i've been getting bored of the generic dual wielding rogue/pyro mage builds. give me awesome unique builds with skills i never use.
well in lue of just hitting the random button, if you want something that could possibly have synergy but is still silly try this. Shields, Unarmed, Fleshsmithing, Leylines, Crossbow, Vampirism, Demonology (or one non DLC of your choice if you don't have the DLC) Report your humorous results
well... i tried the above build, it went fairly well for about half the first level. then i stepped on a shoddy dwarven IED and exploded. >_> next!
Necro, Fleshsmithing, Leylines, Wands, Magic Training, Demonology (no blood mage for you) Just try not to kill yourself somewhere (or maybe you'll just heal but then be low on mana or burning through a wand)
One that's a little more interesting and not terrible at all is necronomics+ emo + whatever. You can The Cure your blood prices.
I just beat the expansion with this: Unarmed Shield Bearer Flesh Smithing Smithing Demonology Archaeology Golemancy On GR you need 12 Health Regen to heal 1hp/turn. You can get that with: Shield Bearer: +4 from 'Duck and Cover', +4 from 'Tortoise Maneuver' Smithing: +4 from 2 x Emerald Encrusted Gold Rings Flesh Smithing: +4 from Meat Shield Demonology: +4 from 'Celestial Circle' Lots of options with this. E.g. you have basically unlimited 'food' by using Tortoise Maneuver and Meat Shield.
I've been playing what I call an 'inquisitor' build recently: Alchemy, Astrology, Demonology, Blood Magic, Viking Magic, Berserker, Maces Radiant Aura + Syzygy + Celestial Aegis + Celestial Circle is ridiculous defenses, and Radiant Aura, Syzygy, and Celestial Aegis add to your damage. Viking Magic's Power of Magic Steel + Demonology's Heckfires gives you more damage with some AoE fire or stun occasionally. Radiant Aura's defensive proc gives you stunning power, Maces gives you knockback, and Blood Magic keeps your mana full from running three upkeep buffs at once. Fervor of the Flagellant stacks nicely with Berserker's stuff, so you can get some healthy bonuses out of that too.
Unarmed/Shields/Perception/Archeology/Thrown Weapons/Fungal Arts/Vampirism Go for as much blocking as possible, turn all the artifact weapons into experience, reuse all Krong altars and re-roll results you don't like. Use Charlemagne to get the artifacts from those little islands (it knocks back like a concussion bomb, in addition to the confusion effect). Max Fungus early, and put spores on every corpse (if you hate fooling with spores, you will hate this build). Use the mushrooms to buff yourself like crazy before each difficult fight, and throw tons of puffballs with precision. The second-to-last Thrown Weapons skill makes you randomly cause Fleshbore. With Puffballs. Yeah. Between my mushroom buddies and my puffballs and my Charlemagnes and my crazy buffs, it was wonderful until that nasty boss who got past the puffball barrage and mushroom buddies critical hit me to death around level 14 or so. I'll have to try this one again!
One I've just started and dubbed 'The Angry Paladin" Mace / Shield / Beserker / Master at Arms / Smith / Astrology / Demonology If you want to keep the paladin rightious then keep demonology at lvl 3, or have some fun with a 'fallen' paladin and take it all the way. Edit/Update: Well 'The Angry Paladin' is unquestionably my most successful character thus far, on DL8 on Dwarven Moderation difficulty and frankly is sweeping each DL faster then the previous one, thanks mainly to being practically invulnerable in melee. Update II: Well at DL11 I've hit the wall a bit here... my former melee invulnerability is in tatters and no real other attack plans but brawling... still went far better then any other character so far.