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I wouldn’t say the Wizard Tanking Build is the end all be all of clearing content when it comes to Inferno. But it sure beats being a Glass Cannon at times where you need to dodge all incoming damage or take a dirt nap. Also, having as many alternatives as possible is a great way to keep gameplay fresh and exciting. Of course, it may cost you. Even worse, making a mistake will cost you Gold (Or RL money in some cases) and still not get successful results.
The screenshot was taken fully unbuffed so if you take into account Prismatic Armor I’ll be well on my way to being really tanky for a Wizard. For a tanking build, being melee, I also failed to mention before that having some Life on Hit does help when it comes to staying power. As I didn’t focus much on Vitality, the 564 Life on each hit or so really went a long way on increasing my Effective HP.
I’ve been testing the Critical Mass Tanking Wizard build for nearly 2 weeks now and I’m here to say that it’s really working out well so far. I did dump some Gold into the the Gear I required for the build but it did work out in the end. The major purchases were primarily a good shield as well as a Helm of Command.
The Helm of Command is a Level 60 Legendary Helmet and is well known for it’s +8% Chance to Block affix as well as Vitality. I was lucky enough that I was able to pick one up which had a massive amount of Intelligence and some resistances on it as well.
Alright not that much resistances but it did have a decent amount of Armor. For those of you wondering, since Helm of Command has 8% Block and some Vitality as it’s confirmed Affix, the 4 other random properties for the Helm of Command I purchased was 161 Intelligence, 28 Resist to all, 193 Armor and a Socket.
Of course, if you’re really going to jump right in, you may want to look for one that has the +3% Critical Hit Chance or whatnot. Personally, I searched and didn’t find any on to bid and the ones which had a Buyout were way beyond what I wanted to pay for a single Helmet. However, I was very curious as to how well the increased Block % would pan out and I went ahead with it anyway.
That’s it for today, good hunting!
Hey there and welcome back! As you all probably know by now, the 1.0.3 Patch recently last week has reduced the damage done by enemies in Inferno by a significant amount. And as I’ve currently got Act I and II on farm, I decided to give Wizard Tanking a go. This weekend, it was particularly useful as the groups I was in did not have any Barbarians or Monks along for the ride.
This was the build I was testing primarily:
The engine behind this build is Critical Mass and was a very popular method of clearing through content before it was nerfed. However, even now, with decent gear, it’s very possible to tank as a Wizard due to the changes to how Inferno works.
As I’ve mentioned before, my main character is a Wizard but I am trying out a Witch Doctor as well to broaden my knowledge of the class and methods of play. Knowing the ins and outs of all the classes will help in PvE and PvP (Whenever that arrives…) and having access to all of the classes is really more of a hobby than anything else. Now, back to the Pet Build.
The Witch Doctor Pet Build focuses exactly on what it says, pets. Many players quickly disregard pets as they move further into Hell difficulty especially when they tend to die quicker than the Skill to summon them cools down. Now this will always be a problem but there is a solution to working around that. The biggest problem however is the gear and the gold required to actually achieve it.
To prevent your pets from dying prematurely, your goal will be to reduce the damage they receive. To do that, it requires you have gear which complements pets such as high Armor, resistances and Intelligence. Therefore, the better your gear, the longer your pets survive and be sustained.
I’m not here to tell you that great gear’s going to get your pets to live longer. What I’ve discovered from discussions with other Witch Doctors and forum lurking is that there is another method to increasing pet survivability other than just having amazing gear. This method of gearing up is more often called a “Witch Doctor Pet CC Build” which allows your pets to “Crowd Control” enemies to reduce the damage they receive! And although you still need a separate set of gear to achieve this, the price to pay (in gold) is much more affordable.
The stats I’m talking about from items are things like “Chance to Stun on Hit” which can be found easily on Gloves and “Chance to Freeze on Hit” from Belts. Now I know this may seem a little weird but bear with me for a little. The Burning Dogs Skill Rune and Big Stinker Skill Rune for the Zombie Dogs and Gargantuan are primarily what you’re looking at here. Each of the ticks of damage from these Skill Runes evidently have a chance to Freeze or Stun so long as the Witch Doctor has the Gloves and Belt equipped. And it doesn’t end there. There are MANY more stat affixes on items which can be added to cause the Witch Doctor’s Pets to be moving Crowd Controlling machines and you should definitely give it a go.
This doesn’t even include the Witch Doctor’s ability to perform those Crowd Controlling abilities themselves. As we’ve already picked up the gear which all have a chance of performing an additional effect, my Witch Doctor specifically picks up Skills which have a high rate of attack such as Plague of Toads (Rain of Toads) along with Firebomb (Fire pit) for added damage and CC. And it works!
That’s it for today, good hunting!
Now that I’ve kill Diablo in Hell difficulty, I have access to Inferno and have been farming Butcher for a while, I’ve pretty much settled on which Skills and Skill Runes to equip all the while. The reason you need a set build during farming runs is simply because “Nephalem Valor” disappears if you change any of the Skills you have equipped.
Similar to the build I was practising with in Hell, Inferno is much of the same with the exception that I can’t afford to get hit. Of course, you’ll need to take into account that I’m fairly under-geared from just only completing Hell. However, I do feel that the Wizard has many advantages over the Barbarian simply from being a ranged class with the ability to snare/slow enemies down.
As I’ve posted my Wizard build before, you’ll see that not much has changed other than Shock Pulse to Magic Missile. The reason for this is the “Seeker” Skill Rune which works amazingly well around corners (Which you’ll be using often as a Wizard) and pretty much guarantees a charge of Arcane Dynamo. Another reason I felt Shock Pulse’s Piercing Orb wasn’t needed was because Blizzard could already be placed anywhere and deal damage to enemies should I need to hit enemies far behind enemy lines.
I’m completed Nightmare on the Wizard and am now attempting Hell at Level 51 (I skipped a bit I feel as I reached Hell at Level 53/54 on my Barbarian). That being the case, I’ve found that the Wizard is as squishy as people say and isn’t able to take a hit at all when compared with the Barbarian or Monk. One such example is Azmodan where his Meteor absolutely 1-shots my Wizard at about 16k Life.
Anyway, moving on to Hell will be interesting as everything hits harder and has more Life which means I’ll need to find the most efficient method of dealing damage while kiting and preventing myself from taking any damage at all. To that end, I’ve been looking at some end-game builds for the Wizard.
Personally, these are the Skills I’ll be using to accustom myself to Hell and Inferno. From what I can see it’s a great build to stay mobile and dish out plenty of damage at the same time. As I’m only Level 51, I don’t have access to Force Armor and Arcane Dynamo but I should be able to replace those for now. Previously, in Nightmare, I was still using Ice Armor to chill my opponents (making them easier to kite) so losing that may require some practice. I’m also told that having 12% Increased Movement Speed to boots will be a prerequisite ;D
Diablo 3 Witch Doctor Build
Diablo 3 Witch Doctor Build Levels 1- 10
Diablo 3 Witch Doctor Build Level 1 – Poison Dart is the first Skill the Witch Doctor starts with so there isn’t much to say except to spam it on enemies until you reach level 2.
Diablo 3 Witch Doctor Build Level 2 – The Witch Doctor will unlock the 2nd Active Skill slot as well as Grasp of the Dead which is an area of effect Skill which snares enemies and does weapon damage. Useful for making sure enemies don’t get too close and clearing close-knit packs of enemies.
Diablo 3 Witch Doctor Build Level 3 – Corpse Spiders is unlocked. I don’t recommend using this Skill over Poison Dart or Grasp of the Dead. The reason for this is, without a Skill Rune, the spiders usually die even before they arrive at an enemy. At best, they attack only once per spider which does nowhere near the same amount as a single Poison Dart but costs twice as much.
Diablo 3 Witch Doctor Build Level 4 – The Witch Doctor unlocks their 3rd Active Skill slot along with the Skill Summon Zombie Dogs. This Skill is an absolute must to activate as soon as you get it. They don’t deal a huge amount of damage at first but they do absorb a lot of damage from enemies. Zombie Dogs primary function is to pick up low health stragglers as well as to attract the attention of enemies while you pick them off.
Diablo 3 Witch Doctor Build Level 5 – Plague of Toads is unlocked. Another Skill which I wouldn’t bother with, the mechanics behind the toads are fairly weak. The toads you summon hop off in random directions which makes it very difficult to use unless in melee range. Damage per Mana consumed, this Skill is great, but unreliable. I would stick to Poison Dart unless your Witch Doctor is completely surrounded and each toad will definitely hit something.
Diablo 3 Witch Doctor Build Level 6 – The Splinters Skill Rune for the Poison Dart Skill unlocks at this level. Poison Dart now fires 3 darts instead of 1, and each dart deals 70% damage each which effectively increases the amount of damage it deals by nearly double. One thing to note is that when you fire 3 darts and the first dart kills the enemy, the 2nd and 3rd dart follow through to hit another target.
Diablo 3 Witch Doctor Build Level 7 – Groping Eels for the Grasp of the Dead Skill unlocks. I recommend this as Grasp of the Dead is the only decent Area of Effect Skill at this point and Groping Eels will further increase the amount of damage the Skill deals.
Diablo 3 Witch Doctor Build Level 8 – Leaping Spiders which affect the Corpse Spiders Skill is unlocked. This makes it so the spiders that you spawn are able to leap to targets from wherever you land them. In addition, they deal slightly more damage per spider than before. About 15% more damage per spider. This makes the Skill usable as you can ensure each spider at least gets a hit off before they die. However, if compared to the Poison Dart with Splinters activated, it still pales in comparison.
Hex, a crowd control Skill for the Witch Doctor unlocks at level 8 as well. It randomly turns enemies into chickens which receive more damage and are unable to perform offensive abilities. This does not do much in terms of increasing the Witch Doctor’s DPS so I do not recommend activating it.
Diablo 3 Witch Doctor Build Level 9 – The 4th Active Skill slot is available. In addition, the Skill Horrify is unlocked. The Skill itself does no damage but it does provide you breathing room if you ever get surrounded. In lower difficulties, that will seldom be the case but the same cannot be said for Nightmare, Hell and Inferno difficulty.
Another Skill which unlocks at level 9 is the Haunt Skill. Haunt does damage over 15 seconds and will jump to another enemy should the initial enemy they were haunting dies. This is a great tool for dealing damage to enemies while still staying mobile. Also, Skill Runes later will even allow Haunt to replenish some Health when they haunt a target.
Diablo 3 Witch Doctor Build Level 10 – The Passive Skill slot unlocks at this level along with two Passive Skills to choose from. Very balanced choices, the Witch Doctor has access to either a defensive Passive Skill by activating Jungle Fortitude which reduces the damage the Witch Doctor and their pets receive, or an offensive Passive Skill which increases the amount of damage Plague of Toads, Corpse Spiders, Locust Swarm and Firebats deal using the Passive Skill Vermin.
If you don’t intend to use any of the Skills listed above for the Vermin Skill, go ahead and pick up Jungle Fortitude. I recommend doing so at least until the Witch Doctor unlocks Firebats at level 12.
Diablo 3 Witch Doctor Build Level 11-20
Diablo 3 Witch Doctor Build Level 11 – Firebomb Skill unlocked. This Skill is best used to clear out groups of closely packed enemies as the radius of the explosion it causes is up to 8 yards. It works about the same as poison dart but with less single target damage so it is subjective whether you wish to replace Poison Dart with it. Their Skill Runes later do make it a lot more effective but that is only available at level 18.
The Skill Rune Lifelink which is for the Summon Zombie Dogs Skill is unlocked. This allows your Zombie Dogs to absorb 10% of all incoming damage to the Witch Doctor. Doesn’t do much except increase survivability slightly but as there are no other Skill Runes to use with Zombie Dogs, I suggest going for it anyway.
Diablo 3 Witch Doctor Build Level 12 – Firebats unlocked. This is a very potent Skill as the rate of fire for it is very high. If you did not pick up the Firebomb Skill and chose to stick with Poison Dart, I highly recommend Firebats as it does area of effect damage in a cone shape in front of the Witch Doctor. It does have a higher Mana cost but it does massive amounts of damage to enemies within range.
In addition to Firebats, a new Passive Skill called Circle of Life is also unlocked. Whenever an enemy dies within 12 yards of the Witch Doctor, there is a 5% probability a Zombie Dog will spawn. Personally, using the Firebats Skill, I would stick to Vermin as my only Passive Skill. There are synergistic combinations that require Zombie Dogs later which may make this Skill more useful but not at this level.
Diablo 3 Witch Doctor Build Level 13 – Numbing Dart for the Poison Dart Skill unlocks. This isn’t as useful as the Splinter Skill Rune and I do not recommend activating it. It slows enemies movement speed whenever they are hit by Poison Dart. This Skill leans more toward being a PvP Skill and not optimal for leveling at this point.
The Passive Skill Spiritual Attunement is unlocked at level 13. This increases your Mana total by 20% and regenerates a small amount of that maximum Mana per second. Only pick this up if you are having Mana issues with your Witch Doctor. If using Poison Dart and Firebats constantly, it’s more likely you will run out of enemies before your Mana resource dwindles.
Diablo 3 Witch Doctor Build Level 14 – The 5th Active Skill slot unlocks at this level. Along with the slot, the Witch Doctor learns a new Skill called Zombie Charger where the Witch Doctor is able to send forth a poisonous zombie, dealing damage to any enemies in it’s path. It costs quite a bit of Mana but it does a massive amount of damage. I would not recommend replacing Firebats with this Skill as an Area of Effect Skill but to use it in tandem with it. The reason for this is because the Firebats Skill requires the Witch Doctor to stand still and channel which could mean being surrounded by enemies from behind. The Zombie Charger can be summoned and the Witch Doctor is free to relocate immediately.
At level 14, the Witch Doctor also has access to the Explosive Toads Skill Rune which affects the Plague of Toads Skill. This causes the frogs to deal more damage as Fire instead of Poison. Still a questionable Skill to use as the Toads hop around in random directions.
Diablo 3 Witch Doctor Build Level 15 – Unbreakable Grasp for Grasp of the Dead unlocks. This increases the effectiveness of the movement speed slow. I don’t recommend it over Groping Eels if you have Grasp of the Dead activated.
Gruesome Feast, a Passive Skill is unlocked at level 15. This may seem like a great Passive Skill to have as it can potentially provide the Witch Doctor with an increased Intelligence of 50% as long as enemies are being killed and there are health globes to pick up. However, at lower levels, the base amount of Intelligence on a Witch Doctor is extremely low (About 50 or so Int at level 15). Therefore that leaves the 10% of your total mana replenishment whenever you pick up a Health Globe which is subjective based on how much Mana the Witch Doctor is spending to kill enemies and whether they run out of enemies or their resource first.
Diablo 3 Witch Doctor Build Level 16 – As mentioned above, the Haunt Skill will now have access to the Consuming Spirit Skill Rune which replenishes health for every second Haunt is dealing damage to enemies. This is a defensive ability which you may or may not need. I do not recommend using this unless you are taking damage often which should not be occurring at lower levels on Normal difficulty. The same cannot be said for harder difficulties though.
Hedge Magic which affects the Hex Skill is also available at level 16. This causes the Fetish Shaman you summon to heal the Witch Doctor and all allies through intervals. Decent survival Skill Rune but not required during the early levels.
The Spirit Walk Skill is unlocked. This is a great escape mechanism as it effectively allows you to walk away from battles that aren’t in your favour. On a 15 second cool down, for 30 Mana, the Witch Doctor will be able to get away from being surrounded. The link cancels if the Witch Doctor’s physical body receives too much damage or if the Witch Doctor begins casting spells.
Diablo 3 Witch Doctor Build Level 17 – Spider Queen for the Corpse Spiders Skill unlocks. This Skill Rune changes the Skill to summon a Spider Queen which will spawn spiderlings that deal poison damage to enemies within the area. Only 1 can be spawned at a time. As the Passive Skill Vermin affects Corpse Spiders as well it would be a good idea to use both Firebats and Corpse Spiders when this Skill Rune unlocks as the damage dealt to hordes of enemies at the same time truly rakes in the experience bonuses.
A new Skill Spirit Barrage is also unlocked. This deals Physical damage and deals about the same amount of damage as Poison Dart with Splinter Skill Rune. The real bonuses pop up later when the Witch Doctor has access to their Skill Runes. One of them will even replenish Mana on each usage at level 26 so keep it in mind for later.
A Passive Skill named Blood Ritual will be unlocked at this level as well. This causes 15% of all Mana costs to be paid using Health instead. Also, it passively regenerates a small percentage of your total health pool per second. This is perfect for spamming Mana intensive Skills and possibly using Haunt with the Consuming Spirit Skill Rune as well as Hex equipped with Hedge Magic to top off your Health.
Diablo 3 Witch Doctor Build Level 18 – The Passive Skill Bad Medicine is available at this level. It isn’t great in the early levels but you should take note that this Passive Skill affects all poison damage which would be Poison Dart, Plague of Toads and Zombie Charger. You can consider using this in PvP or in PvE with other players. In Solo however, I do not recommend it.
The Fire Pit Skill Rune for Firebomb is unlocked at this level as well which makes it a very powerful area of effect Skill. It leaves a pool of fire which does a percentage of your weapon damage per second. This works well with ‘Run and Gun’ playstyles where the Witch Doctor prefers to stay at a distance and continuously kite away from enemies. Using Grasp of the Dead side by side with it also ensures they stay within the affected damage area longer.
The Phobia Skill Rune which affects the Horrify Skill unlocks. This simply increases the fear duration of Horrify. If your Witch Doctor is already dishing out enough damage that they don’t need an “Oh Shit” button, then don’t bother about this Skill. Even then, as an escape mechanism, Spirit Walk works a lot better. This Skill should be reviewed later on for PvP instead.
Diablo 3 Witch Doctor Build Level 19 – Gargantuan Skill unlocks. Another permanent summoned companion, the Gargantuan works like Zombie Dogs except that there is only 1 of them on the field at any one time. Gargantuan deals about the same damage as all 3 dogs put together. Later on, at level 28 they can be Skill Runed to perform additional damage as well as a cleave ability.
Passive Skill Zombie Handler unlocked. This effectively increases the amount of Zombie Dogs you can have available to 4 Dogs. It also increases the Health of the Zombie Dogs as well as the Gargantuan which you unlock at level 19.
The Skill Rune Dire Bats is unlocked for the Firebats Skill. This changes the mechanics of the Skill to have harder hitting bats with a slower rate of fire. However, the bats travel up to 40 yards which effectively increases the potential damage they can deal.
Diablo 3 Witch Doctor Build Level 20 – The 2nd Passive Skill slot unlocks at this level. Pierce the Veil, a Passive Skill unlocks as well which increases the Witch Doctor’s damage by 20% but the Mana costs by 30%. A decent Skill if Mana isn’t a problem. This goes well with Gruesome Feast as a Passive Skill as you kill enemies quicker and can replenish Mana by picking up Health Globes.
A new Skill called Locust Swarm unlocks at this level as well which does poison damage over 3 seconds. It also periodically jumps to nearby targets. A decent damage over time Skill which frees the Witch Doctor to move about while dealing damage.
Diablo 3 Monk Build
Diablo 3 Monk Build Levels 1-10
Diablo 3 Monk Build Level 1 – Fists of Thunder is the first Skill the Monk has access to. It’s melee ranged and generates spirit fairly quickly due to the rapid attack speed. Otherwise, it also has knocks enemies back every 3rd strike.
Diablo 3 Monk Build Level 2 – The Monk unlocks their 2nd Active Skill slot as well as the Skill Dashing Strike. Dashing Strike costs Spirit but works as a gap closer. It also immobilizes your target for a short duration.
Diablo 3 Monk Build Level 3 – The Monk’s second Spirit generator Skill, Deadly Reach unlocks at level 3. I prefer this Skill to Fists of Thunder as it can hit more enemies through it’s slightly longer range. The 3rd strike of this Skill reaches up to 25 yards.
Diablo 3 Monk Build Level 4 – The 3rd Active Skill slot unlocks at this level as well as Blinding Flash which blinds enemies within 20 yards for 3 seconds. The cooldown for this Skill is 15 seconds and is useful to reduce the amount of damage the Monk receives being melee.
Diablo 3 Monk Build Level 5 – Lashing Tail Kick is the first damage dealing Spirit dump for the Monk. It deals nearly double the damage of Spirit generators and knocks enemies back. With only 3 Active Skill slots to have Skills in until level 9, replace either Dashing Strike or Blinding Flash for Lashing Tail Kick to optimize the Spirit you gain and spend.
Diablo 3 Monk Build Level 6 – The first Skill Rune the Monk has access to is Bounding Light which makes Fists of Thunder release a chain lightning instead of knocking enemies back. Between Fists of Thunder and Deadly Reach, it is a personal preference as they both deal Area of Effect damage at this point.
Diablo 3 Monk Build Level 7 – The second Skill Rune is for Dashing Strike named Way of the Falling Star. It adds an additional effect to the Skill which increases the Monk’s movement speed by 25% for 3 seconds after striking an enemy.
Diablo 3 Monk Build Level 8 – The 3rd Skill Rune the Monk has access to is Piercing Trident which affects the Deadly Reach Skill. It causes the 2nd and 3rd attack within the combination to have an increased range.
The Monk also has access to a powerful Defensive Skill which heals the Monk and all allies within 12 yards named Breath of Heaven. At low levels this may not be optimal to have activated but will certainly be perfect for difficult fights.
Diablo 3 Monk Build Level 9 – The fourth Active Skill slot opens up for the Monk at level 9. Also notable is the first Mantra available to the Monk called Mantra of Evasion. This increases survivability significantly and also affects any allies within 40 yards.
Playing a Monk, you will want to always have a Mantra on. That being said, only one Mantra can be activated at any one time per Monk within the group.
Diablo 3 Monk Build Level 10 – This is a big increase in survivability for the Monk as they unlock their first Passive Skill slot and 2 Passive Skills. The first is Resolve which reduces the damage of all enemies which have been dealt damage by the Monk for a short duration.
The second Passive Skill you gain is The Guardian’s Path which increases the Monk’s chance to dodge by 15% while dual-wielding. If a 2-handed weapon is equipped, spirit regeneration is increased by 25%. If the Skills you activate are area of effect based and deal damage to many enemies at once, I recommend that you use Resolve as your Passive Skill which will reduce the amount of damage you receive by a huge chunk in comparison to if you had The Guardian’s Path activated.
Diablo 3 Monk Build Level 11 – The Monk receives their 3rd Spirit generating Skill called Exploding Palm. The Exploding Palm Skill causes the 3rd strike to bleed and if an enemy dies while bleeding, explode for 30% of their maximum health. In the early levels where enemies don’t have very large health pools, this Skill isn’t as useful as it sounds.
Self Reflection, a Skill Rune for Blinding Flash is also available from level 11. This increases the duration to 4 seconds instead. This is only applicable if you feel your Monk is receiving too much damage.
Diablo 3 Monk Build Level 12 – Tempest Rush is another Spirit dump for the Monk which is extremely useful. This allows you to run toward enemies to deal damage as well as an escape mechanism if you get surrounded by enemies.
The Monk will also receive Fleet Footed, a Passive Skill which increases movement speed by 10%. This sounds like a very useful Skill until you think about the cost required to activate it. At this level, with only 1 Passive Skill slot, the Monk will lose a lot of survivability doing so.
Diablo 3 Monk Build Level 13 – Transcendence unlocks at level 13 where every Spirit point spent heals you for a small amount of health.
Lightning Flash for the Fists of Thunder Skill unlocks at level 13 which further increases your dodge chance for a short duration each time you deal damage with Fists of Thunder. I do not recommend this over Bounding Light Skill Rune as there is already an abundance of defensive utility in the Monk’s repertoire and adding to it will not help you level quicker.
Diablo 3 Monk Build Level 14 -The 5th Active Skill slot unlocks at this level. In addition, the Monk gains Crippling Wave, the 4th Spirit generating Skill which hits all enemies surrounding the Monk. Enemies hit by this Skill also have their movement and attack speed reduced by 30%. This Skill works well with the Resolve Passive Skill as all enemies within range of the Monk will be affected.
The Vulture Claw Kick Skill Rune for the Lashing Tail Strike. This Skill Rune further increases the damage as fire. Perfect as Lashing Tail Strike is hardest hitting Spirit dump.
Diablo 3 Monk Build Level 15 – This level is a huge DPS increase for the Monk class as they unlock the Mantra of Retribution which reflects up to 40% of the damage they receive, back to enemies. However, please take note that you are only able to have one Mantra up per Monk which means using this Skill will directly reduce the amount of survivability the Monk has available as he will have to remove the Mantra of Evasion Skill. Of course, there are other Skills that may make up for the loss of dodge chance via the use of the Guardian’s Path Passive Skill.
Chant of Resonance, a Passive Skill gives the Monk Spirit points every second as long as a Mantra is active. There isn’t much in terms of DPS contributed through Passive Skills so it really is a personal decision on whether your Monk is receiving too much damage or the minimal damage increase having the extra Spirit will provide.
Flying Side Kick, a Skill Rune which affects Dashing Strike will be available which adds a chance to stun the target you dash to for a short duration.
Diablo 3 Monk Build Level 16 – Circle of Scorn unlocks at level 16 for the Monk and is the perfect Skill Rune as it makes Breath of Heaven both an offensive and defensive Skill.
The Skill Serenity is the ultimate get out of jail free card as it absorbs all damage and breaks all control impairing effects for 3 seconds. The Skill Runes for this Skill provide amazing abilities as well such as massive heals or even deal damage based on the amount absorbed by the Monk.
Diablo 3 Monk Build Level 17 – Seize the Initiative, a Passive Skill for the Monk unlocks at level 17 which increases the Monk’s armor based on the amount of Dexterity you have. Of course, the higher level you are the better this scales as it is based on a percentage of Dexterity you currently have.
Keen Eye for the Deadly Reach Skill causes the 3rd strike of Deadly Reach to increase your armor by 50% for 4 seconds. The decision to replace Piercing Trident for Keen Eye is a personal choice which should be based on how many Defensive Skills you already have activated. However, Breath of Heaven equipped with Circle of Scorn should be enough to keep the Monk alive.
Diablo 3 Monk Build Level 18 – The Flesh is Weak is available for Exploding Palm at this point as a Skill Rune. This causes the 3rd attack of the Skill to deal additional damage as a bleed effect. The damage isn’t very significant so I don’t recommend it as a Spirit generator as yet if compared to Crippling Wave and Deadly Reach.
The Passive Skill Exalted Soul increases the amount of Spirit the Monk can have available to them. This doesn’t increase the Monk’s defensive or offensive ability so activating this may not be to your best interests.
Hard Target, a Skill Rune for Mantra of Evasion also increases armor by 30%. At the moment there isn’t much of an option between using Mantra of Retribution to dish out additional damage or having Mantra of Evasion. That being said, the option to swapping between the two will once again be based on whether you need more survivability.
Diablo 3 Monk Build Level 19 – This is a huge jump on damage dealing for the Monk at this level as they unlock their final Active Skill slot as well as the Seven-Sided Strike. The only down-side to this is that the Skill has a 30 second cooldown. It basically strikes 7 times, spreading up to 777% damage over all strikes.
The Monk also unlocks the Sixth Sense Passive Skill which increases the Monk’s dodge based on a percentage of the Monk’s critical hit chance. At the lower levels, the Monk’s Critical Chance will be fairly low and this will not be an optimal choice. Of course, since it is percentage based, it will scale fairly well later on especially with 3 Passive Skills available.
Diablo 3 Monk Build Level 20 – The 2nd Passive Skill slot unlocks at level 20 as well as the Pacifism Passive Skill. Pacifism reduces the amount of damage the Monk receives while stunned, feared and charmed by 75% which is absolutely a must if you intend to PvP. While leveling though, this doesn’t truly help you level any quicker.
The Static Charge Skill Rune is available at level 20 which is great for dealing damage to multiple enemies at once. That being said you should be able to rotate between Fists of Thunder and Deadly Strike as your primary Spirit generating Skills.
Diablo 3 Demon Hunter Build
Diablo 3 Barbarian Build Level 1-10
Diablo 3 Demon Hunter Build Level 1 – Hungering Arrow – First Skill the Demon Hunter starts off with. It’s decent and does the job, even has a chance to hit multiple enemies instead of just one. Otherwise, if it pierces a target there’s the chance it will hit the same target a 2nd time. Using this for awhile until you pick up Entangling Shot with Chain Gang is very possible.
Diablo 3 Demon Hunter Build Level 2 – Unlocks the second Active Skill slot. The Demon Hunter also gains access to Impale which is a high damage single target Hatred dump. Use on high health pool bosses or rare mobs.
Diablo 3 Demon Hunter Build Level 3 – Bola Shot is unlocked. Hits slightly harder than Hungering Arrow and deals damage to surrounding enemies you hit with the Bola Shot. Without Skill Runes, Bola Shot is better as it does more damage all around.
Diablo 3 Demon Hunter Build Level 4 – Unlock a new Active Skill slot. Caltrops is also now available. Useful for slowing down enemies trying to get to you. Also the first Skill you gain which uses your other resource, Discipline.
Diablo 3 Demon Hunter Build Level 5 – Rapid Fire is unlocked. True to it’s name it has a high rate of fire and the hardest hitting Skill at this point. Use Rapid Fire to replace Impale.
Diablo 3 Demon Hunter Build Level 6 – Piercing Arrow, a Skill Rune for Hungering Arrow is unlocked at Level 6. It increases the probability of your Hungering Arrow to hit multiple targets. Personally I would still use Bola Shot as it can hit multiple enemies so long as they are close together (Which will be the case if you slow enemies down using Caltrops) and still deal more damage per shot. However, experiment with both as they are viable at this level either way.
Diablo 3 Demon Hunter Build Level 7 – This is where you get your second Skill Rune Impact for the Skill Impale. It causes your Impale to have a secondary effect which knocks back and stuns targets for a short duration.
Diablo 3 Demon Hunter Build Level 8 – Volatile Explosives, a Skill Rune for Bola Shot unlocks. It increases the radius of the explosion from Bola Shot to increase as much as double the original radius. I recommend this as the Demon Hunter’s Hatred Generator at this level.
The Demon Hunter will also learn the Evasive Fire Skill here which is decent but only deals damage to a single enemy at a time. The useful part of this Skill is that there is a back-flip tied into it when an enemy is too close. However, Bola Shot still does a flat amount of damage higher than Evasive Fire.
Diablo 3 Demon Hunter Build Level 9 – The 4th Active Skill slot unlocks at this level. In addition, the Demon Hunter also gains the Strafe Skill which allows you to shoot at random enemies while moving at a slower pace at the same time. It isn’t as good as Rapid Fire for a Hatred dump so I wouldn’t recommend it.
Diablo 3 Demon Hunter Build Level 10 – The Demon Hunter gains their first Passive Skill slot as well as two Passive Skills to choose from. Neither increase damage by any amount so feel free to choose from Tactical Advantage or Thrill of the Hunt.
Diablo 3 Demon Hunter Build Level 11-20
Diablo 3 Demon Hunter Build Level 11 – The Hooked Spines Skill Rune for Caltrops unlocks. Caltrops is still a useful Skill to keep enemies at a distance and this further improves that by increasing the effectiveness of the snare.
The Demon Hunter also unlocks their final Primary Skill, Entangling Shot at level 11. This is a great Skill and can replace Bola Shot if you wish to replace Caltrops as well. However, it still does not deal as much damage as Bola Shot but places a snare on enemies hit by it. Later on, their Skill Rune Chain Gang increases the amount of enemies hit by Entangling Shot.
Diablo 3 Demon Hunter Build Level 12 – Chakram unlocks. If Bola Shot is replaced, Chakram performs the role of Area of Effect damage dealt. It hits everything in it’s path without a cooldown but costs Hatred to use.
Vengeance, a Passive Skill unlocks at this level. Increases the amount of Hatred the Demon Hunter can store. Additionally, all health globes dropped by enemies gains the Demon Hunter Hatred and Discipline. Although not a flat increase in DPS, this Passive Skill makes it possible to continuously use resource heavy Skills like Rapid Fire and Vault.
Diablo 3 Demon Hunter Build Level 13 – The Cinder Arrow Skill Rune unlocks for Hungering Arrow. It deals damage as Fire and causes the target to burn for a percentage of the damage dealt over time. Only useful if used on single targets and there are better Skills for that such as Rapid Fire or Impale.
Vault is unlocked at level 13 which is your first mobility Skill if you don’t take Evasive Fire into account. For a moderate amount of Discipline, the Demon Hunter is able to jump up to 35 yards. Great escape mechanism if you are unable to kill quickly enough and are about to be surrounded.
Steady Aim, a Passive Skill unlocks at this level as well. So long as no enemies are within 10 yards, your damage increases significantly. This is the first flat damage increase the Demon Hunter has access to and should activate.
Diablo 3 Demon Hunter Build Level 14 – The 5th Active Skill slot is unlocked along with the Skill Grenades. Grenades act as a Hatred generator and have the highest Hatred generated if Skill Runed appropriately at higher levels. For now, as it generates the same amount as Bola Shot, Hungering Arrow and Entangling Shot, it’s just a matter of preference.
Withering Fire for Rapid Fire unlocks at level 14 as well. This reduces the initial Hatred required to cast Rapid Fire significantly. In addition, the arrows will deal Fire damage.
Diablo 3 Demon Hunter Build Level 15 – Chemical Burn Skill Rune for the Impale Skill unlocks. This further increases the amount of damage Impale through a secondary bleed effect. This is still the hardest hitting Skill at this point and should be used to take down high health pool enemies such as bosses and rare mobs.
Another Skill which is perfect for taking down durable enemies unlocks called Marked for Death. Whichever enemy this Skill is used on receives additional damage. This makes it so high priority enemies (Some enemies will continuously spawn smaller enemies) are able to be taken care of easily.
Cull the Weak, a Passive Skill unlocks at this level. Skills such as Entangling Shot make this a viable Skill to use as it provides a flat out damage increase to enemies which are snared.
Diablo 3 Demon Hunter Build Level 16 – Shrapnel Skill Rune for Evasive Fire unlocks. Deals a small amount of splash damage to enemies surrounding your primary target which makes it similar to Bola Shot. However, the damage dealt is nowhere near equal. The only reason to use this Skill over Bola Shot would be for the back-flip tied into it.
Fan of Knives unlocks at level 16. This Skill hits extremely hard but has a cooldown of 10 seconds and costs some Hatred. It also causes enemies hit to be snared for a short duration. If you have problems killing large packs of enemies, this Skill is the way to go.
Diablo 3 Demon Hunter Build Level 17 – Thunderball Skill Rune unlocks for Bola Shot. Instead of Fire damage, the damage dealt will be Lightning. Also, it has a 35% chance of stunning the primary target of Bola Shot for a short duration. I do not recommend swapping out Volatile Explosives for this Skill Rune(If you use Bola Shot) as Volatile Explosives still does more damage to hordes of enemies.
Spike Trap Skill unlocks. Plants an immobile trap on the ground similar to Caltrops but does damage instead of the snare. This Skill can be used to ambush enemies by setting up to 3 Spike Traps overlapping each other to deal massive damage. However, this is fairly situational and inconvenient to perform. This Skill generates Hatred.
<Playstyle tip: There are some players who like the melee style of playing and it is possible to use this to deal massive amounts of damage. One method would be to use Vault right into the middle of a pack of enemies, use Fan of Knives and Spike Trap to kill them, and Vault into another group. Survival of this playstyle is questionable and likely to be viable only at lower levels>
The Passive Skill Nightstalker unlocks at this level 17. Every time you deal a critical strike, you have a chance to restore 2 Discipline. At this point, the possibility of the Demon Hunter to have a high amount of critical chance is extremely low. I do not recommend replacing Cull the Weak or Vengeance with Nightstalker as they both provide better damage overall.
Diablo 3 Demon Hunter Build Level 18 – Chain Gang for Entangling Shot is unlocked. As mentioned above, this hits up to 4 targets which makes this a lot more powerful as a Hatred Generator compared to Bola Shot as it has the snare on top of it. Of course, if you chose Cull the Weak as your Passive Skill, this deals even more damage.
The Skill Rune Equilibrium for Strafe unlocks at this level which increases the rate of fire of Strafe. As it is, Strafe doesn’t deal that much damage for it’s Hatred cost so I still would not recommend this Skill.
Diablo 3 Demon Hunter Build Level 19 – The final Active Skill slot is unlocked at this level. Also, the Preparation Skill which replenishes all your Discipline but on a 45 second cooldown is unlocked. At higher levels with the proper Skill Runes, Preparation can be extremely useful. However, for easier difficulties I would not activate this Skill unless I have a free Active Skill slot.
Twin Chakrams for the Skill Chakram is available at this level as well. This doubles up the Chakram although less damage is dealt per Chakram. This Skill Rune effective increases the amount of damage dealt by about 50% weapon damage assuming both Chakrams hit the same targets.
The Demon Hunter also gains the Passive Skill Brooding at level 19. If the Demon Hunter doesn’t take damage for longer than 5 seconds, the Demon Hunter will start regenerating a percentage of their total health. This will be useful later when Health globes drop with less frequency (Due to enemies having higher health at more difficult levels).
Diablo 3 Demon Hunter Build Level 20 – The 2nd Passive Skill slot unlocks at level 20 along with the Hot Pursuit Passive Skill which increases your movement speed by 15% as long as your Hatred resource is full.
At level 20, the Demon Hunter also unlocks Elemental Arrow which does damage as Fire through as many enemies as it passes through. This is a decent room clearer as it has no cooldown and a fairly low cost of only 10 Hatred per cast. At higher levels, Elemental Arrow can be Skill Runed to have secondary effects and different types of elemental damage.
Shatter Shot, a Skill Rune for Hungering Arrow unlocks as well which allows the arrow which pierces through enemies to split into 3 separate arrows. This could potentially provide extremely high damage but due to the Passive Skills available, leaning toward Entangling Shot as your Hatred Generator is a safer bet.
I’ll be updating this Diablo 3 Demon Hunter build as I progress further with my own Demon Hunter. So stay tuned!
Diablo 3 Barbarian Build in Normal Mode
Diablo 3 Barbarian Build Level 1 – 10
Diablo 3 Barbarian Build Level 1 – Bash – Nothing much to say here other than this is the first Skill the Barbarian starts out with. Later on some of the Skill Runes are useful but you will generally replace this with Cleave during the early levels.
Diablo 3 Barbarian Build Level 2 – Hammer of the Ancients – The first Secondary Skill you have access to, this Skill has an increased probability of 15% to deal critical damage. Decent as a Fury Dump and single target damage dealer.
Diablo 3 Barbarian Build Level 3 – I went with Cleave replacing Bash as it there are no other logical choices for dealing melee Area of Effect damage yet. At level 8, enemies you kill using Cleave will explode to deal even more AoE damage.
Diablo 3 Barbarian Build Level 4 – This is when you unlock your Defensive Skill slot along with Threatening Shout. Nothing much to do except to activate Threatening Shout on your Action Bar. To be honest, at level 4 in normal mode this Skill isn’t needed as enemies don’t hit hard enough to warrant the Fury spent using this Skill.
Diablo 3 Barbarian Build Level 5 – To maximize melee Area of Effect damage, I replaced Threatening Shout with Rend at this point. To do this, you will need to turn on Elective Mode under Options and Gameplay.
Diablo 3 Barbarian Build Level 6 – The Barbarian unlocks their first Skill Rune called Instigation for the Bash Skill. It increases the amount of Fury generated by Bash so I replaced Cleave with it. Don’t forget I did this with the idea that Rend was already a decent area of effect and I could spam Hammer of the Ancients and Rend more often if I increased the amount of Fury I could spend.
Diablo 3 Barbarian Build Level 7 – In addition to Rend as my splash damage Skill, the Barbarian unlocks Rolling Thunder which causes your Hammer of the Ancients to slam and hit multiple targets wherever the Barbarian is facing.
Diablo 3 Barbarian Build Level 8 – As mentioned at Level 3, Cleave unlocks Rupture here and I once again replaced Bash with it as I was more intent on dealing as much damage to multiple enemies as possible. Having this many Area of Effect Skills may seem overkill but I would still use Hammer of the Ancients over Cleave on high health pool targets as it has a 15% increased chance to deal critical damage.
The Ground Stomp Skill is also unlocked at Level 8 but I didn’t use it due to it’s fairly long cooldown. The Skill itself is great but I only had 3 Active Slots to choose from. Later on when more Active Skill slots are available I would highly recommend this as it does prevent enemies from casting or using skills and abilities which have a long cast-time.
Diablo 3 Barbarian Build Level 9 – This is when the Barbarian unlocks the Tactics Skill slot as well as the Leap Skill. There’s no argument here as this is your first mobility Skill and allows you to close the gap between enemies as well as an escape mechanism should your life get perilously low.
Diablo 3 Barbarian Build Level 10 – All classes unlock their Passive Skill slot at Level 10. The Barb immediately has to choose between Pound of Flesh which provides extra healing from health globes or Ruthless which increases the chance to deal a critical strike by 5% and the amount of critical strike damage by 50%.
Personally I would recommend Ruthless as the enemies at this point shouldn’t be dealing much damage to you. Of course, if you feel there is too much downtime, swapping in between them isn’t too big a deal.
Diablo 3 Barbarian Build Level 11-20
Diablo 3 Barbarian Build Level 11 – Frenzy is unlocked here. This Skill is good with Skill Runes later but there is no reason to swap from Cleave at this point as Frenzy has increased attack speed, Cleave hits multiple targets which still kills multiple enemies quicker than Frenzy.
Diablo 3 Barbarian Build Level 12 - Nerves of Steel, a Passive Skill is unlocked at this level. As you only have 1 Passive Skill slot at this point, skip it, as Ruthless or Pound of Flesh are undeniably more useful at this point.
Diablo 3 Barbarian Build Level 13 – Onslaught Skill Rune unlocks for Bash here. It increases the damage further but removes the chance for enemies hit to be knocked back. I would still keep Cleave unless you were killing a single target Boss and feel it would perform better. But overall, Cleave still gets the job done.
In addition to that, you unlock the Weapons Master Passive Skill. The bonuses are based on whichever weapons you have equipped. Personally I stuck with Ruthless but I can see how having BOTH Weapons Master and Ruthless equipped at Level 20 with Maces and Axes equipped would provide amazing synergy.
Diablo 3 Barbarian Build Level 14 – Ravage Skill Rune unlocks for Ravage and I simply added it to my current Rend Skill which I still had activated. It isn’t amazingly useful unless you are absolutely surrounded by enemies; which is seldom the case if you’re spamming Cleave all the time.
Quite a large jump in DPS here as you unlock an additional Active Skill slot as well as Battle Rage. Snap this up as it’s a flat increase to overall DPS. Just don’t forget to constantly maintain the buff as the duration isn’t very long compared to the Monk’s Mantra and the Wizard’s Armor.
Diablo 3 Barbarian Build Level 15 – Smash Skill Rune for Hammer of the Ancients unlocks here which further increases the total damage dealt but in a smaller radius. If you’re still using this as your main Fury dump, remember to activate this Skill Rune like I did.
The Passive Skill Inspiring Presence is also unlocked here which is probably a good choice if you have survivability problems. I recommend against it though as Ruthless still provides better DPS. In a group setting, activating this Passive Skill will also affect your party members so it can be suitable in those situations. It’s important to note that in a group, enemies have more health and deal more damage as well which does make survivability skills paramount.
Under the Tactics category you also gain access to “Weapon Throw” which does add a little variety to your tool belt. This is the first ranged Skill you have which is single target but snares enemies. I don’t recommend it during Normal mode and at this level.
Diablo 3 Barbarian Build Level 16 – The Barbarian unlocks the Sprint Skill which is viable but I still preferred Leap as my mobility Skill because it does damage where Sprint does not. One thing to note is that Sprint does not have a cooldown where Leap does. However, my goal is to kill everything as quickly as possible.
Diablo 3 Barbarian Build Level 17 – Reaping Swing Skill Rune for Cleave unlocks. I did not replace Rupture with it as I had no problems generating Fury.
The Passive Skill Berserker Rage is unlocked at this point as well which increases your damage by a significant amount while your Fury is at its maximum. I still stuck to Ruthless as I felt picking this would be counter productive to using any of my other Fury dump Skills.
Diablo 3 Barbarian Build Level 18 – Triumph Skill Rune for Frenzy is unlocked. Each enemy killed with frenzy will heal you for a percentage of your total health. It sounds great but that would mean I would be using Frenzy all the time which was a single target damage dealer. I passed on this and stuck with Cleave Skill Runed Rupture.
The Overpower Skill unlocked. This is an absolute beast of a Skill as it does massive damage to everything within melee range. The down-side is the cooldown attached to it. However, if it crits any of the enemies, the cooldown is reset which means you can keep using it. At level 20, with two Passive Skill Slots I intend to be using Ruthless and Weapons Master along with Maces and Axes to increase the chances of me critting with Overpower.
The Passive Skill Bloodthirst is also unlocked at Level 18 which directly heals you for a small percentage of all the damage you deal. I can see how this will be extremely useful but not right now when Health Globes can keep my Health topped off. I chose to stick to DPS increasing Ruthless once again.
Death from Above which is the Skill Rune for Leap is unlocked. This provides a chance to stun enemies for 2 seconds where you land. If you use Leap as your gap closer/escape mechanism, go ahead and activate it as there isn’t much of an option.
Diablo 3 Barbarian Barbarian Build Level 19 – The final Active Skill slot is unlocked. Along with an extremely powerful Skill called Earthquake. It costs 50 Fury in itself and has an absurdly long cooldown. Test and experiment if it’s your thing. For all intents and purposes I would only have it activated if clearing huge packs of enemies were a problem.
The Passive Skill Animosity unlocked. This provides an increase in the total amount of Fury you can have as well as Fury generation by a percentage. This does not affect your DPS directly but will allow more frequent use of Fury dump Skills.
Diablo 3 Barbarian Build Level 20 – Another huge jump in DPS, your 2nd Passive Skill slot is unlocked. As I mentioned before, using Weapons Master would be the best flat increase to damage per second. However, simply have 2 slots will open up the flexibility of having 1 defensive Passive Skill and 1 offensive one should you feel the need to.
Seismic Slam which is a Fury dump which causes an Area of Effect damage is unlocked. At this point if you want to replace Cleave with either Bash or Frenzy, it’s viable as you now have a spammable no cooldown Fury dump. It also has a slight knock-back which may prove useful to interrupt attackers you face.
Later on, I’ll go more in depth with more Diablo 3 barbarian build, so stay tuned!