If you've come looking for build discussion, you've come to the right place. Please keep things on topic, and we should see a lot of interesting and exciting builds! Don't forget that you may want to include an explanation of why you chose specific skills/passives!
Here's the 4 man build I would like to run, including Monk, DH, DH, Wizard:
-- Monk: http://us.battle.net...bRXQ!ZWf!bacZbb
Purpose is to be the "tank" and provide effects (such as snare and mantras) to buff other players in the group. I may drop Mantra of Healing in order to pick up Sweeping Wind (crimson rune) for boss fights.
-- Wizard: http://us.battle.net...SiOd!Zbf!ZYZaZb
Temporal Flux subject to change (purpose of it is to snare enemies to increase DH damage). Rotation is spam Disintegrate/Arcane Torrent until you are out of AP, then spam Electrocute 8x and repeat.
-- Demon Hunter: http://us.battle.net...eZSk!UWc!aabYZZ
2h xbow build - idea is to keep targets snared. Hungering arrow for groups of mobs. Should be able to spam Rapid Fire non-stop on bosses throwing in an Impale when Sharpshooter buff builds high enough.
Each of these builds would of course change given the setup (i.e. solo, duo, etc) as they are very dependent on each other. So, what do you think? What are yours?
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Playing a Wizard. Looking for Demon Hunters to play with.
Just meant as my first char to do some running to get items. I just felt that the WD suited me best.
Wall of Zombies for keeping the monsters away from me and the summons to engage while i hang back and toss spells.
However, I'm a bit unsure about the Gargantuan spell. Any tips?
I'd try the Cleave ability with the Indigo runestone since it's 700% physical damage to multiple targets but that's just my 2 cents my friend.
Starting inferno build, meant for when you won't even be able to take a single hit. Drop traps, and entangling to keep them back - toast hatred with rain/cluster.
Once I'm geared, and prior to inferno. Cluster Arrow / Hungering arrow from a decent range, FoK/Vault to kite groups, Shadow Power+Rapid Fire for bosses. With the added dodge, should be able to outright facetank most things. Will be aiming for 30%+ natural dodge, if this is reachable, if not than as high as I can get.
- Monk tank build
Pretty self explanatory. Starting Inferno Monk build. Killing speed will be INCREDIBLY slow, but it should have a lot of survivability.
-Summon Witch Doctor
I love me some pets! I'll be messing around a lot with this. It'll, again, probably be a starting-inferno build, that once I get gear I'll move out of into something like....
Keep my dogs, and gargantuan, but now instead of being someone who stays back and cycles buffs, debuffs, and walls - I use offensive firebombs, Grasps, and Spirit Barrage weaving to get mana back. This will be my group build, or possibly my main build once I get gear - depending on how easily things die in inferno.
This is who I'm most excited about....
Hydra Wiz! Lots of situationals here. Archon and Familiar for the damage, Teleport and Wave of Force due to the squishy nature of this build. Hydra as a primary spell, and Electrocute for its massive arcane power return. I'm hopeing this turns out well, I want this to be my main - although I'll probably play around with hydra flavors.
Open up on groups with Blizzard, for the slow, Follow up with an electrocute or 2 for up to 17 Arcane power per, Frost Nova into a double meteor for massive damage. Energy Armor to increase Arcane Power to 125, So you can double meteor without losing Prodigy.
I hate barbarian. Sorry.
I hope these will be good once I get myself into the inferno levels. Looking forward to it!
basically, as long as I use crippling every 5 secs (which I should in order to get combos) , the monk will take 72.7% less damage from all sources .
(-35% to attack power from crippling wave effect, -40% to damge, from the runestone effect and -30% dmg from resolve)
if the attack is elemental the monk will take even less damage with the mantra's of healing runestone that starts resists with 35% .maxing your elemental res should also be easier with one with everything. to add to this mitigation we have HP regen of 591 thanks to mantra of healing.
however, if something realy bad happens even after all that mitigation and you "die" you got "near death experiance to bring you back to 35% health and spirit followed by serenity to buble you and heal you for an extra 35-42K with its runestone.
you also have a "pocket tank" that buffs you (and his) HP with +50% to life .
offense wise, you have crippling wave for both primary single and AoE attack, cyclone strike with conflag runestone for AoE better dmg and the 2 secs fear and the single target nuke - wave of light and the pillar of the ancient runestone .
pros: you can take mitigate alot of dmg and you have a safty net if you "die"
good protective and healing CDs and life regen
good PvB survivabilty
cons: low dmg output
main reason why I went with mitigation and dmg reduction instead of +dodge build is because I'm not sure if you can dodge spells . also, in case you get balanced high resists through gear you could replace one with everything with transcendance and mantra of evasion with hard target runestone.
I'm not quite sure how to call it but it's a good survival/soloing build imao