The other distinction is the class resource types. This difference comes out far more in the basics of the class skills than in the side details. The two resource types are the generated resource and the regenerated resource.
Barbarians and Monks operate on a generated resource. This means that when they load up the game, their resource pools are empty. They don’t automatically generate their resource over time (though certain items of gear can create a weak regeneration effect for the resource). The primary way these classes get their resource is to create, or generate, it with their Primary skills. This is very important to Elective Mode, because it means you can’t afford to not have a Primary skill in the build for them- they literally can’t function without one. The Barbarian seems to have a slight workaround in the form of their Shouts, but those don’t generate enough Fury quickly enough to make them a viable replacement so it’s a bit of a false hope. This generated resource model also means that the classes don’t want to lean heavily on their resource- any skill that consumes it is for occasional use, and their primary function should be served by their Primary skill selection.
Witch Doctors and Wizards operate on a regenerated resource model- even when they’re busy spending their class resource, it’s steadily replenishing itself on the basis of how much time passes. This means that Wizards who are feeling up to a bit of a risk can use Elective Mode to skip their Primary Skill entirely and rely on their inherent resource regeneration. It may mean acting slowly, or using only the lowest-cost skills, but it can be made to work. Witch Doctors don’t even have a ‘free’ skill in their Primary skills (with the exception of that one rune for Plague of Frogs) and their Mana pools get so very large that they don’t have to concern themselves with it at all if they don’t mind not having something to spam out. Since these classes automatically regenerate their resource, their resource-consuming skills are their mainstay, and they tend to ‘alpha strike’- emptying out their resource entirely right at the start of combat so as to knock as many enemies as possible out of the fight before the fight actually begins.
If you’re in a party of classes that like to alpha strike, be aware that you’re all going to quickly become vulnerable after the opening barrage- it can pay to adjust your skill selection so that once everyone else alpha strikes, you can keep up a lower, but steady, amount of damage and control so they can recharge for more damage. If you’re in a party that’s heavy on resource regenerators, and you’re a resource generator, don’t just rush off to the next fight right away- as tempting as it is, since you’re probably designed to be capable of it, you’re going to find yourself getting ahead of your team. Try setting your skills so that you have a few low-cost options and a few high-cost options, so you can join in on the frontload of damage and then use your generation to steadily keep your party members who are running on empty from getting dogpiled. And don’t rush ahead too much, or you’ll feel like you’re not being properly backed up and your party members will feel like you don’t care if they get to participate or not. If you’re operating a resource regenerator and the rest of your party is generators, then you should probably adjust your skills so that you’re operating with a lower resource cost- there are usually good runes for this in many skills. Your party is going to want to continually rush onwards, and if you’re stuck hanging back to regain your power, you’re going to get left behind, feel useless, and make the rest of the party feel like you’re a leech. Don’t let that happen, and don’t let yourself get too far ahead so that the party feels you’re not considerate of the other party members. Moderate yourself, your skill selections, and your habits when you’re in party play, and everyone will have a better time.