quicksilver as the dash rune so you can spam it and have enough spirit for your rotation.

Here's the link to what I would make this look like: http://us.battle.net/d3/en/calculator/monk#befYdk!bYe!bbaaba

It's a pretty cool idea for handling large amount of mobs, I just think it's better without mystic ally mainly because you won't be able to predict where he throws his wave, and you're giving up a lot of mobility/survivability by taking it over dashing strike.


I like the suggestions! Thanks man, I'm might doe some cahnges to the passives as well!
Can't wait to get it going!

The main reason for LTK was to avoid taking tons of simultaneous damage from clumped up mobs around me but I guess with dashing strike I could just retreat as well!
"Cash is King"
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2012-05-10 11:44:44
May 10 2012 11:44 GMT
#153
Regarding the witch doctor, I'm wondering if this rune for the poison dart

Splinters
Shoot 3 Poison Darts that deal 60% weapon damage as Poison each.


Makes it count as one or three spells, I really like the idea of making a build focused on this passive skill :

Fetish Sycophants
Whenever you cast a physical realm spell, you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.


Using Firebomb/Poison Dart spam to maximize it's effectiveness, since they have a low mana cost and no cooldown. Would look like this http://us.battle.net/d3/en/calculator/witch-doctor#haZSid!Zce!aaaaab
Maybe replacing Acid Could by Gargatuan if the spawn rate of the passive is too low to tank reliably.
Romanes eunt domus
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 12:11 GMT
#154
I'd assume since it costs what a single dart would, that it only counts as a single spell.
"Yes I fucked my way to the GSL partnership" - Sundance
cjin
Profile Joined July 2011
181 Posts
May 10 2012 12:46 GMT
#155
On May 10 2012 20:44 BobMcJohnson wrote:
Regarding the witch doctor, I'm wondering if this rune for the poison dart

Show nested quote +
Splinters
Shoot 3 Poison Darts that deal 60% weapon damage as Poison each.


Makes it count as one or three spells, I really like the idea of making a build focused on this passive skill :

Show nested quote +
Fetish Sycophants
Whenever you cast a physical realm spell, you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.


Using Firebomb/Poison Dart spam to maximize it's effectiveness, since they have a low mana cost and no cooldown. Would look like this http://us.battle.net/d3/en/calculator/witch-doctor#haZSid!Zce!aaaaab
Maybe replacing Acid Could by Gargatuan if the spawn rate of the passive is too low to tank reliably.


It have to count single spell, or the wording would be "whenever enemy is hit by..." or something like that, Think about Blizzard (wizard spell) for example, its single spell, not as many spells as theres shards in it.
zomgE
Profile Joined January 2012
498 Posts
May 10 2012 12:55 GMT
#156
I wonder if the archon skill cooldown will decrease even while in archon mode. If yes i guess it's pretty much a "must" for wizard.
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 10 2012 13:35 GMT
#157
Kung Fu Monk / Mantra Monk
http://us.battle.net/d3/en/calculator/monk#UVhSQk!cYb!acaaba

All Mantras, wewt! Play like a Kung Fu master, switch stance according to the situation you're in.

Monk Passives are so boring compared to the other classes, so defensive! Took 3 that works well together: High maximum spirit allows for 5 consecutive Exploding Palm. Spirit generation to help support the high spirit pool, and spending spirit = heal seems like a nice bonus.

They should really redo his passives though, makes him so dull T_T
Playgu
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-10 13:41:10
May 10 2012 13:39 GMT
#158
I LOVE monks passives. Most people tend to view more damage less survivability as "manly" but I'm the opposite like to be really tanky and just go into a bunch of mobs and take no damage. I think melee champs are always going to be taking lots of damage so you need to have lots of defensive stuff in there. If you want the most damage you can play the squishier champs?

Also for example dex-->armour and highest resists-->to all resists means you literally don't need str or int so you can focus basically all on dex as much as possible which not only increases your dodge but also your damage so you get lots of damage compared to how tanky you are.
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 10 2012 13:57 GMT
#159
The problem isn't that he has defensive passives, it's that all of them are defensive. All the other classes have good defensive passives, some really cool utility based passives, and some offensive passives.

Interesting point about the dex-->armor and resistance passives though. I agree they are pretty cool! The dex-->armor passive is probably going to be core in most builds.
Playgu
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 10 2012 14:00 GMT
#160
Well there's tons of spirit based passives which let you use abilities more = more damage and defensive passives means you can build more offensive stats, don't see the problem honestly.
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
May 10 2012 14:39 GMT
#161
I've been making a lot of Demon Hunter builds (I'll link a few when I get home from work) and there are a few things I've noticed, and was wondering if anyone else has.

1) It seems hard to make REALLY synergistic builds. I've been messing around with monk and barbarian builds, and it seems like you can get 4-5 active and 2-3 passive skills all working together in some way. This seems REALLY hard to do with the DH, as I've only come up with 1 build that sort matches that. It is also a bit hard to tell how some of their abilities are going to work exactly.

2) Is there any reason NOT to take archery? I only made one build (a grenadier/ballistics build) that didn't use archery, and you could probably still take it as a 3rd passive. It just seems head-and-shoulders better than all the other passives for raw damage output, regardless of what weapon type you'll be using. I'm sure you COULD make a build without it, but it seems like taking it is almost always a better choice over something else.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
eluv
Profile Joined August 2010
United States1251 Posts
May 10 2012 15:26 GMT
#162
For me, there's no doubt that Archery is the strongest DPS passive, but there are certainly builds that just don't take any DPS passives to focus on utility instead. In general though, you just have to be aware that if you're including a damage passive, unless you have some synergy in mind, you should choose Archery before the others.

In terms of synergies, I'd say the key thing is to balance Hatred and Discipline spenders. Any two hatred spenders are naturally going to be "competitive" in the sense that you'll constantly be choosing one at the expense of the other, which makes it hard to make them work together.

That said, I think you can find good combinations of generator + spender + discipline + passive. Off the top of my head, you could take something like Grenades, Cluster Arrow, Caltrops, Grenadier for an AoE build, or Entangling Shot, Strafe, Vault, Steady Aim to focus on kiting.
"Yes I fucked my way to the GSL partnership" - Sundance
TheRealDudeMan
Profile Joined April 2011
United States213 Posts
May 10 2012 18:44 GMT
#163
Well don't forget about the Preperation skill. I forgot how to spell it but I know what it does lol. You can switch it out to replace hatred or have zero cooldown. It really allows you to just pretty much spend as much of either hatred or discipline in any extreme that you want. Downside is that it takes up a skill slot which I would rather have a discipline spell to counteract my hatred use.

So all in all, you get a benefit for actually balancing out the H/D use but there are ways around it for you less patient people :D
"They claim that we violent. We named after Tyrants. This revolution won't be televised we keep it silent."
SoulWager
Profile Joined August 2010
United States464 Posts
Last Edited: 2012-05-10 21:17:08
May 10 2012 21:16 GMT
#164
Pacifist build: http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XYW!bbZZYa
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 10 2012 21:53 GMT
#165
On May 11 2012 06:16 SoulWager wrote:
Pacifist build: http://us.battle.net/d3/en/calculator/wizard#ZlYQjm!XYW!bbZZYa


Ehhhhh, that's not pacifist at all, but whatever.

I don't get why you want so much extra Arcane regeneration (+4 per second) when you made half your spells have reduced costs, and the other half are either on cooldowns or have no mana cost. You could probably get rid of the pet spell since it doesn't add much, and take something like Ice Armor+Jagged Ice or +Chilling Aura.


You could also take Slow Time+Time Warp because it adds a lot more of what your build seems to be going for: AOE slow and % damage boost. Here's a link to the modified build:
http://us.battle.net/d3/en/calculator/wizard#ZlYQgm!XYW!bbZZZa
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
nonsequitur
Profile Blog Joined July 2010
384 Posts
Last Edited: 2012-05-10 22:19:34
May 10 2012 22:18 GMT
#166
Updated my Vision Quest WD build by swapping out Spirit Walk for Zombie Dogs.

http://us.battle.net/d3/en/calculator/witch-doctor#iSTRZY!UWZ!ccYZaY

Gargantuan, Zombie Dogs and Hex will be on cooldown pretty much all the time. I'll be casting Grasp every battle as well which will trigger Vision Quest. I think the 468% weapon damage/8s from Pestilence should provide enough single target dps and together with Acid Bomb will hopefully be sufficient AoE.

I may swap out Pierce the Veil for Bad Medicine if I find the pets are dying too quickly. Or if mana proves to be abundant, I'll be swapping out Acid Bomb for Firebats (with Dire Bats rune).

Thoughts?
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 10 2012 22:18 GMT
#167
On May 10 2012 22:35 Whalecore wrote:
Kung Fu Monk / Mantra Monk
http://us.battle.net/d3/en/calculator/monk#UVhSQk!cYb!acaaba

All Mantras, wewt! Play like a Kung Fu master, switch stance according to the situation you're in.

Monk Passives are so boring compared to the other classes, so defensive! Took 3 that works well together: High maximum spirit allows for 5 consecutive Exploding Palm. Spirit generation to help support the high spirit pool, and spending spirit = heal seems like a nice bonus.

They should really redo his passives though, makes him so dull T_T


Oh man, I would die of boredom playing this build. It seems like it could be unusually strong though. As long as exploding palm does enough damage throughout the game you're fine I guess..
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Bungybrother
Profile Joined February 2010
New Zealand7 Posts
Last Edited: 2012-05-10 22:26:35
May 10 2012 22:24 GMT
#168
Here is a terror WD that you can get by a low level,

It basically pivots around using sacrifice as much as possible, and means you can deal huge amounts of damage as a result.

The two mouse skills are basically down to preference. What you feel like at the time. Its the dog skills and passives that really matter

http://us.battle.net/d3/en/calculator/witch-doctor#aeYVdj!aZd!abbZaZ

What I love about the build. Is you also have the option of using the dogs to tank. But can go on a sacrificing spree when needed. Also note. By using as many runes as possible to give a chance to rez dogs, your main damage is being done by a costless spell (sacrifice). Leaving large amounts of mana to be dumped if further damage is required.

This build will REALLY come into its own, when the boogie man rune comes available on the big bad voodoo spell. (level 60 build)

Giving a 50 percent chance of rezing a dog when anyone dies for 20 seconds???

This is ridiculous. A continuous zombie dog explosion chain. Especially when combined with the other skills.

http://us.battle.net/d3/en/calculator/witch-doctor#cQYVdj!aZd!acbZaZ

Incorporating this in, you have two main options in my eyes. Get rid of soul harvest. Or get rid of one of the mouse skills. I would probably try getting rid of a mouse skill. And just choosing the highest mana dump skill possible. Maybe firebats.

Anyway. Seems ridiculously fun. Blowing up dogs all over the show. Yet. You also have the option to use them as tanks while waiting on some cool downs.

Realising this combo, and diversity has made me select the old WD over the monk in the end.

My main concern would be survivability. But then again. With mass confusion, a relatively constant supply of pets, and some good defensive passives. I think even then. This build holds well.

Any suggestions?
magical
nonsequitur
Profile Blog Joined July 2010
384 Posts
May 10 2012 22:33 GMT
#169
Main problem I see is that both BBV and Mass Confusion have long cooldowns (120s and 60s). After you've sacrificed your dogs you're basically stuck with 1 or 2 dogs and Firebats until BBV comes up again
Bungybrother
Profile Joined February 2010
New Zealand7 Posts
Last Edited: 2012-05-10 22:43:25
May 10 2012 22:41 GMT
#170
But you also have summon. Which gives you another 4. So as long as its staggered. The downtime would not be too extreme.
Another reason why at 60, soul harvest may get replaced. Just so I can have another direct damage spell.

So yeah. I guess it would depend on the ability to balance between tanking with the dogs between cooldowns, and blowing them sky high
magical
Demonhunter04
Profile Joined July 2011
1530 Posts
May 10 2012 22:51 GMT
#171
On May 10 2012 18:05 eluv wrote:
This is the last thing I'll say on the topic, but I'll be honest, it's sort of frustrating defending Diablo 3 from people nostalgic for D2, some of whom are angry they don't have to make any choices about their character, while others are angry they're forced to make choices about their character. To me all it really says is "It's not that other game I liked, it must be bad!"

Making an RPG where you don't have to make any decisions, and are allowed to have every single tool at your disposal is bad design, which is why Diablo 2 made you spend points on your skills to make them effective - so you couldn't have everything - and why Diablo 3 makes you choose 6 active skills. Making an RPG though, where the punishment for making a wrong decision is that your character becomes useless and you have to start over from scratch - is still bad design!

Anyway like I said, that's it from me on the subject. Here's a Demon Hunter Build focused on using the hardest hitting Single Target and AoE abilities the DH has, and using your other skills to make them hit as hard as possible.

http://us.battle.net/d3/en/calculator/demon-hunter#bPZYdj!Tec!Ycccba



I didn't know you could get all skills. You're assuming that I knew that....if you had to spend skill points the way you did in D2, then it wouldn't really make sense to lock a player to six skills.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Whalecore
Profile Joined March 2009
Norway1110 Posts
May 10 2012 23:12 GMT
#172
On May 11 2012 07:18 Vod.kaholic wrote:
Show nested quote +
On May 10 2012 22:35 Whalecore wrote:
Kung Fu Monk / Mantra Monk
http://us.battle.net/d3/en/calculator/monk#UVhSQk!cYb!acaaba

All Mantras, wewt! Play like a Kung Fu master, switch stance according to the situation you're in.

Monk Passives are so boring compared to the other classes, so defensive! Took 3 that works well together: High maximum spirit allows for 5 consecutive Exploding Palm. Spirit generation to help support the high spirit pool, and spending spirit = heal seems like a nice bonus.

They should really redo his passives though, makes him so dull T_T


Oh man, I would die of boredom playing this build. It seems like it could be unusually strong though. As long as exploding palm does enough damage throughout the game you're fine I guess..

Yeah it's a very gimmicky build, not meant to be optimal at all. :D Just wanted to make a stance only build since it is a pretty cool concept. Could work, but probably not very viable.
Playgu
boppel
Profile Joined March 2012
140 Posts
May 11 2012 05:55 GMT
#173
http://eu.battle.net/d3/en/calculator/monk#aWVTXk!bYc!aZZaZ


leveling monk build
probob
Profile Joined March 2011
Germany227 Posts
May 11 2012 06:51 GMT
#174
I thought of something like this for my monk

http://us.battle.net/d3/en/calculator/monk#UZXdTk!YUZ!cYYbca

Can someone explain to me why so many monk builds prefer two spirit generating abilities instead of just one?
In the beta I never thought that my spirit would be too low.
Ich bin ein Berliner
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 11 2012 07:41 GMT
#175
I would have thought you can only use one at a time at a fixed attack speed as well.

A lot of people don't like lashing tail kick but I imagine if you get it with the huge slow the monks going to be good at knocking back aoes and generating spirit off the guys in the front and knocking a whole bunch back again.

Also does anyone know stuff about base stats/armour? Will monk be using same armour (like can he use plate and stuff) and similar defensive base stats to the barb? Ive heard monks are supposed to be squishy but if anything on paper they are the tankiest with all the dodge stuff they get.
archon256
Profile Joined August 2010
United States363 Posts
Last Edited: 2012-05-11 08:28:15
May 11 2012 08:25 GMT
#176
On May 11 2012 15:51 probob wrote:http://us.battle.net/d3/en/calculator/monk#UZXdTk!YUZ!cYYbca

Can someone explain to me why so many monk builds prefer two spirit generating abilities instead of just one?
In the beta I never thought that my spirit would be too low.

It's not for increased spirit regen (you could just spam one and get the same regen), but it might be useful if the two skills are runed for different roles. For example, Deadly Reach could be runed as Foresight, which turns it into a damage buff skill. Then you use it just thrice every 30 seconds for the 18% damage boost, and switch to the other generator as the main spirit generating skill. Another example - you could build a monk around spamming Way of the Hundred Fists, but use Fists of Thunder runed as Thunderclap as a mobility skill. And for one final example - you could use Way of the Hundred Fists runed as Blazing Fists for the attack and move speed buff, and then switch to some other generator.

A lot of people don't like lashing tail kick but I imagine if you get it with the huge slow the monks going to be good at knocking back aoes and generating spirit off the guys in the front and knocking a whole bunch back again.

LTK probably has the best designed runes of any D3 skill I've seen. Every one of them has a nice use - PBAoE damage, AoE slow, AoE stun, ranged AoE and a ranged AoE slow.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-11 08:29:43
May 11 2012 08:28 GMT
#177
Or you could, you know, take dashing strike instead for mobility?

I think any movement speed buffs arent all that important on monk because dashing strike is just so ridiculously spammable.
Chuck that 20% dodge rune on it and it's probably the best defensive skill in the game because you can't get surrounded ever just dash out and lashing tail kick.
archon256
Profile Joined August 2010
United States363 Posts
May 11 2012 08:41 GMT
#178
Sure, but Dashing Strike isn't a generator like Thunderclap is, meaning you can't use if you run out of spirit for some reason.
But you're right, DS is the better mobility skill.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
GodsDevil[5thF]
Profile Joined February 2006
Romania622 Posts
Last Edited: 2012-05-11 13:03:05
May 11 2012 12:00 GMT
#179
Wizard, well i think it will depend on the levels, if i can survive and not die fast, i can add more offensiv stuff, if i die fast i can add more defensive, thats the thing i like about the wizard.

http://us.battle.net/d3/en/calculator/wizard#aiYlOm!UfW!cccccc

if i die with this in inferno ill be :O http://us.battle.net/d3/en/calculator/wizard#ilYXgO!bfh!..cccc
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
Last Edited: 2012-05-11 12:39:47
May 11 2012 12:39 GMT
#180
After messing up in the calculator for 5 minutes, I got this build. Focus is on dealing damage, taking damage and getting life back by dealing damage.

http://us.battle.net/d3/en/calculator/barbarian#WhXViT!cdh!ZcYcab
"windows bash is a steaming heap of shit" tofucake
Reasonable
Profile Joined September 2010
Ukraine1432 Posts
May 11 2012 12:53 GMT
#181
Something tells me that it will all be about items and doesn't matter what skills you chose. Most random combos will be as good as any.
alQahira
Profile Joined June 2011
United States511 Posts
Last Edited: 2012-05-11 13:40:40
May 11 2012 13:29 GMT
#182
Does anyone know if the decoys summoned by the fracture rune on teleport would get the same properties as mirror image decoys, such as increased life, explosion on death, etc.?

I really liked the idea behind the wizard build focused around low life totals combined with the force armor energy armor rune that someone (too lazy to find the post) posted earlier. Here is my take on it, with my choice of fracture assuming that those decoys will share the benefit from mirror image rune.

This is extremely defensive, and probably over-conservative, even for hardcore but I like the synergies involved and you should be nigh-unkillable. As mentioned earlier, you get energy armor with the force armor rune, which MUST BE UP AT ALL TIMES! Otherwise you'll die. Avoid any items that add to life total, since you are at most taking 35% of health per hit. Then galvanizing ward heals you for 310 per second while your armor is up (and extends the duration). I'm hoping that this combo alone should go a long way towards keeping you alive, but then there is more! The primary attack is spectral blade with healing blades. With a good late game weapon, I'm assuming that that 8% lifesteal will heal something like 20% or more of your hitpoints. Obviously lifesteal weapons would help as well. The rest of the skills are optional, but keeping with the safety theme, I think the main secondary would be arcane torrent with arcane mines, combined with the temporal flux passive will slow enemies by 60% when they hit a mine. Since there is no real source of AP regen, I took electrocute with surge of power as a distance damage spell with AP regen via surge of power. Presumably this could also be addressed with good AP regen via items, which would let you sub out electrocute for something like arcane orb.

Battles would go something like, make sure armor is up, throw down some mirror images, and mines, electrocute them, when they close the distance with you, start meleeing with spectral blades, and if something goes wrong, you'll always have teleport at the ready to flee thanks to illusionist. Repeat.

http://us.battle.net/d3/en/calculator/wizard#WUeQOP!Ufd!YYbYYb

edit: spelling
gugarutz
Profile Joined August 2010
Austria110 Posts
Last Edited: 2012-05-11 13:40:27
May 11 2012 13:35 GMT
#183
On May 11 2012 22:29 alQahira wrote:
+ Show Spoiler +
Does anyone know if the decoys summoned by the fracture rune on teleport would get the same properties as mirror image decoys, such as increased life, explosion on death, etc.?

I really liked the idea behind the wizard build focused around low life totals combined with the force armor energy armor rune that someone (too lazy to find the post) posted earlier. Here is my take on it, with my choice of fracture assuming that those decoys will share the benefit from mirror image rune.

This is extremely defensive, and probably over-conservative, even for hardcore but I like the synergies involved and you should be nigh-unkillable. As mentioned earlier, you get energy armor with the force armor rune, which MUST BE UP AT ALL TIMES! Otherwise you'll die. Avoid any items that add to life total, since you are at most taking 35% of health per hit. Then galvanizing ward heals you for 310 per second while your armor is up (and extends the duration). I'm hoping that this combo alone should go a long way towards keeping you alive, but then there is mroe! The primary attack is spectral blade with healing blades. With a good late game weapon, I'm assuming that that 8% lifesteal will heal something like 20% or more of your hitpoints. Obviously lifesteal weapons would help as well. The rest of the skills are optional, but keeping with the safety theme, I think the main secondary would be arcane torrent with arcane mines, combined with the temporal flux passive will slow enemies by 60% when they hit a mine. Since there is no real source of AP regen, I took electrocute with surge of power as a distance damage spell with AP regen via surge of power. Presumably this could also be addressed with good AP regen via items, which would let you sub out electrocute for something like arcane orb.

Battles would go something like, make sure armor is up, throw down some mirror images, and mines, electrocute them, when they close the distance with you, start meleeing with spectral blades, and if something goes wrong, you'll always have teleport at the ready to flee thanks to illusionist. Repeat.

http://us.battle.net/d3/en/calculator/wizard#WUeQOP!Ufd!YYbYYb


what do you do against many enemies hitting simultaneously or enemies who hit extremely fast?

i'm sure there are these enemy types, they do the same dps as other enemies but instead of hitting you for 3000 each 3 seconds they'll hit you for 300 each 0,3 seconds. you'd need the same amount of health reggen as you'd need to heal a normal mob away to withstand that. the heal of the passive is constant so it will not be enough most likely. since the heal of spectral blades is a percentage it could be enough but your health would go up and down pretty fast, it would be very dangerous imo. the only way to work against that is to stack armor / resistances and with that i guess i answered my own question
alQahira
Profile Joined June 2011
United States511 Posts
May 11 2012 13:39 GMT
#184
Teleport away, lay down some mines and decoys, hit them from afar, and then there will be less of them when they engage in melee again.
gugarutz
Profile Joined August 2010
Austria110 Posts
May 11 2012 13:41 GMT
#185
On May 11 2012 22:39 alQahira wrote:
Teleport away, lay down some mines and decoys


that could also work but it is very micro focused so depends on the skill level i guess and the AI
alQahira
Profile Joined June 2011
United States511 Posts
May 11 2012 13:44 GMT
#186
Also, remember the arcane mines slow enemy movement speed by 60% (30 +30 from the passive) and their attack speed by 30%, so that should help a lot. I think the main problem for the build would be mobs that are immune to slow, which I'm reasonably sure there will be in inferno if not hell.
SoulWager
Profile Joined August 2010
United States464 Posts
May 11 2012 17:48 GMT
#187
you don't have a lot of dps in there.
DisOriental
Profile Blog Joined September 2010
Canada89 Posts
Last Edited: 2012-05-11 18:30:31
May 11 2012 18:29 GMT
#188
It's looking like I will be mostly 3manning D3 with 2 buddies at a time, This build is for a barb, wizard, monk grouping where everyone will pretty good sustain.
Goal: quick leveling, bursty dps, aoe integrated, with a large sustain component (for everyone)
Reasoning: The barb is really going to be tanking most things, so I want to get in dps and be able to get out safely, while LTK can help to split groups and crippling wave can mitigate damage

http://us.battle.net/d3/en/calculator/monk#aWZTQX!Ybc!aZZaZa

It feels really spirit draining, but I figure for the first few passes it should do alright. Constructive suggestions welcomed!
_ _ | _ _ "Why is Pirate Bird always dirty?..." ~ Artosis
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
May 11 2012 19:01 GMT
#189
Meteor-spam wizard:
http://eu.battle.net/d3/en/calculator/wizard#UYQkOj!Xec!aYaZbY

focus on maxing/regen arcane power. As long as there is no fire resistant/immune mobs it will prolly be good, but maybe there will be
Guess they will nerf Star pact though, it basically halves the cost of Meteor...
England will fight to the last American
PeT[uK]
Profile Joined November 2009
United States412 Posts
Last Edited: 2012-05-12 06:23:33
May 12 2012 06:18 GMT
#190
http://us.battle.net/d3/en/calculator/witch-doctor#bWYTPR!Whd!ZZacZc

lol 0 direct damage spells. All summons. I wonder if it'd be viable... What do you think?

I get to take advantage of Pierce the Veil with little to no repercussions. Hex up 100% of the time. Also Fetish army is at max CDR. Once the game is out I'll be able to test to see if the rune for Plague of toads is worth it. and also the same with the Spider queen.

Only thing is I really need/want jungle fortitude on this build. Any suggestions on what to swap out?
How Happy Are the Blameless Vestals Lot.
venomium
Profile Joined October 2010
Netherlands245 Posts
Last Edited: 2012-05-12 06:33:45
May 12 2012 06:32 GMT
#191
On May 12 2012 15:18 PeT[uK] wrote:
http://us.battle.net/d3/en/calculator/witch-doctor#bWYTPR!Whd!ZZacZc

lol 0 direct damage spells. All summons. I wonder if it'd be viable... What do you think?

I get to take advantage of Pierce the Veil with little to no repercussions. Hex up 100% of the time. Also Fetish army is at max CDR. Once the game is out I'll be able to test to see if the rune for Plague of toads is worth it. and also the same with the Spider queen.

Only thing is I really need/want jungle fortitude on this build. Any suggestions on what to swap out?


Does Pierce the Veil also improves the damage of your minions? If it only increases your damage (which I think it does) I'd swap that one, you'll be relying on pets anyway, better to make sure your gazillion pets have 20% more life, each

Aren't you afraid that this buid is boring to play after 4/5 hours?

Edit: it's not 20% more life, it's 20% overall damage taken reduced, even better.
" I think we finally found the magic number of guns needed to be pointed at the TL hive mind to deter sexual molestation (9)" -Coagulation
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2012-05-12 08:22:08
May 12 2012 08:20 GMT
#192
http://us.battle.net/d3/en/calculator/wizard#UiQRjP!UdY!YcZabZ

Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Sverigevader
Profile Joined March 2010
Sweden388 Posts
May 12 2012 14:11 GMT
#193
On May 12 2012 17:20 UniversalSnip wrote:
http://us.battle.net/d3/en/calculator/wizard#UiQRjP!UdY!YcZabZ

Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar.


I like this a lot. But I switched some things around and got this:

http://us.battle.net/d3/en/calculator/wizard#UiQljm!YdW!YbZaac

What do you think? Opening with Blizz and depending on what kind health the enemies have, spam electrocute to regain AP until Blizzard ends to get Cold Blooded bonus and then blasting Disintegrate, or just Blizz into Disintegrate.
"I can answer this, you're just a god damn sexy mofo." http://www.teamliquid.net/forum/viewmessage.php?topic_id=147829&currentpage=7#139
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2012-05-12 16:43:04
May 12 2012 16:19 GMT
#194
decided to read what the character stats provide and it became immediately apparent that Soul Harvest is going to be a standard skill in a lot of WD's builds for a while

http://www.diablowiki.net/Intelligence

Each point of Intelligence gives:
+0.1 per point to Resistances.
+x to Witch Doctor's damage.

http://www.diablowiki.net/Soul_Harvest

Feed on the life force of up to 5 enemies within 16 yards. Gain 130 Intelligence for each affected enemy. This effect lasts 30 seconds.

potential +650 damage and +65 resist buff at Lvl 60 is going to be way too good to give up while the majority of WD's will be playing with mediocre to average gear for a while

anyways this is my current WD build

http://us.battle.net/d3/en/calculator/witch-doctor#fdYjTQ!WeU!cccZcc

hope Vision Quest can sustain Zombie Charger spam & Pierce the Veil's +30% mana cost and try to keep Soul Harvest on CD

build looks to have a pretty boring play style though if minions can end up being a sturdy wall. wonder if there's some limit to the amount of dogs that can be created from rune procs

edit: reading that there can be no more than 4 zombie dogs up at any time. going to have to change up my build then.
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-12 23:00:32
May 12 2012 22:18 GMT
#195
As a follow-up to my Speed of Light barb in the original post, here's my Speed of Light Demon Hunter! This probably wouldn't do enough damage to work, but I just love the idea of sprinting circles around everything.

http://us.battle.net/d3/en/calculator/demon-hunter#ahYdVk!ZWa!baabbb

Hungering Arrow with Shatter Shot rune - The most generic of the Hatred Generators, the main DPS skill in the build.
Fan of Knives with Crippling Razors rune - The only Hatred Spender in the build. It's on a cooldown because the build focuses on being at full Hatred a lot of the time. Fan of Knives also works well as an AoE snare making your speed is even more effective.
Caltrops runed to taste - Generic slow with the same idea as FoK, but with no cooldown. Could be runed to provide some extra damage.
Vault also runed to taste - No speedy build would be complete without the DH's main mobility skill.
Sentry with Chain of Torment rune - Non-Hatred DPS, the chain of torment has good synergy with your speed, allowing you to do damage while running around like an idiot!
Preparation runed to taste - With so many discipline spenders, this is a natural fit for the build.

Passives

Thrill of the Hunt - As if super-speed wasn't enough, your enemies will spend 30% of the time not moving at all. Allows you some nice free DPS time.
Hot Pursuit - With a single Hatred spender, and that on a cooldown, you'll spend quite a bit of time at full hatred.
Tactical Advantage - Another easy call, with prep, and a possibly "Tumble" runed Vault, you can keep this active quite a bit as well.

Since I'm sort of obsessed with the idea of movement speed increases, I think I'll try and give the other 3 classes the same treatment now.

Edit: Here are my attempts:

Monk - http://us.battle.net/d3/en/calculator/monk#acdTUh!acb!aZaaZb

The monk is pretty easy to make a build like this for, and I think he'd make an awesome "sprint" character! Tempest Rush with Tailwind, Dashing Strike, Fleet Footed Passive, Fists of Thunder with Thunderclap, and Mantra of Evasion with Wind in the Reeds are all great mobility skills, and I think this build would be a lot of fun, while remaining viable:

Witch Doctor - http://us.battle.net/d3/en/calculator/witch-doctor#bZUdeX!VTf!aaabYZ

I had to get pretty creative here. In essence, I focused around cooldown reduction, allowing Spirit Walk with Jaunt and Horrify with Stalker to be cast as often as possible, while adding in as much "fire and forget" DPS as possible. Because of the lack of traditional mobility skills for the WD, there's room for some pretty nice synergies here, and again I think this is a build you could actually play.

Wizard - http://us.battle.net/d3/en/calculator/wizard#WhQTjg!aTf!ZaZYac

I expected WD to be the hardest by far, but the Wizard actually gave me the most trouble. Besides the iconic teleport, the Wizard really doesn't have too many skills to keep her mobile. Storm Armor with Scramble was a given, but besides that, I just tried to go with skills that fit with the theme of running in and out of the fray quickly.

While I was working on the Wizard Build I noticed something that would be a great addition to the Force Armor builds floating around. If you haven't been reading the thread, the idea is to avoid life increasing items so that 35% of your life is quite low, and stacking as much lifesteal/life regeneration as possible, such that you regenerate your small life pool very quickly. What I noticed was this gem, the Familiar with Ancient Guardian rune. While it wouldn't go a huge way towards protecting you from the very fast attacks that would be the bane of this type of build, there's no doubt that it would be a strong addition. Here's how my version of the build would go:

http://us.battle.net/d3/en/calculator/wizard#WgQPjO!Ydf!YYYbbY
"Yes I fucked my way to the GSL partnership" - Sundance
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
May 12 2012 23:36 GMT
#196
Here's the latest iteration of a build I've been working on for a while. It is focused on stacking crit, relying on dodge for survivability and running around really fast while doing damage with Sweeping Wind and keeping it fully stacked (and not having to constantly recast it).

http://us.battle.net/d3/en/calculator/monk#aUicjh!Wda!ZZcabb

I might tweak a few of the runes, especially on Tempest Rush.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Moli
Profile Joined September 2010
Netherlands78 Posts
Last Edited: 2012-05-13 10:15:55
May 13 2012 09:00 GMT
#197
What about this WD Zombie Dog build? it's my first build, will it work?
http://eu.battle.net/d3/en/calculator/witch-doctor#YfVRUQ!adh!cYZZZc

Not sure about spirit walk. Don't really need mana since zombie charge is the only thing that costs mana, hex and dogs only 49....maybe grasp of the dead, but also don't need slow. Advice about last skill please!
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
May 13 2012 09:33 GMT
#198
On May 12 2012 23:11 Sverigevader wrote:
Show nested quote +
On May 12 2012 17:20 UniversalSnip wrote:
http://us.battle.net/d3/en/calculator/wizard#UiQRjP!UdY!YcZabZ

Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar.


I like this a lot. But I switched some things around and got this:

http://us.battle.net/d3/en/calculator/wizard#UiQljm!YdW!YbZaac

What do you think? Opening with Blizz and depending on what kind health the enemies have, spam electrocute to regain AP until Blizzard ends to get Cold Blooded bonus and then blasting Disintegrate, or just Blizz into Disintegrate.


It seems like you would want to focus on synergies - like for example the cold mastery doesn't do anything with disintegrate, why not just use the cold ray?

Also tbh I have no idea what archon actually does
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Sverigevader
Profile Joined March 2010
Sweden388 Posts
May 13 2012 10:35 GMT
#199
On May 13 2012 18:33 UniversalSnip wrote:
Show nested quote +
On May 12 2012 23:11 Sverigevader wrote:
On May 12 2012 17:20 UniversalSnip wrote:
http://us.battle.net/d3/en/calculator/wizard#UiQRjP!UdY!YcZabZ

Intensified disintegrate build. Electrocute /w surge of power generates arcane energy to get your laser beam back up faster. rest is defensive since you are planning on channeling one damage spell most of the time, don't really need other nukes. temporal flux + hydra /w arcane hydra gives you a really low energy cost cc, same with familiar.


I like this a lot. But I switched some things around and got this:

http://us.battle.net/d3/en/calculator/wizard#UiQljm!YdW!YbZaac

What do you think? Opening with Blizz and depending on what kind health the enemies have, spam electrocute to regain AP until Blizzard ends to get Cold Blooded bonus and then blasting Disintegrate, or just Blizz into Disintegrate.


It seems like you would want to focus on synergies - like for example the cold mastery doesn't do anything with disintegrate, why not just use the cold ray?

Also tbh I have no idea what archon actually does


Crap, I read the passive skill wrong...
"I can answer this, you're just a god damn sexy mofo." http://www.teamliquid.net/forum/viewmessage.php?topic_id=147829&currentpage=7#139
eluv
Profile Joined August 2010
United States1251 Posts
May 13 2012 11:42 GMT
#200
At this point it wouldn't be terribly surprising if I actually started foaming at the mouth. I therefore propose a game - try to copy a D2 build as closely as possible, but get creative! Think playstyle if you can't get exact spells. The game then is to try to guess the build being linked, and then provide one of your own. I'll start things off very (very) easily with a wizard build:

http://us.battle.net/d3/en/calculator/wizard#bkcQfY!Tec!ZacZaZ
"Yes I fucked my way to the GSL partnership" - Sundance
alQahira
Profile Joined June 2011
United States511 Posts
May 13 2012 13:21 GMT
#201
MeteOrb! Too easy. =P
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-13 17:15:30
May 13 2012 17:04 GMT
#202

The game then is to try to guess the build being linked, and then provide one of your own.


You're messing with the game here! To make up for it, I'll try a harder one:

http://us.battle.net/d3/en/calculator/monk#UXdgQk!cVf!aabYcb

This exercise really makes you realize just how few skills you used in Diablo 2 - I really had to stretch for this one...

Stretching yet further, be careful, this one probably isn't your first instinct:

http://us.battle.net/d3/en/calculator/witch-doctor#bXYTjQ!ThZ!aYaZbb
"Yes I fucked my way to the GSL partnership" - Sundance
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
May 13 2012 18:00 GMT
#203
On May 14 2012 02:04 eluv wrote:
Show nested quote +

The game then is to try to guess the build being linked, and then provide one of your own.


You're messing with the game here! To make up for it, I'll try a harder one:

http://us.battle.net/d3/en/calculator/monk#UXdgQk!cVf!aabYcb

This exercise really makes you realize just how few skills you used in Diablo 2 - I really had to stretch for this one...

Stretching yet further, be careful, this one probably isn't your first instinct:

http://us.battle.net/d3/en/calculator/witch-doctor#bXYTjQ!ThZ!aYaZbb


First one is a zealadin, second I'm guessing is supposed to be something like a skely necro, but not sure.

This one shouldn't be too hard:

http://us.battle.net/d3/en/calculator/barbarian#WUgkeP!gYe!caYZZc

Like you said, you do need a lot of "filler" because most builds really only used 2-3 skills regularly.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Nikoras
Profile Blog Joined March 2012
United States115 Posts
May 13 2012 18:46 GMT
#204
On May 13 2012 08:36 HardlyNever wrote:
Here's the latest iteration of a build I've been working on for a while. It is focused on stacking crit, relying on dodge for survivability and running around really fast while doing damage with Sweeping Wind and keeping it fully stacked (and not having to constantly recast it).

http://us.battle.net/d3/en/calculator/monk#aUicjh!Wda!ZZcabb

I might tweak a few of the runes, especially on Tempest Rush.


Hahaha, "Airbender" build
Mr. Sunday
Profile Joined June 2011
140 Posts
Last Edited: 2012-05-13 19:29:08
May 13 2012 19:28 GMT
#205
That's what I'll be looking for at release. Barbarian mass crit build : It relies on Revenge (Best Served Cold), Overpower (Killing Spree), Frenzy (Maniac), Battle Rage (Marauder's Rage) and WotB (Slaughter). I took Leap with Call of Arreat as a gap closer, this way I can also stack mobs and aoe as much as possible. I also took Ruthless and Weapon Masters for the crit bonuses and Nerves of Steel for a bit of survivability.

If I can stack all crit buff, I can reach 48% crit, 100% attack speed, 50% increased dammage, under WotB.
I believe some of the weaknesses of this build are CC and defence.

http://us.battle.net/d3/en/calculator/barbarian#WVXQiP!ZYb!cZYZab

What you guys think about that ?
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
May 13 2012 19:56 GMT
#206
I've been playing around with Monk arena build, I know I'm like several months too early but whatever!

http://us.battle.net/d3/en/calculator/monk#adXgkT!TeZ!abZbaZ

My focus was defensive/support heavy with a high burst damage capability and some mobility. No idea what so ever which primary is actually the way to go for PvP and the 3rd passive could probably be something else, also not sure about how good Mantra of Conviction will be in PvP.
Derrida
Profile Joined March 2011
2885 Posts
Last Edited: 2012-05-13 20:05:07
May 13 2012 20:01 GMT
#207
Hm, this is my first try at doing this:

Here's my wtfpwn "paper mage" that focuses on killing stuff quickly with chain freezes and aoe or die trying while getting serious mana regen from chain electrocute + prodigy:

http://eu.battle.net/d3/en/calculator/wizard#UeYlfh!cWg!aZaZYb
#1 Grubby Fan.
eluv
Profile Joined August 2010
United States1251 Posts
May 13 2012 20:36 GMT
#208
On May 14 2012 04:28 Mr. Sunday wrote:
That's what I'll be looking for at release. Barbarian mass crit build : It relies on Revenge (Best Served Cold), Overpower (Killing Spree), Frenzy (Maniac), Battle Rage (Marauder's Rage) and WotB (Slaughter). I took Leap with Call of Arreat as a gap closer, this way I can also stack mobs and aoe as much as possible. I also took Ruthless and Weapon Masters for the crit bonuses and Nerves of Steel for a bit of survivability.

If I can stack all crit buff, I can reach 48% crit, 100% attack speed, 50% increased dammage, under WotB.
I believe some of the weaknesses of this build are CC and defence.

http://us.battle.net/d3/en/calculator/barbarian#WVXQiP!ZYb!cZYZab

What you guys think about that ?


Something interesting I noticed about your build, is you only have 2 rage spenders, one of which is a long cooldown, and the other you only press every 30s to put the buff up. With that in mind, you could switch out Nerves of Steel for Berserker rage to complete the full "Glass Cannon" style of Barb.
"Yes I fucked my way to the GSL partnership" - Sundance
4mgg
Profile Joined September 2010
Finland373 Posts
Last Edited: 2012-05-13 21:09:01
May 13 2012 21:02 GMT
#209
On May 06 2012 20:43 Whalecore wrote:
+ Show Spoiler +
MAXIMUM FURY BARBARIAN (SKILL CALCULATOR LINK)
Barbarian with intent on having constant maximum Fury!
  • The build focuses around Berserker Rage (You inflict an additional 25% damage while at maximum Fury).

  • None of his skills cost Fury, with one exception: DREAD BOMB! The ultimate Fury spender!

  • It's either 100% Fury or 0% Fury on this bad boy!


Skills
Now the fun part. Let's go through all of his passive and active skills!

Passive skills
  • Berserker Rage (You inflict an additional 25% damage while at maximum Fury):
    This skill is the most fundamental part of the Maximum Fury build.

  • Unforgiving (You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.):
    Another fundamental passive, this skill is chosen because the Maximum Fury Barbarian is always prepared!

  • Brawler (As long as there are 3 enemies within 8 yards, all of your damage is increased by 30%):
    This skill has great synergy with this build, especially the Weapon Throw Fury spender (wow that shit is gonna hit so hard)!


Active skills
  • Bash [PUNISH] (Increases the damage of your skills by 6% for 5 seconds after using Bash. This effect stacks up to 3 times.):
    More overall passive damage increase! After three left-clicks, we get another 18% damage boost to all our skills. The burst damage will be insane!

  • Ancient Spear [HARPOON] (Pierce through multiple enemies in a straight line and drag them all back.):
    This build needs a gap closer, and this is the most bad ass gap closer. Enough said.

  • Furious Charge [DREADNOUGHT] (Regain 8% of your maximum Life for each target hit by Furious Charge.):
    You remember those moments in Diablo 2 when you are stuck in a pack of lightning enchanted monsters and the only way to escape is to town portal out of there? Well I'm pretty sure we are going to get into similar situations in Diablo 3, only this time we can't instantly portal to town. The second best thing: Charge the fuck out!

  • Overpower [REVEL] (Heal 8% of your maximum Life for every enemy hit.):
    Another defensive skill, will help us survive longer while surrounded by a shit-ton of monsters.

  • Weapon Throw [DREAD BOMB] (Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of Fury expended to all enemies within 12 yards of the target.):
    I don't think words can explain the amounts of destruction this will cause. Combined with the passive damage increase from all sources (Berserker Rage, Brawler and Bash [PUNISH]), this will deal 420% * 18% * 25% * 30% + Show Spoiler +
    Anyone know if there will be diminishing returns on stacking this damage? If not + Show Spoiler +
    holy shit :D
    weapon damage to all enemies in an area.

  • Earthquake [THE MOUNTAIN'S CALL] (Removes the Fury cost and reduces the cooldown to 105 seconds.):
    Great burst damage -- doesn't even drain Fury. So sick!




Wouldn't you pick Animosity (10% increased fury generation and +20 max fury -> even more damage towards Dread Bomb) over Unforgiving?

I was playing with the idea of Wrath of the Berserker (+10% crit chance, +25% IAS, 20% dodge, 20% MS)
with [INSANITY] (While active, all damage increased by 100%)
and replacing Bash with Frenzy [MANIAC] (Each Frenzy effect also increases damage by 4% -> 20% max)

With +75% attack speed from Frenzy I think you'd still sit tight at full rage, justifying Animosity and WotB. After you pop Wrath your Rage will build up quickly with 5 stacks of Frenzy plus the bonus attack speed from WotB, allowing some [even more] massive Dread Bombs.

I like your choices with Furious Charge and Overpower for survivability.
I'd propably still switch Harpoon for Revenge [VENGEANCE IS MINE] (Gain 5 Fury and heal 8,0% for each enemy hit), which would leave room for a Defensive Skill or something else intead of Charge / OP.
I'd propably go for Battle Rage [MARAUDERS RAGE] (Increase damage bonus to 30%) and leave Overpower.

Picking Frenzy over Bash would increase the build up time slightly (I think..), but this is what I'd have Revenge for

Or if I feel like I need more survivability, I'd get Ignore Pain with [IGNORANCE IS BLISS] (Gain 20% of all damage dealt as life).
I'm not going to play HC before I beat at least Hell on softcore, so I will have the luxury of experimenting..

http://eu.battle.net/d3/en/calculator/barbarian#WiSVfP!cWg!cacacZ

My concern with this is, that without Earthquake, do I have damage? Should I get Cleave with [REAPING SWING] (Additional 3 rage generated per enemy hit) instead of Frenzy? Much depends on how Rage generation is at lv. 60..

Just my two cents.

EDIT: I say Rage, I mean Fury.. >.<
PL #4 fan
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-13 22:42:21
May 13 2012 22:40 GMT
#210
On May 14 2012 04:56 Vaelone wrote:
I've been playing around with Monk arena build, I know I'm like several months too early but whatever!

http://us.battle.net/d3/en/calculator/monk#adXgkT!TeZ!abZbaZ

My focus was defensive/support heavy with a high burst damage capability and some mobility. No idea what so ever which primary is actually the way to go for PvP and the 3rd passive could probably be something else, also not sure about how good Mantra of Conviction will be in PvP.


I tried to edit your build a bit. This is what I got.

http://us.battle.net/d3/en/calculator/monk#adXgTk!eZf!abbaba

This is more of an anti ranged build, you want more dodge stuff against melee heavy. You stick to targets with 10 spirit dashing strike and fists of thunder, heal your ally to give yourself 15%+16% and your ally 16% damage for 15s, stack 100 spirit and activate mantra and seven sided strike with your allies CDs as well which means you get 79% increased damage for 3 seconds not counting any bonuses your ally gives you. I took the stunlock on seven sided strike but perhaps the 1007% weapon damage would be better considering you'd get 1800% weapon damage in one hit. You still get 55% bonus damage with just your own bonuses after the 3 seconds anyway.

Perhaps switch out resolve for near-death experience. Serenity with 10 spirit and healing for as much as your heal spell seems really strong on its own though.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 14 2012 02:05 GMT
#211
So, I had an interesting idea for a DH that relies on a lot of delayed timing shots to do damage, combined with lots of trap and bonus damage synergy where possible. The skills should work quite effectively together if you master the timing on all of these spells so you can continue abusing the bonuses from Cull the Weak.

V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba

Synergies of note:
1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect.

2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off.

3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes.

This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death.

V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba

A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo.

Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Tennet
Profile Joined January 2010
United States1458 Posts
May 14 2012 03:48 GMT
#212
On May 14 2012 05:01 Derrida wrote:
Hm, this is my first try at doing this:

Here's my wtfpwn "paper mage" that focuses on killing stuff quickly with chain freezes and aoe or die trying while getting serious mana regen from chain electrocute + prodigy:

http://eu.battle.net/d3/en/calculator/wizard#UeYlfh!cWg!aZaZYb

Unfortunately prodigy gives you 4 AP and only 4 AP, however I don't know for sure but from everything I have read today that is the conclusion.. obviously we just have to wait for the game to come out.
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
Last Edited: 2012-05-14 04:39:20
May 14 2012 04:33 GMT
#213
On May 14 2012 11:05 Vod.kaholic wrote:
So, I had an interesting idea for a DH that relies on a lot of delayed timing shots to do damage, combined with lots of trap and bonus damage synergy where possible. The skills should work quite effectively together if you master the timing on all of these spells so you can continue abusing the bonuses from Cull the Weak.

V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba

Synergies of note:
1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect.

2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off.

3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes.

This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death.

V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba

A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo.

Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work.


For all the slow/Culling the Weak builds I did I thought Steady Aim (passive) went hand-in-hand with the rest of the build. It seems a given that with all the monsters slowed they will be more than 10 "yards" away (10 yards is pretty short, if you use the 35 yards of vault as a sort of reference point). Perhaps you won't be able to keep them all away, though.

We might be trying to do slightly different things, as yours seems more timing/AoE focused.

Here's my take on the build:

http://us.battle.net/d3/en/calculator/demon-hunter#bRYQgT!Yce!bZbaca

But I have different variations of it. I might need to swap shadow power out for vault or smoke screen, as sort of an emergency escape.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
520
Profile Blog Joined April 2009
United States2822 Posts
May 14 2012 04:54 GMT
#214
Inspired by Jay Wilson's build: the not-so-petless Witch Doctor.

http://us.battle.net/d3/en/calculator/witch-doctor#aSRViT!aXe!YZcZYY

Relies on Circle of Life and the Next of Kin rune on Sacrifice to cycle through Zombie Dogs and constantly create new ones without having to use the skill, which leaves room for Hex. Gargantuan to be your general tank, Locust Swarm and Acid Bomb for AoE crowd clearing, and Poison Dart for single-target.
Writer
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
Last Edited: 2012-05-14 05:02:20
May 14 2012 04:58 GMT
#215
On May 14 2012 13:54 scintilliaSD wrote:
Inspired by Jay Wilson's build: the not-so-petless Witch Doctor.

http://us.battle.net/d3/en/calculator/witch-doctor#aSRViT!aXe!YZcZYY

Relies on Circle of Life and the Next of Kin rune on Sacrifice to cycle through Zombie Dogs and constantly create new ones without having to use the skill, which leaves room for Hex. Gargantuan to be your general tank, Locust Swarm and Acid Bomb for AoE crowd clearing, and Poison Dart for single-target.


I'm 90% sure the dogs go away when you take the skill off your bar. I tried summoning them in the beta, then removing it, and they went away.

Maybe that has changed, but I doubt it.

Edit: Apparently the Circle of Life skill still works even if you don't have the zombie dogs skill. They just come up one at a time when the skill goes off.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 14 2012 05:05 GMT
#216
On May 14 2012 13:33 HardlyNever wrote:
+ Show Spoiler +
On May 14 2012 11:05 Vod.kaholic wrote:
So, I had an interesting idea for a DH that relies on a lot of delayed timing shots to do damage, combined with lots of trap and bonus damage synergy where possible. The skills should work quite effectively together if you master the timing on all of these spells so you can continue abusing the bonuses from Cull the Weak.

V1: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!ceT!aZbaba

Synergies of note:
1) Fan of Knives + Spike Trap. Following up a spike trap with Fan of Knives right before the trap explodes will guarantee that most of the enemies in the overlap of the two skills will eat both of them and take extra damage from Spike Trap because of the slowing effect.

2) The above + Marked for Death + Sharpshooter passive is going to be especially powerful against single targets as they eat the full damage from your combo of spells and a very high chance to crit. If you've been whittling down a group for a while after applying Marked for Death, the bonus damage will also apply to more enemies once your spike trap/fan combo goes off.

3) If you've used your Spike Trap/Fan combination, you can keep using Elemental Arrow+Frost and Bola Shot to increase the AoE damage you do once the bola explodes.

This build should have pretty nice AoE damage output if you can line up the timings on the slow effects, and it should still perform well vs single targets thanks to Marked for Death.

V2: http://us.battle.net/d3/en/calculator/demon-hunter#WRSjdh!cVe!cZbaba

A slight modification where we take numbing traps over Sharpshooter, to be a bit more survivable, especially since the 10 yard distance on the slow from Fan of Knives puts you uncomfortably close to most enemies, you'll want to take less damage before you Vault away. But we're giving up near-guaranteed AoE crits from opening with the Fan/Spike combo.

Feedback anyone? Maybe using better hatred generators or using other skills to be less squishy if you get caught. Vault is great, but if you can get one shot, being that close to enemies will be a bad idea, and you'll want to be relatively close for your strongest combo to work
.

For all the slow/Culling the Weak builds I did I thought Steady Aim (passive) went hand-in-hand with the rest of the build. It seems a given that with all the monsters slowed they will be more than 10 "yards" away (10 yards is pretty short, if you use the 35 yards of vault as a sort of reference point). Perhaps you won't be able to keep them all away, though.

We might be trying to do slightly different things, as yours seems more timing/AoE focused.

Here's my take on the build:

http://us.battle.net/d3/en/calculator/demon-hunter#bRYQgT!Yce!bZbaca

But I have different variations of it. I might need to swap shadow power out for vault or smoke screen, as sort of an emergency escape.


Hm, yeah, the main reason I didn't take steady aim is because I intend to use the fan/spike trap combo, which requires me to be fairly close to be effective, so I would only gain the steady aim bonus on my mouse skills, which isn't the greatest, so I took sharpshooter to get a better chance of crits from fan and the spike trap - the bonus gained should apply to both if they trigger in the same second, which would make for a super sweet combo crit.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
ZergOwaR
Profile Joined March 2010
Norway280 Posts
May 14 2012 06:39 GMT
#217
for the first playthrough and all that.. i wont be planing a build at all
i know of some of the abilities and what not, but since they unlock one at a time i can easily just try them out here and there until i figure out what i like
dig dig dig dig dig dig die!
D u o
Profile Joined October 2011
Canada381 Posts
Last Edited: 2012-05-14 12:52:37
May 14 2012 12:16 GMT
#218
Trying to get a tanky wiz to play out nicely, I think I build a bit too tanky so I'm looking for anything to regen hp. So far I've just thought about going for spectral blades with healing blades on it.

Anyone have any other ideas? http://us.battle.net/d3/en/calculator/wizard#acXOje!fab!YZbbaZ

Edit: I plan on playing with a bunch of my friends with this character so I'm not worried about having absolutely no damage
wot?
Szordrin
Profile Joined March 2011
Switzerland151 Posts
Last Edited: 2012-05-14 13:47:19
May 14 2012 13:00 GMT
#219
http://us.battle.net/d3/en/calculator/barbarian#WhVQiP!ZYT!ZbZZYc

A Barbarian Crit build with the idea of having permanent WotB.

1. Activate WotB with Thrive on Chaos --> Increase Duration with Fury gained.
2. Use Shout Battle Rage with Into the Fray (gives 15 fury per crit)
3. Use Overpower with Killing Spree (increased crit chance)
4. Use Frenzy to get some Attackspeed and Fury (I got triumph for healing, don't know if its worth it).
5. Balance Fury with Whirlwind (main Fury Spender), Blood Funnel as Rune, giving 1% Life per crit, giving some survivability.
6. Throw in Revenge with Best served Cold for increased hit and some healing.

--> Overpower, Whirwind as main DPS, Frenzy to keep up Attspeed (gives more crits ofc), WotB, BattleRage and Overpower to round it up and give some basic stat boni.

Passives: Ruthless (Crit ofc) Weapon Master (go for axes for Crits or Mighty for permanent WotB) and Juggernaut in order to reduce "downtime" with this build and ensure survivability.

The idea is to be attacking more or less permanently in order to build up the boni and using wotb to the maximum.

I try to evade Dodge Boni and go for a lot of defense & attackspeed in order to reduce dmg I get and increase healing (whem im getting hit).

What do you think? Some flaws in there?
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-14 13:55:54
May 14 2012 13:06 GMT
#220
On May 14 2012 22:00 Szordrin wrote:
http://us.battle.net/d3/en/calculator/barbarian#WhVQiP!ZYT!ZbZZYc

A Barbarian Crit build with the idea of having permanent WotB.

1. Activate WotB with Thrive on Chaos --> Increase Duration with Fury gained.
2. Use Shout Battle Rage with Into the Fray (gives 15 fury per crit)
3. Use Overpower with Killing Spree (increased crit chance)
4. Use Frenzy to get some Attackspeed and Fury (I got triumph for healing, don't know if its worth it).
5. Balance Fury with Whirlwind (main Fury Spender), Blood Funnel as Rune, giving 1% Life per crit, giving some survivability.
6. Throw in Revenge with Best served Cold for increased hit and some healing.

--> Overpower, Whirwind as main DPS, Frenzy to keep up Attspeed (gives more crits ofc), WotB, BattleRage and Overpower to round it up and give some basic stat boni.

Passives: Ruthless (Crit ofc) Weapon Master (go for axes for Crits or Mighty for permanent WotB) and Ruthless in order to reduce "downtime" with this build and ensure survivability.

The idea is to be attacking more or less permanently in order to build up the boni and using wotb to the maximum.

I try to evade Dodge Boni and go for a lot of defense & attackspeed in order to reduce dmg I get and increase healing (whem im getting hit).

What do you think? Some flaws in there?


Sounds like an exciting concept, but if you really want to try to keep wotb up as much as possible, I think you should change that last passive to one of the fury generation ones. Animosity would make the most sense in my opinion, but Unforgiving could be good as well, and for some different flavor you could consider Relentless, which would let you constantly whirlwind if you ever got low on life - adding to fury gen, damage, and survivability from lifesteal.
"Yes I fucked my way to the GSL partnership" - Sundance
Szordrin
Profile Joined March 2011
Switzerland151 Posts
Last Edited: 2012-05-14 17:14:25
May 14 2012 13:46 GMT
#221
Thanks for the feedback. I was thinking about additional Fury generation, but I was under the assumption that I will have plenty of Fury due to into the Fray of Battle Rage (which will be permarunning). Although I'm reading right now that I have "a chance" to get 15 fury and not evertime, lets see how this works.

I thought about relentless for emergency survivability, but I decided to take Juggernaut (typed ruthless earlier..) because I won't need free fury spells, due to having plenty of it (if it works as intended ^^). But the point you make with permawhirlwind is interesting.

TheGuru
Profile Joined March 2011
Sweden1 Post
May 14 2012 15:47 GMT
#222
Which build should I go with? I usually prefer caster but so item dependent in Diablo 2, maybe better to start with a WD?

Low level WD build with focus on sacrifice
http://us.battle.net/d3/en/calculator/witch-doctor#bVYkST!ead!aZbaaZ
or
low level wizard build
http://us.battle.net/d3/en/calculator/wizard#ZlYQSj!WXb!baaZZa

alQahira
Profile Joined June 2011
United States511 Posts
Last Edited: 2012-05-14 17:56:25
May 14 2012 17:36 GMT
#223
Okay, here is a pure dps wizard. Too little crowd control for hardcore or inferno, but probably viable with minor tweaks until then? I think there have been similar builds posted before, but not sure anyone skipped a signature spell to get an extra skill slot yet.

EDIT: apparently 0 cost ray of frost is a typo on the web site. May not work as advertised then, but it solves the potential too much AP problem. :-)

http://us.battle.net/d3/en/calculator/wizard#ZlYSgj!YXW!bccZZa

Basically, it is a mix of every possible wizard skill that either adds damage, or increases the amount of damage enemies take. It also forgoes the use of any signature spells by using the 0 cost ray of frost rune as the basic spell. Due to cooldowns, and blizzard not stacking with itself, it is remarkably light on AP usage. An ideal version might sacrifice one of the buffs for another damage dealing spell to dump AP in battle.

Blizzard and ray of frost are the main damage dealers. Then I add frost nova with bone chill, which can add 15% damage, magic weapon with force weapon for another 15%, slow time with time warp, which makes enemies take 20% more damage, and familiar with sparkflint which adds another 12% damage. Glass cannon adds 15%, cold blooded adds another 20% and astral presence for the bonus AP and AP regen.

Assuming each of these are additive percentages, rather than multiplicative, with all buffs at once ray of frost jumps to doing 302% weapon damage. Then with slow time they take 20% more damage, which would be another 60% weapon damage essentially. So a 100 damage weapon would end up doing 360 damage or 360% weapon damage.

If damage bonuses from skills are multiplicative, then it gets really crazy. The 100 damage weapon would do 215 base frost ray, and 439.5 with everything added in, or 439.5% of weapon damage.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2012-05-14 17:50:23
May 14 2012 17:39 GMT
#224
The cold blood rune for ray of frost reduce it to 10AP/attack not 0.

The 0 is a bug on the web site.

If you get a slow weapon though, you should be able to cast RoF without losing AP
Either we are alone in the Universe or we are not. Both are equally terrifying.
vanTuni
Profile Joined October 2009
389 Posts
May 14 2012 17:50 GMT
#225
http://us.battle.net/d3/en/calculator/demon-hunter#aYdjkl!YeT!ccYaYb

I'm not a big fan of PvP or single player. I like to be a part of a group so I made myself a crowd control Demon Hunter that focuses on AoE for mobs and critical strikes for the boss battles.

Hungering Arrow + Spray of Teeth

This is going to be my spam ability that will greatly benefit from my passives

Caltrops + Bait the Trap
I like the idea of standing your ground until they get to close, throw down the caltrops and make your escape with a beautiful 10% critical chance increase

Vault + Acrobatics

This ability is just a must-have in my eyes. Survival comes first with all my decisions. Acrobatics just seemed like a nice trade. Thirty five yards is quite a good distance and that is all I should need. I was torn between Acrobatics and Rattling Roll, I must say.

Marked for Death + Contagion

Another must-have, in my opinion. Great for boss battles. Contagion intrigued me and seems to me that it cuts down severely on the discipline usage. Another factor is that AoE abilities are going to be huge when you knock down 4 marked for death creatures then AoE. Nerd chills.

Sentry + Aid Station

I like the idea of the sentry turret but this ability is going to be in contention with a few others on my daily trips. I added Aid Station just to get a small bonus when the group is backed up into a corner or to drop it behind a barbarian at a choke point. Maybe even drop it near the mage or witch doctor to add protection from projectiles or teleporting special mobs.

Rain of Vengeance + Stampede

This will be my AoE once Contagion and Caltrops take into effect. It doesn't cost anything and I would imagine that Stampede will be a life saver. The thirty second cooldown doesn't seem too severe because I would imagine that grand mob fights will be few and far between to warrant its use.

Passives -

Steady Aim - I'm torn between this passive and Night Stalker. It might not be the best since I elected for the cooldown of Vault. Hopefully, the damage is added to a critical strike but I am unaware at this point.

Archery - I planned on rocking the hand crossbows anyway so the 10% increase on critical will go great with Spray of Teeth. I may even carry around a regular crossbow for boss battles.

Sharpshooter - 3% critical chance, what can I say?

Feel free to comment on what you would change or if you even like my build. Can't wait for release!


I know this was pages ago. But for PvE in a group i think I am going to follow roughly this build.

Has anyone thought about which spells to use with a DH while leveling with a group (Monk and WD with me)? Cheers!
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