
Who doesn't remember the epic health and mana orbs from Diablo II?
Similar to World of Warcraft's resources such as mana, rage,focus, energy, runic power, all of the five classes in Diablo III will have different resources to fuel their spells and help them override their foes.
In this article, we will have a thorough look at all of them, class by class.
Wizzard


Pretty much like Warcraft's mages, Wizzards in Diablo III will use Arcane Power. Arcane Power is described as a fast regenerating resource to fuel a vast array of magical spells. This resource will be replenishing slowly, so that players won't be able to spam spells / abilities. In my opinion this class is really fun to play if you enjoy fighting from distance as opposed to close combat.
Monk


Monks will be using spirit. It's gained from landing attacks along with other passive spirit-regenerating abilities. The main thought for spirit is to deal damage as high as possible and mitigate damage dealt to the monk to the bare minimum at the same time.
Imagine paladins, holy warriors of the light with close combat melee attacks along with the ability to heal themselves. To this I dare compare Diablo III Monks.
Demon Hunter


Demon Hunter is the only class using a split system resource-wise. It's known as Hatred/Discipline. While Hatred regenerates quickly and diminishes by dealing damage to an enemy, Discipline regenerates slowly and is mostly used for defensive spells and/or skills which protect the Demon Hunter. Very similar to hunters in Warcraft, Demon Hunters can trap their foes or deal heavy damage from afar. Some players don't like the idea of the resource icon being both red/blue due to being the same color as the health globe.