its the very worst spell mana spent per damage done even with the corpse explosion rune by a large margin. any build with this is automatically shittier then it could be unless it AT LEAST gets a 40 mana reduction in cost (30% mana cost reduction)
Considering it's an aoe spell, there's no way to know that without knowing how many mobs you are hitting with it and how long each mob stays in the dotted area. You are basing your costs on it hitting one mob, which is silly. Sure it's a waste on one mob but then again it isn't intended to hit just one, nor is it intended to be spammed. By casting it every 3 or 6 (runed) seconds, as it is intended to be used, it has an effective mana cost of 45 or actual gain of 30 without any additional +mana spells/runes/gear. Rolling dots will be necessary in later difficulties and this will be one of the two people will use.
You cannot simply compare one spell to another by it's damage and mana usage. Those that do are going to have a hard time with the WD. You have to take into account how the spell is intended to be used. Acid Rain cannot be compared to Firebomb or Arcane Barrage, which is why people think it's a bad spell.
The only saving grace I see for this ability is corpse bomb, if by some miracle the original effect remained and the corpse came out then I could see this being a descent ability. I am willing to bet it doesnt thought...
Agreed on this point. If the zombie bomb is extra to its standard effects then it would be a nice skill to have. I doubt thats how it works aswell though.
it's also difficult to judge the later skills' effectiveness simply by saying 'it's only x% damage' because the percentages change as your character progresses as far as i know. i saw a beta playthrough where just from equipping gear with +int someone got GotD damage % up to 75% from the 52% damage that the eels rune says it hits for. so you can't even say right now that x% isn't enough damage, because in all likelihood your build will completely change those percentages. *and of course the obligatory 'only saw it in the beta, and that doesn't mean shit about the actual game' small print *.
its the very worst spell mana spent per damage done even with the corpse explosion rune by a large margin. any build with this is automatically shittier then it could be unless it AT LEAST gets a 40 mana reduction in cost (30% mana cost reduction)
Considering it's an aoe spell, there's no way to know that without knowing how many mobs you are hitting with it and how long each mob stays in the dotted area. You are basing your costs on it hitting one mob, which is silly. Sure it's a waste on one mob but then again it isn't intended to hit just one, nor is it intended to be spammed. By casting it every 3 or 6 (runed) seconds, as it is intended to be used, it has an effective mana cost of 45 or actual gain of 30 without any additional +mana spells/runes/gear. Rolling dots will be necessary in later difficulties and this will be one of the two people will use.
You cannot simply compare one spell to another by it's damage and mana usage. Those that do are going to have a hard time with the WD. You have to take into account how the spell is intended to be used. Acid Rain cannot be compared to Firebomb or Arcane Barrage, which is why people think it's a bad spell.
i suppose if you ONLY used acid rain runed for longer acid pools in conjunction with grasp of the dead so that mobs for sure stay in the AoE it can be decent. still needs either a bit dmg boost or a slight mana reduction to be fully worth it though.
it's also difficult to judge the later skills' effectiveness simply by saying 'it's only x% damage' because the percentages change as your character progresses as far as i know. i saw a beta playthrough where just from equipping gear with +int someone got GotD damage % up to 75% from the 52% damage that the eels rune says it hits for. so you can't even say right now that x% isn't enough damage, because in all likelihood your build will completely change those percentages. *and of course the obligatory 'only saw it in the beta, and that doesn't mean shit about the actual game' small print *.
that 72% is from using a 1 handed weapon. when using a two hander the percentage goes back down to 54%. it has nothing to do with +int gear. my WD naked with a 1 hander has GoTD at 72% and 54% with 2 hander. when i equip 40 int gear it doesnt change at all, only when i equip the weapons. the base percentages of skills do not change except for the runes. then your int is calculated in the dmg afterwards. so yes you can judge and compare skills based on their dmg listed
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
thx for the clarification, that had been bugging the shit out of me, and i couldn't get a good answer as to why it changed.
i actually discovered it on accident. i glanced at the dmg and it said 72% and was like "wait wtf?" and kept switching out my gear until i figured out why it changed. i had no idea the dmg of some abilities changed with 1 hand and 2 hand weapons. i didnt see any other skills that changed though.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
In the first page I said that this skill would suck. Well, it may or may not suck! I still dont have access to the beta, but during the character build contest, I used it and I kinda enjoyed the potential it has. Below I will copy my post from the contest, it also has some strategy explanation.
This is a multiplayer PVE Witch Doctor build. It offers a good amount of offensive spells to devastate your enemies in packs (AoE damage), good crowd control spells (AoE CC), so your entire team can have moments to take a breath during the intense fights and AoE Heals. They will thank you for you being on their team!
The team can be composed of any other class in the game, doesn’t matter what classes they are, you will still be very effective!
Strategy
It is pretty simple. Grasp of Dead will deal some physical damage per second to enemies within the area of effect and will slow all of them by 80% movement speed (all that lasts for 8 seconds). After you cast Grasp of Dead, you should cast Acid Cloud as it will deal heavy poison damage per second to enemies caught in the area of effect, plus more extra poison damage if the enemies remain in the area, which they will because of Grasp of Dead’s 80% slow. In addition, all enemies that are taking poison damage will deal 20% less damage because of Bad Medicine.
After that, it is up to you want to cast Mass Confusion or not, because if you do, all enemies in that same area will take extra 20% more damage. If you don’t want to use Mass Confusion for offensive purposes, you can save it for a dangerous moment to CC groups of enemies (use with wisdom as the cooldown is 60 seconds). I recommend you to use Mass Confusion for offensive purposes, since there is available another AoE crowd control spell, Horrify and Grasp of Dead (snare effect).
Hex, use and abuse! It has a low cooldown, it makes hexed enemies take extra 12% damage and periodically heals allies.
In cases of risk, you can always use Spirit Walk; it will give you mana regeneration during the spell effect and also survivability.
You will constantly have mostly of your spells under cooldown, triggering Vision Quest, increasing your mana regeneration by 300% most of the time, so mana shouldn’t be a problem.
And to finalize, Spirit Vessel will be a big time life savior, reducing your Spirit Walk and Horrify cooldowns by 2 seconds, in addition you will be ‘’resurrected’’ after a fatal blow and automatically enter in the Spirit Realm for 3 seconds, having enough time to escape from any danger situation.
Feel free to criticize but remember I cant even play the game, so if something is ridiculously wrong, lets talk!
your build lacks single target damage. you wouldnt want to spam acid rain anyways unless you change the rune to corpse bomb.
i think if your going to use acid rain in a build it definitely will be better situationally with pets because its only really good without pets if you cast it on a group inside grasp of the dead and since you dont have grave injustice to reduce the CD the only time it will use its potential is every 8 seconds.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Play this build with skilled players or at least with players that are eager to learn, theres no point to use this build if you want to solo stuff or be the killing machine, this is a aoe damage, cc and support build. If you want to kill single target stuff, build a DH
Play this build with skilled players or at least with players that are eager to learn, theres no point to use this build if you want to solo stuff or be the killing machine, this is a aoe damage, cc and support build. If you want to kill single target stuff, build a DH
lawwwwwwwwwwwwwwwwwwwwwwllllll
oh your serious? since when does support mean only aoe? id say this is a pretty fail build at support without helping support against champions and bosses where your CC is useless and your dmg is really sucky with a super high costing spell with crap single target deepz.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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Considering it's an aoe spell, there's no way to know that without knowing how many mobs you are hitting with it and how long each mob stays in the dotted area. You are basing your costs on it hitting one mob, which is silly. Sure it's a waste on one mob but then again it isn't intended to hit just one, nor is it intended to be spammed. By casting it every 3 or 6 (runed) seconds, as it is intended to be used, it has an effective mana cost of 45 or actual gain of 30 without any additional +mana spells/runes/gear. Rolling dots will be necessary in later difficulties and this will be one of the two people will use.
You cannot simply compare one spell to another by it's damage and mana usage. Those that do are going to have a hard time with the WD. You have to take into account how the spell is intended to be used. Acid Rain cannot be compared to Firebomb or Arcane Barrage, which is why people think it's a bad spell.
i suppose if you ONLY used acid rain runed for longer acid pools in conjunction with grasp of the dead so that mobs for sure stay in the AoE it can be decent. still needs either a bit dmg boost or a slight mana reduction to be fully worth it though.
that 72% is from using a 1 handed weapon. when using a two hander the percentage goes back down to 54%. it has nothing to do with +int gear. my WD naked with a 1 hander has GoTD at 72% and 54% with 2 hander. when i equip 40 int gear it doesnt change at all, only when i equip the weapons. the base percentages of skills do not change except for the runes. then your int is calculated in the dmg afterwards. so yes you can judge and compare skills based on their dmg listed
i actually discovered it on accident. i glanced at the dmg and it said 72% and was like "wait wtf?" and kept switching out my gear until i figured out why it changed. i had no idea the dmg of some abilities changed with 1 hand and 2 hand weapons. i didnt see any other skills that changed though.
This is a multiplayer PVE Witch Doctor build. It offers a good amount of offensive spells to devastate your enemies in packs (AoE damage), good crowd control spells (AoE CC), so your entire team can have moments to take a breath during the intense fights and AoE Heals. They will thank you for you being on their team!
The team can be composed of any other class in the game, doesn’t matter what classes they are, you will still be very effective!
Link to the Build: http://us.battle.net/d3/en/calculator/witch-doctor#ZWUiXQ!gdV!ZaZYaY
Strategy
It is pretty simple. Grasp of Dead will deal some physical damage per second to enemies within the area of effect and will slow all of them by 80% movement speed (all that lasts for 8 seconds). After you cast Grasp of Dead, you should cast Acid Cloud as it will deal heavy poison damage per second to enemies caught in the area of effect, plus more extra poison damage if the enemies remain in the area, which they will because of Grasp of Dead’s 80% slow. In addition, all enemies that are taking poison damage will deal 20% less damage because of Bad Medicine.
After that, it is up to you want to cast Mass Confusion or not, because if you do, all enemies in that same area will take extra 20% more damage. If you don’t want to use Mass Confusion for offensive purposes, you can save it for a dangerous moment to CC groups of enemies (use with wisdom as the cooldown is 60 seconds). I recommend you to use Mass Confusion for offensive purposes, since there is available another AoE crowd control spell, Horrify and Grasp of Dead (snare effect).
Hex, use and abuse! It has a low cooldown, it makes hexed enemies take extra 12% damage and periodically heals allies.
In cases of risk, you can always use Spirit Walk; it will give you mana regeneration during the spell effect and also survivability.
You will constantly have mostly of your spells under cooldown, triggering Vision Quest, increasing your mana regeneration by 300% most of the time, so mana shouldn’t be a problem.
And to finalize, Spirit Vessel will be a big time life savior, reducing your Spirit Walk and Horrify cooldowns by 2 seconds, in addition you will be ‘’resurrected’’ after a fatal blow and automatically enter in the Spirit Realm for 3 seconds, having enough time to escape from any danger situation.
Feel free to criticize but remember I cant even play the game, so if something is ridiculously wrong, lets talk!
your build lacks single target damage. you wouldnt want to spam acid rain anyways unless you change the rune to corpse bomb.
i think if your going to use acid rain in a build it definitely will be better situationally with pets because its only really good without pets if you cast it on a group inside grasp of the dead and since you dont have grave injustice to reduce the CD the only time it will use its potential is every 8 seconds.
monsters will ignore your team mates and run for you a lot of the times in higher difficulties and u still need single target dps
too long of cooldowns to rotate them constantly when your getting bum rushed by mobs. also you still need single target dps
dont make builds that rely on your team mates to save you. thats just poor planning.
and your STILL ignoring the single target dmg. get some brah
nice 4th post bud. you shall be dubbed captain obvious *salute*
when it comes to builds i know more then most. i never flame or joke when it comes to builds, that shit is serious bro
If you dont trust on your group, dont use this build, simple.
now
are you completely daft? single target deepz dude. grab a piece
lawwwwwwwwwwwwwwwwwwwwwwllllll
oh your serious? since when does support mean only aoe? id say this is a pretty fail build at support without helping support against champions and bosses where your CC is useless and your dmg is really sucky with a super high costing spell with crap single target deepz.