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Showing posts with label Diablo-3-Builds. Show all posts
Showing posts with label Diablo-3-Builds. Show all posts

4 Great Wizard Builds

Here are 4 great Wizard builds by Rayezilla.

Build 1: 'Disintegreat' aka 'Press R-click to Win.' Usable at level 35, this build focuses on Disintegrate's amazing AOE power.

Magic weapon gives a 15% DPS boost, storm armor and diamond skin both provide protection and cut the Arcane Power cost of the sweet lazur beam.

For single-bosses, simply switch 'glass cannon' to 'cold blooded' and disintegreat to cold ray, and it's quite viable. Possible upgrade runes are Disintegreat's volatility at 39 and frost nova's bone chill at 51. Swapping frost nova for blizzard or slow time are also quite acceptable.

Build 2: 'Free Attack is Best Attack.' This build skips Arcane Power as a damage source and instead focuses on crazy sustainability and crowd control. In this particular version, Blizzard is used to snare the enemy group, allowing for easy targeting by Electrocute and damage avoidance.

Build 3: 'Up Close and Personal.' This close range, durable build is a huge change from the normal wizard tactic of 'omg stay away.' Arcane orb is now a 'fire and forget' shield spell, the explosion aoe can be instantly triggered for more close-range burst DPS, and your health regen is massively increased.

The build is not as 'bursty' as one focused on disintegrate or cold beam, but turns you into a close up powerhouse. Since variety is the spice of life, you may enjoy trying this interesting alternative build.

Build 4: 'Ice, Ice, Baby.' This chilling build uses high defensive power and lots of escapes to keep you alive while you demolish elites, uniques, and bosses. The downside of this build is that you will have difficulty soloing. It's really a build you would only want to use in a group.
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Diablo 3 Demon Hunter Inferno Build

Demon Hunter Inferno Build by Sukoshi.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#bQXZYV!bYe!YaaaZb


This build imo has been perfected for Hell and Inferno I'll break the build down below.

PRIMARY: Entangling shot is hands down the most useful Primary in the game..

Top runes for it are the following

#1 Chain gang: Do I need to explain how useful this rune is, 300% dmg (75%x4) spread to 4 targets and slowing there movement speed by 60% YES PLEASE!

#2 Justice is served: Currently I'm rocking this rune because I'm DW Hizzies with super fast atk speed + passive hatred regen from gear my hatred goes from 0 to full in 5 seconds.

ALTERNATIVE PRIMARY:


Hungering Arrow - Spray of Teeth - If you have high crit or use sharpshooter, I highly recommend trying HA out. Even on single target, the damage is really high. Also, if you do go for Hungering Arrow make sure to get a quiver with + Hunger Arrow damage on it.

SECONDARY: Multi shot: This is hands down the best AOE for a demon hunter once you obtain the following rune.

#1 Fire at Will: This rune allows you to spam multi shot like no other.. Hits all targets on screen for incredible dmg MUST HAVE RUNE

THIRD: Smoke Screen: Smoke screen is god like literally! It breaks all CC's and It dumps all aggro in 99% of scenarios, There was 1 or 2 situations the mobs still followed me while invisible but its small. But best of all it makes you invincible for 2 seconds. You want to avoid an attack from a boss smoke screen, you wanna run through 4 lazers from Arcane mobs just smokescreen, you get jailed smoke screen, 10 mobs chasing you and not your barb tank Smokescreen, you get sucked in from vortex just smokescreen!

#1 Displacement: You run 35% faster while invisible need I say more?

Forth: IMPALE: This ability is a Boss wrecker, untill I get further testing from Inferno I'm keeping impact rune at #1 rune, but so far from normal through hell I have been able to literally stun lock from 100% health to 0 ALL bosses except Belial when he transforms.

#1 Impact Rune: This rune is god like, The siege tank boss in act 3 picked up my parties barb and NEVER put him back down through the whole fight because he was stun locked. Best rune so far

Fifth: Caltrops: Great Trap imo, Drop it defensibly or even offensively in combination with smoke screen. Not much to say about it Get it Love it!

#1 Torturous Ground: Immobilizing mobs for 2 seconds basically making this ability a frost nova.

Sixth: Preperation: The last ability was harder for me to choose until I got the battle scars rune. This ability is so useful, it allows you to spam caltrops and always have a smokescreen available to save your !@#. Battle scars rune makes this ability Even Better!

#1 Battle scars: This rune makes it so when you use preparation you get healed for 60% of your Max HP, playing a squishy class getting hit once or twice can put you in the red, Hitting this will almost put you at full hp and allow you to cast smokescreen and properly retreat. Best rune for preparation and has saved me many times.

Final Note: If you are having problems with Reflect Mobs (Really hate these on my Demon Hunter.) then consider using Shadow Power with Gloom. It has really helped me. You could drop impale and use Hungering Arrow as your primary
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Demon Hunter Solo Build

Demon Hunter Solo Build by Reat.

Here's a build I've been using while soloing, but it seems like it could stand as a decent tank for group play as well.

The basic strategy is to stand in the front lines with a 1hand xbow and shield, drop caltrops and spam spike traps and Marked for Death at your feet.

At the very least, this is a great survival build, and it doesn't have the problems more typical builds do against waller/jailer enemies.

The Build: http://us.battle.net/d3/en/calculator/demon-hunter#UShYkT!VUe!YbZccZ

Skills: 

Primary: Grenades (Stun Grenades)
Secondary: Spike Trap (Long Fuse)
Skill 1: Fan of Knives (Retaliate) or Marked for Death (Valley of Death)
Skill 2: Caltrops (Bait the Trap)
Skill 3: Sentry (Guardian Turret)
Skill 4: Companion (Bat Companion)

Passive 1: Numbing Traps
Passive 2: Custom Engineering
Passive 3: Archery

Play Style:

Between Guardian Turret and Numbing Traps, you can have up to 40% damage reduction. This holds true as long as you are standing in your caltrops and either the enemy is as well, or you're spamming Spike Traps at their feet if they're ranged.

Even with a shield, the damage this build can pump out is excellent, since it uses the highest damaging skills that are usually to difficult to use if you rely on kiting (Long Fuse Spike Traps, and Retaliate Fan of Knives). It also gets +20% crit from Archery and Bait the Trap, so make sure to use a +crit damage gem in your weapon. It does use hatred very quickly, which is why I recommend using the Bat Companion.

If you're in a group you'll probably get more mileage out of Marked for Death than Fan of Knives. You'll also find that you don't have to be the taking the damage for all the damage reducing effects to work, and for those silly sods who want a melee DH, this build works perfectly for that as well.
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Witch Doctor Tank Build

Witch Doctor Tank Build by Completeli. (Note: This build is not for inferno.)

The build:
http://us.battle.net/d3/en/calculator/witch-doctor#bSUdRT!ZcV!YacZac

A lot of people have been saying poison dart with splinters is more damage... and it's just not. Not even single target does it compare, At low weapon levels it is strong but if you aren't using spiders (every rune is useful for difference situations) you aren't taking advantage of your ability to multiply low percentage proc chances to obscene levels.

2.6% chance to freeze/stun/blind/fear/etc via 6 casks of 4 spiders just became ~50%
chance to control 1 or 10 or 20 monsters to death. And with tanking this basically increases
your mitigation even more.

10-300 life gained on hit - The amount of healing you do with just 10 health on hit through 24 spiders is almost ridiculous. I expect serious nerfs to spiders just for these two things.

Locust swarm: I had to do a lot of experimenting to get to this point. Dire bats was just sooooooo ridiculously good...I thought. This spell combined with Jungle Fortitude and Bad Medicine basically gave you 50% immunity to all damage to everything you can see and even off the screen. The rate this spreads through 30-40 monsters is insane. 1 cast with 30 monsters surrounding you just outdamaged 2-3 mana bars of Dire Bat spam.

Spirit Walk: With Spirit vessel gives you the lowest cooldown ultimate defense spell in the game, Even beating Monk Serenity spell. Not to mention you regain 21% of your maximum health every 13seconds. And if by chance it's not enough, Spirit Vessel will pop it for you free of charge and cooldown every 90 seconds (which is almost impossible to need even that fast).

Soul Harvest: Another giant heal which Illusion Arcane Damage Anything mobs will have you laughing with the 9-12k heals you pop off every 15 seconds.

Hex: Almost everything in the game can be sheeped up. There are only a few bosses that can dodge the bullet. The heal is just icing on the cake, and more useful than pretty much every other rune.

Acid Cloud: With corpse bomb rune is your swap with Hex when need be. And fills your need for huge damage when you need it. I get up to 18,000 crits with this. No cooldown means you can spam 4-5 instantly and do 90k damage in a split second, all the while you have your widow-maker spiders to get your mana back full for the next round of ridiculous damage.

The Gargantuan: The one summon that never falls off. It's good when you get it and it's even better late. the bruiser is even more disable you can take advantage of. the random stuns he throws out mixed with the almost nonstop disable from your spider procs makes you take such a low percent of attacks.

All those spells mixed with:
34,000hp
22% dodge
26% block


...is why we are the tankiest of all characters.

And with the burst from acid cloud can still blow up giant mobs when need be.

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Wizard Meteor Build

Wizard  Meteor Build by BPT.

The build: http://us.battle.net/d3/en/calculator/wizard#bkYXOS!WcX!bYZabZ

Piercing Orb: This does the most damage of all signature spells but still allows me a save distance. It always goes through your target and you hit a lot. With Astral Presence this fills up your Arcane Energy to 140 in about 4 shots.

Meteor: Very nice damage, I choose this over Arcane Orb (very powerful) because I can drop it in the middle of a group, while Arcane Orb damage can be very significantly reduced by one or two monsters running in front of a group.

Frost Nova: 3 second stun on a 9 seconds cooldown, I feel like I am super weak without this. It also increases my Meteor (Comet) damage by 20%.

Crystal Shell: Nice 'oh ****' button, saved my ass so many times and allows for that powerful Frost Nova to be hit without danger to your life.

Energy Armor: More Arcane Power to start with so bigger combo's. 65% armor is huge aswell, I'm expecting a nerf to this spell soon.

Magic Weapon: 15% extra damage is so much!

Battle plan:

  • Round up monsters.
  • Cast 2 Comets.
  • Cast Frost Nova.

You can change this build for more DPS by dropping Cold Blooded and putting the Star Pact rune on Meteor. Before I had access to Comet this is what I ran but I'm expecting to need more control in Hell / Inferno.

Currently this build is so strong that I feel like a lot of other skills are completely useless. For example: Magic Missile with Penetrating Blast. When compared to Shock Pulse with Piercing Orb. MM does 110% damage with 70% chance to pierce, SP does 105% damage with 100% chance to piece.

You gain 5% damage and lose 30% piercing, what kind of moron would use MM with that rune? Aside from that I really dislike the fact that there are no primary skills for each elemental type and the melee one's are not that good in higher diffeculties because you generaly can't take that many hits.
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Demon Hunter Build

Demon Hunter Build submitted by igdub.

The build: http://eu.battle.net/d3/en/calculator/demon-hunter#aeYdkg!YeX!YacZcY

Build Description:

I'm at 30% crit with caltrops so my discipline gathers rather fast and I'm dumping it with shadow power for survivability. It's a miraclesaver from many situations when activated quickly.

While leveling, I'd highly recommed rain of vengenace with stampede, it's amazing.

Same with caltrops but with another rune, 80% slow / immobilize depending on your preference.

The third must (in my opinion) is twin chakrams, that skill is just blatantly OP.

The other two are kinda optional, I've always been a huge fan of vault but avoid combining too many discipline hoggers.

A Few Notes:

1) The main skills were without a doubt vault, caltrips (later twin), hungering arrow. Rest was stuff that works around it. All of those should be acquirable rather early.

2) Normal was 100% solo, and I never had to farm. Only thing that changes with loot was how fast the mobs died, they are really easy to kite if there's a need for it.

3) Glass cannon works fine since monsters often hit for ridiculous amounts of damage so you can't tank them anyway and while dex = dmg, it also grants me 33% dodge (at ~1300 dex) and dodge works on almost everything (aoe spells and such). +shadow power with 65% reduction is helpful, activates instantly if you see something you can't avoid.

Templar was a great tank/healer at normal for me, he really kept my health up if I got hit while kiting. I also soloed nm act 1 and a bit of act 2, it went smoothly.

All you have to get used to is kiting and then you're going to do great. Some monsters try to disrupt it but e.g. vortex monsters rarely hit you before you can vault away.

Inferno mobs seriously hit hard, everything that's bigger than a spider usually oneshots me. This is damage that happens on a 4man game. Nevertheless, I don't get hit that often and I can survive hits from the weakest enemies, which are the ones that usually might get close to me so no problem there :)

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Witch Doctor AoE and Boss Builds

Witch Doctor AoE and Boss Builds by Cheveyo.

Currently, I'm level 29.

Here is my AoE build: http://us.battle.net/d3/en/calculator/witch-doctor#hSUdiT!bc!aaZZaZ

Here is my Boss fighting build: http://us.battle.net/d3/en/calculator/witch-doctor#aeUdgT!bc!baZZaZ

For most fights, I charge in, use Locust Swarm, Hit Firebomb once or twice to get some bouncing, hit Soul Harvest for the buff and heal, then drop acid cloud on everything. After this I spam Firebomb until everything is dead. If I'm about to die, I use spirit walk and walk through some health globes. If there are no globes, I walk to the outside of the pack, use a pot and then proceed to spamming firebomb.

Against bosses, I switch to those abilities, as they allow me to do a lot of single target damage quickly. Dart and Spirit Walk are excellent for mana regen. I use Haunt and Soul Harvest for heals. Spirit Barrage is my spam ability. I start the fight by dropping Haunt on a target then I spam barrage until OOM, then spam Dart. To regain all I've spent. I recast Haunt when I stop getting the heal ticks. Spirit Walk I use if the boss is hitting me too much or if they're dropping too many ground puddles/gas clouds.

Gargantuan is used for both because he's a boss.

Passives: Spiritual Attunement for the obvious reasons. Bad Medicine so I don't die too quickly.
I'll be trying out Circle of Life(the one that spawns zombie dogs) once I hit 30.
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Monk Build

Another monk build by Cthulhica.


Just put this dps build together earlier tonight and have run A1 and 2 NM with it so far.

Pop Sweeping Wind to start, go in with runed FoT, switch to CW afterfor AoE, get Blazing Wrath proc'd from you're low-cd heal and then dump spirit in to the Overawe mantra bonus and 7-Sided.

Transcendence is a must for heals. I feel like Beacon of Ytar is also huge, as it lowers the cd on your hardest hitting ability and your main dps buff/heal. Not really sure what I'll be using at 60...

Timing is everything for this build. It took me awhile to really get the hang of it;
If you can stack up enough spirit to use 7-sided immediately after you proc the 24% dmg bonus from the mantra, while Blazing Wrath and Sweeping wind are also proc'd/stacked, epic crits ensue. I was doing more damage than my friend's DH against NM Butcher.

Beware, this is kind of a glassy build. STAY OUT OF THE FIRE (and other ground AoE's), try to predict and manually avoid heavy boss attacks. Do not try to heal yourself through heavy damage.

If you want to solo with this build, bring the Scoundrel with you if you do for max dps. Otherwise, bring a barb or a monk tank.
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Barbarian Nightmare Build

Barbarian Nightmare Build by OneBigBugga.


I was trying different builds in nightmare based on builds I found here and I stumbled across this one that really seems to be working.

I've only died once so far to a pack of arcane and shielding rare creeps but I killed them on return. I handled Leoric easy and I am ready to move on. I thought I would share my build and the thought process behind it.




The Build: http://us.battle.net/d3/en/calculator/barbarian#WSXVRP!adc!ZZaaZZ

First off this is a build meant NOT to spend much fury. It's a build based on getting to max fury and staying there.

Frenzy w/Triumph: The attack speed is boss and works really well with this, also the healing per kill will work wonders in large groups. However in boss battles feel free to to swap it out for Bash with the Stun rune.

Furious Charge w/Relentless Assault: I use this to charge in and around large groups as it will reset the cool down and deal a lot of damage while keeping you mobile, as well as it's a good opener into rares or Unique monsters.

Leap w/Iron Impact: If I don't charge in I'll leap in... if I do charge in I'll sometimes leap right away adding damage and adding to my armor it can also be great for getting out of bad situations.

Revenge w/Vengeance is mine: This is a must for ANY barbarian in ANY build.. if you do not have this then you do not know what you are doing.. go stand in the corner until you understand! Also.. when I get the rune that increases it's chance to proc I'll prolly take that instead.

Ignore Pain w/Iron Hide: This is obvious for bosses, rare monsters and large packs. This will allow you to stand down most of the major problems you come across. When I get ignorant is Bliss I may sub that for Iron Hide....

Wrath of the Berserker w/insanity: Okay I don't have insanity yet but when I get it it'll be what I use a 100% damage increase will help you mow down even the toughest of foes.

Passives: 

Pound of Flesh: A must to help find health globes and get a stronger return from them... still might NOT be needed.. I'm going to play around with this some.

Bloodthirst: The life steal of this really can help in the long run, even more so in long fights but again this one can prolly be swapped around to taste.

Berserker Rage: The core of this build. +25% damage when at full furry.

I have been mowing down minions and rares alike with this build with only one death so far. When you combo in Wrath of the Berserker + Berserker Rage + Fully Stacked Frenzy. You are a killing machine. Plus the healing of Revenge and ignore pain and added health globes give you the survival to stand in there and fight toe to toe. Charge and Leap give you the ability to get in and out of groups and fights quickly as needed. It might feel a little strange to not want to spend fury but it is working for me so far. A nice touch is so far I have a 1k+ crit on this build without using Wrath.

Last notes: I have tried this 2-handed and duel wielding. IT works just as well on one as the other. So you can use whatever the hell you want with this build.

Also when working with a group of friends or public game.. you could probably switch Ignore pain with War Cry and the rune of your choice to make it a little more party friendly.
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Demon Hunter Build

Here is another Demon Hunter build by int3r4ct.

http://us.battle.net/d3/en/calculator/demon-hunter#aRjdgX!bde!bZZZZZ

Spec: The spec is the one that I use in a party of friends (typically I'm with a barbarian / monk / witch  doctor.) The mouse clicks are obviously for dmg more geared towards aoe dmg.

Marked for Death is there for named mobs/bosses and buffing everyone's dmg, Vault/Smoke Screen are obviously for survivability and mobility. Shadow Power Blood Moon is really nice for bursts of extra dmg against bosses or large groups of mobs.

Passives: As far as passives go, Brooding works well with Smoke Screen for life gain when you start to get hit, Archery is always a nice passive and Vengeance works very nicely when you have 2+ melee fighters that are constantly grabbing the orbs (even if they don't realize it.)

Weapon Choice: At the moment, I'm using dual xbows because I just like the way it looks and handles. Not sure about the math on things like Elemental Shot or Hungering Arrow while dual xbowing, but I prefer it.

So far my setup has worked well with the group and we've cleared all acts on normal and are almost done with act1 on nightmare and will hopefully clear the rest of the acts soon.
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Witch Doctor Spirit Barrage Build

Here is a Spirit Barrage Witch Doctor Build:
Submitted by: Unknown

http://us.battle.net/d3/en/calculator/witch-doctor#gZSeid!Wbf!aYZaaZ

Currently a level 41 WD in Act 2 Nightmare.. Havent died once and when I have decided to play with others..

I'm generally the highest damage output.

Spirit Barrage is far from useless, in my build ^ its my best form of Single Target DPS with my High Hit so far being a crit of 4.2k.

On spirit walk.. I dont use it.. with a runed 80% Speed Reduction Grasp.. monsters do not reach me.. and in the crazy chance that they do.. In my build.. You will have Haunt running healing any damage you take and Locus doing the same if you have a % Life Conversion weapon. In extreme situations, you drop a Harvest which gives you a ton of health with its HP rune and you're golden.

Believe I sit somewhere at 1300+ Character listed damage fully buffed with my current set up.

The one issue you'll have with my build is Mana.. you cant spam AoE like you would with other abilities.. but you really dont need it. Against groups (In groups, AkA Multiplayer) a Grasp > Locus > x1 Haunt is generally enough DPS for the rest of your guys to clean up safely without you seeming like a burden more than a benefit and against Bosses, your passives / runes give you enough return mana to keep a barrage going out at a constant rate. (And thats without heavy +Mana regen gear [On my current gear at least])
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Witch Doctor Inferno Build

Witch Doctor Infero Build by Obl1TeRaTE. This build should help you tackle Inferno with a Witch Doctor.

http://us.battle.net/d3/en/calculator/witch-doctor#ecUdjQ!UWV!caZZYb

  • Get 1-4 on CD for vision quest.
  • Throw around haunt and dire bats like crazy and give the whole party 50 percent increased damage and 30 percent movespeed/attack speed between mass confusion and BBV. 
  • Spirit walk in for the harvest with 70 percent damage increase between your buffs and pierce the veil. 

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Wizard Meteor Build

Here is a Wizard Meteor build.


http://us.battle.net/d3/en/calculator/wizard#ZYlkfm!XWf!baaYab

How to play:

  • Cast Ice Armor, the area chill should help some.
  • Cast Blizzard in the same spot to help slow/root the.
  • Cast Meteor in a planned spot between enemies and you.
  • Cast Frost Nova when they get to that spot.

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Diablo 3 Lightning Wizard Build

Here is a lightning Wizard build by Sokend:

Active:

Electrocute -> Chain Lightning. To hit up to 6 targets.

Arcane Orb -> Celestial Orb. Mainly need an instant nuke type spell for what I have in mind.

Frost Nova -> Shatter. For more control.

Storm Armor  ->  Shocking Aspect. Crits have a chance to shock a nearby target. Additional source of lightning damage.

Magic Weapon  ->  Electrify. Attacks have chance to arc lightning to 3 nearby targets. 3 additional sources of lightning damage.

Archon -> Improved Archon. Really this could probably be just about anything else. I just love the idea of archon.

Passive:

Paralysis: 8% chance to stun for 2 seconds on lightning damage. All that source of lightning damage, and the speed of chain lightning should result in a lot of stunning while Frost Nova is on cooldown.

Glass Cannon: More damage, more damage taken. Ideally the control should be enough to make this worth it.

Arcane Dynamo: This is the reason for an instant nuke spell. Once 5 flashes of insight are up, I want to dump that into a single ability, and then start building up more.
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Demon Hunter Hell Tips


Here are some tips for getting your Demon Hunter through hell by Prometheus.

Hungering Arrow - Puncturing Arrow
Multishot - Fire at Will
Vault - Tumble
Caltrops - Hooked Spines
Smoke Screen - Lingering Fog
Preparation - Focused Mind
Steady Aim
Cull the Weak
Tactical Advantage

Let's you respond to pretty much any situation, but you do take a slight single-target DPS hit. I find the sustained 230% WD from HA enough. Your mileage may vary.

I use Caltrops to deal with most melee enemies, unless they are *extremely* fast; that's time for Smoke Screen. If there are only a few ranged projectiles to avoid at a time, I'll generally Vault around to save on Disc relative to Smoke Screen. And if !@#$ hits the fan, Smoke Screen, especially for those damned Soul Rippers.

One thing I recommend is to use your time while SS'd to run away (shoot and scoot) rather than standing still and just chain-SSing. You'll buy yourself more time that way. As for immunity shield ones, if you get Fast+Shielding...make lots of room, because you're going to be running and kiting for A LONG TIME. Otherwise, I find Caltrops on shielding elites enough.
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Demon Hunter Level 60 Build

Demon Hunter Level 60 Build submitted by Dog.

The build: http://us.battle.net/d3/en/calculator/demon-hunter#aQZjgd!eYT!YaaaYb

I switch out skills quite a bit while leveling. For bosses I usually like to have smoke screen. In hell I had swapped out Impale with Caltrops Bait the Trap rune. I liked the extra survivability having that slow along with the constant 10% crit. Best of both worlds.

My passives changed a lot while leveling. I usually always tried to get a bow so archery and steady aim stayed constant the whole way through. I really liked sharpshooter later on. People hate on it, but I found it to be really good.

Hungering arrow I couldn't decide between devouring and shatter. Shatter is very good, but for single target it seems like only 1, maybe 2, of the pierced shots can pierce the same mob again. I'm not sure how the mechanics work for them. I used both depending on how I was feeling at the time.
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Diablo 3 Ice Wizard Build

This Ice Wizard build was submitted by KeIsob.

This is my late-game Ice Wizard build.

It is built to have as much AP regen as possible, to fuel raining comets onto frost nova'd and slow timed enemies. In this build, Comet is your only ability that even costs you AP.

Both the Frost Nova and Slow time are runed to Increase damage taken by the comets. Diamond skin is runed to lower AP cost, to loose even more.

With this build, you rotate between Frost Nova, Slow Time, Frost Nova, Diamond Skin, Frost Nova, and so on. All the while spamming comets, and then your signature runed to restore 8 AP per hit with Prodigy. All the while you have +20 max AP, and +4 AP regen/second from Arcanot and Astral Presence. Let the Comets pour.

Link to the build: http://us.battle.net/d3/en/calculator/wizard#akYgXj!WcX!YYcZZY
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Diablo 3 Witch Doctor Soulharvest Build

Here is a Witch Doctor Soulharvest build by UZ.


At level 15 this is my setup:


Primary: Dart (Slow)
Secondary: Dire Bats
A1: Soul Harvest (Swallow Your Soul)
A2: Horrify (Phobia)
A3: Zombie Charger Passive :
Spiritual Attunement

Build Strategy:

So my basic strategy was to throw out a few toads, run in, Soul Harvest (Recouping some mana back to full), and then blast the shit out of everything with Dire Bats for some HUGE damage. If I had a group of champs/rares I would throw down a charger for a quick little knockback and throw more bats out, and if they were really stubborn and kicking my ass I would cast Horrify and regroup.

For gear/passives, I really focused on buffing my intelligence, maximum mana, and mana regen. This allowed me to get massive damage on my spells, and have enough mana/regen to constantly pump out my bats, almost completely ignoring my primary. I got really lucky with some rare WD drops that helped with that which really helped me fling bats in all directions, just laying fucking waste to the masses. I'm not exactly sure what my damage was on a 5 SH stacked Dire Bat, but it was over 400, more than enough to 1 shot most mobs.
Additionally, I'd like to add that I did not die at all in Act 1, which I am very proud of!

All in all, I'm loving the WD so far. After I finished the A1 boss I was semi-dissapointed that I didn't get any unique drops, but such is life!
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Demon Hunter Hell Build

Build by: Unknown

This build should help you get through hell with your Demon Hunter.

http://eu.battle.net/d3/en/calculator/demon-hunter#fcYdTj!cfe!bZZbZZ


This is my build It is very control based and picks up extra damage from passives and mark of death. I am level 52 and I am currently going though hell with a Monk friend.

I use this build because it allows me to get my damage off safe and easy. It doesn't take long to generate full hatred from zero with the bat pet and evasive fire. It also allows me to kite effectively when the occasion occurs
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Wizard Builds

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