maximize the damage of toads, spider n swarm. With 4 physical spells may trigger the passive a lot, which may cooperate with the runed damage-absorbing dogs to defend the witch. Finally with lot of dot spells, n minions to chase the enemgies, the witch is free to kiting the devils
i like it. LOTS of damage and no mana issues. 5 stars for you*. good to see someone posting smart builds for once :P. id say the only thing is you may need a bit more survival especially for later difficulties. your 3 dogs and 10% dmg reduc isnt going to keep you that safe. so id say replace fettish sycophants with jungle fortitude and your good to go!
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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
Looks nice, though personally I would prefer a slow in there to add more survivability by kiting.
I'd have to agree, I believe at least one sort of escape is a good thing to have on any sort of build, especially for late game inferno runs. There must be a time when a good Spirit Walk or CC overload like Grasp of the Dead or Horrify would be very useful to back up, let cool downs refresh and then nuke dot them again. Depending on the situation, any of those three CC's could be a life or death deterrent.
I hate to say this, but I'm a VERY strong proponent of WD builds needing at LEAST one panic button, even with pets. TWO panic buttons at least, if you're playing a petless Witch Doctor.
I think that too many players are a little too optimistic. They have this preconception that just because they have dogs, they're gonna be k. This'll be fine for Normal, but if you're looking at an endgame build here, I guarantee you will need Horrify and/or Spirit Walk.
You're also being very optimistic thinking that you're not going to run into mana problems just because you have Swallow Your Soul for Soul Harvest and Devouring Swarm for Locust Swarm. The former is on a cooldown and requires you to put yourself in danger to use it (something which won't always be a good idea), and the latter doesn't refund the full cost (it's a nice supplement for the right build, but not in this one, I feel).
Your whole build is based around the spamming of your spells and with that +30% mana cost from Pierce the Veil, you are going to be running out of mana SO FAST.
My advice is to swap out Fetish Sycophants with something else - there's no real synergy with your build. I'd grab Spiritual Attunement to at least PARTIALLY offset your mana costs. Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. As you progress through the game, your mana pool will increase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
I'd also ditch Firebomb for Spirit Walk. You have to stand still to cast Firebomb, even if its for a moment, and you may as well use that time to cast Rain of Toads, or more Locusts.
Multiple direct damage spells in one build is just a waste of dps. PoT and Firebomb cannot be used at the same time, so there's no point in having both. Replace one with Spirit Barrage and the other with a defensive-oriented spell...Wall of Zombies or Grasp of the Dead
Multiple direct damage spells in one build is just a waste of dps. PoT and Firebomb cannot be used at the same time, so there's no point in having both. Replace one with Spirit Barrage and the other with a defensive-oriented spell...Wall of Zombies or Grasp of the Dead
his Pot and firebomb are both runed to do dmg over time not just direct dmg and there different types of dmg. so he could use one against psn resistant enemies and the other against fire resistant. so no its not a waste.
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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
Multiple direct damage spells in one build is just a waste of dps. PoT and Firebomb cannot be used at the same time, so there's no point in having both. Replace one with Spirit Barrage and the other with a defensive-oriented spell...Wall of Zombies or Grasp of the Dead
his Pot and firebomb are both runed to do dmg over time not just direct dmg and there different types of dmg. so he could use one against psn resistant enemies and the other against fire resistant. so no its not a waste.
Yeah that certainly will do some damage, but I don't believe Runes are going to be a sufficient replacement for spells. They do very little damage and are terribly short. It's going to be hard keeping them both up at the same time. He could very easily grab a dot spell that does significantly more damage over time.
I completely disagree with the passive Fetish Sycophant. I would much rather pick Blood Ritual and change the Locust Swarm rune to Searing Locust. This would more than compensate for your mana and give you significant boost in damage.
^^this
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maximize the damage of toads, spider n swarm. With 4 physical spells may trigger the passive a lot, which may cooperate with the runed damage-absorbing dogs to defend the witch. Finally with lot of dot spells, n minions to chase the enemgies, the witch is free to kiting the devils
I'd have to agree, I believe at least one sort of escape is a good thing to have on any sort of build, especially for late game inferno runs. There must be a time when a good Spirit Walk or CC overload like Grasp of the Dead or Horrify would be very useful to back up, let cool downs refresh and then nuke dot them again. Depending on the situation, any of those three CC's could be a life or death deterrent.
I think that too many players are a little too optimistic. They have this preconception that just because they have dogs, they're gonna be k. This'll be fine for Normal, but if you're looking at an endgame build here, I guarantee you will need Horrify and/or Spirit Walk.
You're also being very optimistic thinking that you're not going to run into mana problems just because you have Swallow Your Soul for Soul Harvest and Devouring Swarm for Locust Swarm. The former is on a cooldown and requires you to put yourself in danger to use it (something which won't always be a good idea), and the latter doesn't refund the full cost (it's a nice supplement for the right build, but not in this one, I feel).
Your whole build is based around the spamming of your spells and with that +30% mana cost from Pierce the Veil, you are going to be running out of mana SO FAST.
My advice is to swap out Fetish Sycophants with something else - there's no real synergy with your build. I'd grab Spiritual Attunement to at least PARTIALLY offset your mana costs. Remember that early in the game, on Normal, your mana pool is small (your mana costs are also low), so it LOOKS like your mana regenerates very quickly. As you progress through the game, your mana pool will increase greatly in size, and so will the cost of your spells, but the rate at which your mana regenerates will STAY THE SAME. As a result, it will go from looking like a fast-recharging resource to a really frickin slow one.
I'd also ditch Firebomb for Spirit Walk. You have to stand still to cast Firebomb, even if its for a moment, and you may as well use that time to cast Rain of Toads, or more Locusts.
his Pot and firebomb are both runed to do dmg over time not just direct dmg and there different types of dmg. so he could use one against psn resistant enemies and the other against fire resistant. so no its not a waste.
Yeah that certainly will do some damage, but I don't believe Runes are going to be a sufficient replacement for spells. They do very little damage and are terribly short. It's going to be hard keeping them both up at the same time. He could very easily grab a dot spell that does significantly more damage over time.
^^this