designed to kill bosses as fast as humanly possible with still be able to kite around a ton avoiding their extremely powerful abiltiies.
assuming bosses, especially in inferno, wont really respond to any CC spells and with enrage timers you'll want to kill bosses ASAP or you insta-fail. also assuming bosses will insta kill or 2 shot your dogs its much better to sacrifice them for 275% dmg per dog rather then there super crap 9% dmg because if they die after only being able to attack 2-3 times or even 10 times itll be way better to sacrifice them because a tiny bit of extra dmg and a 2 second distraction with a 60 second CD isnt worth much at all.
so you have the dogs out already, insta-sacrifice them, if any ressurect you sacrifice them instantly too over n over till none appear then re-summon and repeat every minute (assuming itll take some 10-15 min to kill inferno bosses considering their tens of millions HP). and your garg will instantly enrage for 200% wpn dmg 35% faster, hes there for fast burst dmg as well.
and haunt/locust the boss then kite around and re-up them whenver you can and cast psn dart when your not kiting. maybe even take leaping spiders instead so you have a large area to miss and have them still attack.
not bad, but zero defensive skills...you wont be able to oneshot the boss, but he will be able to oneshoot you
I guess the plan is to do DoT and kite, but I dont know how viable it will be with big bad bosses, especially in inferno.
also, you have no mana regen AND you have a passive that increases mana cost by 30%. OOM possiblity and no defensive skills spells trouble in inferno to me.
as a starting suggestion, if you have final gift anyway, why not get a gruesome feast passive ?
not bad, but zero defensive skills...you wont be able to oneshot the boss, but he will be able to oneshoot you
I guess the plan is to do DoT and kite, but I dont know how viable it will be with big bad bosses, especially in inferno.
also, you have no mana regen AND you have a passive that increases mana cost by 30%. OOM possiblity and no defensive skills spells trouble in inferno to me.
as a starting suggestion, if you have final gift anyway, why not get a gruesome feast passive ?
gruesome feast only has a 10 second duration and with a 60 second cooldown on dogs it wont be good for long boss fights. and yes like i said this is meant to be a kite and run build. and because even with 30% more mana each dot last for around 10 seconds each so he should be fine with mana. but just in case i will just switch the rune on haunt to get 10 more mana per second. gotta remember his 20 base mana regen with zero help from gear and if your inferno you'll def have mana regen from gear helping you.
and how wouldnt it be viable? its the ONLY option for ranged classes.... lol. your going to HAVE to kite on bosses especially in inferno. your not a melee class with strong defense so you cant stand still hacking away and your pets will never be strong enough to tank inferno bosses for more then a couple seconds.
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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
What is your plan for everything before the bosses? Since you can't switch your build when you get to the bosses, how do you plan on clearing all of the trash and rare/champion packs? This build is pretty weak in that regard. You have nothing to help when you get into an oh shit moment (teleport, waller, vortex, etc.).
Also the amount of AoE damage is really weak in this build. I like Locust Swarm as a skill, but if it's your only form of AoE damage, you are only doing 468% damage every 8 seconds which would be 58.5 aoe damage per second. That's not even accounting for the amount of time it takes for locust swarm to spread. Compare that to a build that actually has a direct damage aoe source (or even better... an AoE + locust swarm) and you will do much more aoe damage. I know you also have sacrifice but I don't think you can risk sacing the dogs inside a dungeon where things are less scripted. The dogs are your main line of defense.
Why did you pick that rune for dart? You could do 20% more damage with splintered darts. I guess you're SLIGHTLY more mobile with that rune since you only cast a single dart... I'd rather take 20% damage though, hehe.
Anyway... it seems like a good build for bosses but since you can't switch your build when you get there, what's the plan going to be?
^huh? where does it say you cant switch before bosses? last time i checked u can even switch in combat because there is no "in combat" feature. so u just have to wait for the 15 second cooldown. and you can always tell when your about to encounter a boss so clear a room then switch build, then engage boss.
and this is my inferno BOSS killing build. id use a completely different build to get to them
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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
not bad, but zero defensive skills...you wont be able to oneshot the boss, but he will be able to oneshoot you
I guess the plan is to do DoT and kite, but I dont know how viable it will be with big bad bosses, especially in inferno.
also, you have no mana regen AND you have a passive that increases mana cost by 30%. OOM possiblity and no defensive skills spells trouble in inferno to me.
as a starting suggestion, if you have final gift anyway, why not get a gruesome feast passive ?
gruesome feast only has a 10 second duration and with a 60 second cooldown on dogs it wont be good for long boss fights. and yes like i said this is meant to be a kite and run build. and because even with 30% more mana each dot last for around 10 seconds each so he should be fine with mana. but just in case i will just switch the rune on haunt to get 10 more mana per second. gotta remember his 20 base mana regen with zero help from gear and if your inferno you'll def have mana regen from gear helping you.
and how wouldnt it be viable? its the ONLY option for ranged classes.... lol. your going to HAVE to kite on bosses especially in inferno. your not a melee class with strong defense so you cant stand still hacking away and your pets will never be strong enough to tank inferno bosses for more then a couple seconds.
my point is I dont know how viable pets are for bosses. they have a long CD and the bosses will shred them in a second. Id get something like spirit walk for sure over pets.
my point is I dont know how viable pets are for bosses. they have a long CD and the bosses will shred them in a second. Id get something like spirit walk for sure over pets.
id rather have the huge burst damage rather then an escape every 15 seconds. but you may be right. maybe the spirit walk with healing would be a lot better than gargantuan. so id replace that if i kept dying.
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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
So this is just for clearing Inferno the first time for progession? After the first time, it doesn't make much sense to switch builds.
If this is ONLY for bosses, I'd make more changes.
* If you wish to stick with this build it'd be worth trying out Spirit Barrage - The Spirit is willing. If you can handle the mana, it'd be a good damage boost. This will depend on your amount of mana regen gear.
* I'm not sure it's worth using up 2 skill slots for dogs just to sacrifice them.
* This is all speculation but I assume there will be oh shit moments in the boss fights. I highly doubt blizzard will design the fights that allow ranged to just kite all day... especially without a slow ability.
Anyway, here's my play on the boss build. I like a lot of your original ideas, I just removed the dogs and added some instant aoe damage that is more controlled.
Changes:
* Spirit Barrage - The spirit is willing to have more damage spamming
* Removed Dart, Dogs. Sac, and Zombie Handler
* Added Horrify + frightening aspect to help if you get overrun by adds + 100% armor for when you get cornered by the boss (it's even possible that it'll work for a second or two on a boss... I'll admit that's unlikely though). There will be adds to every fight imo though and in Inferno, they'll hit hard!
* Wall of Zombies - Pile On: This is the replacement for sac really. You can control it much better and it's on a shorter cooldown. This will be the burst AoE to take out adds quicker but you can also use it on the boss for a big nuke if you aren't expecting adds anytime soon.
* Added Spirit Vessel: It always helps to have 2 lives instead of 1. Possibly even more than 2 lives if the fight is long enough.
So this is just for clearing Inferno the first time for progession? After the first time, it doesn't make much sense to switch builds.
If this is ONLY for bosses, I'd make more changes.
* If you wish to stick with this build it'd be worth trying out Spirit Barrage - The Spirit is willing. If you can handle the mana, it'd be a good damage boost. This will depend on your amount of mana regen gear.
* I'm not sure it's worth using up 2 skill slots for dogs just to sacrifice them.
* This is all speculation but I assume there will be oh shit moments in the boss fights. I highly doubt blizzard will design the fights that allow ranged to just kite all day... especially without a slow ability.
Anyway, here's my play on the boss build. I like a lot of your original ideas, I just removed the dogs and added some instant aoe damage that is more controlled.
Changes:
* Spirit Barrage - The spirit is willing to have more damage spamming
* Removed Dart, Dogs. Sac, and Zombie Handler
* Added Horrify + frightening aspect to help if you get overrun by adds + 100% armor for when you get cornered by the boss (it's even possible that it'll work for a second or two on a boss... I'll admit that's unlikely though). There will be adds to every fight imo though and in Inferno, they'll hit hard!
* Wall of Zombies - Pile On: This is the replacement for sac really. You can control it much better and it's on a shorter cooldown. This will be the burst AoE to take out adds quicker but you can also use it on the boss for a big nuke if you aren't expecting adds anytime soon.
* Added Spirit Vessel: It always helps to have 2 lives instead of 1. Possibly even more than 2 lives if the fight is long enough.
You...basically created a completely different build
Making builds for inferno boss kills when you don't know what skills will or will not be effective on said bosses, nor the gear bonuses that you may have, seems.....silly.
Making builds for inferno boss kills when you don't know what skills will or will not be effective on said bosses, nor the gear bonuses that you may have, seems.....silly.
exactly. thats why i made the build under the assumption that CC on bosses in inferno doesnt work. i mean if it did it would make it too easy IMO, being able to say super slow a melee boss just doesnt seem like something they would allow in the hardest difficulty. obviously they will have other abilties but i just dont see CC working on the end-act bosses in there.
it does the same exact thing only better... it's only 2 fundamental changes... but whatever.
the dogs are very crucial for survival. they not only distract the boss when summoned but also will drop many health globes over the course of the long fight when your exploding them and with a 35% chance to re-summon and re-explode pile-on doesnt even come close to a good substitute. if you miss with pile-on (because it takes a second to cast if youve seen it done) then you just wasted it and have to wait a half a minute to use it again. sacrifice will never miss because your dogs run toward the boss like homing missiles and each explodes in a 12 y radius
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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
The problem with zdog explode is that you have no control over where the zdogs go. Let's say all of the dogs are attacking the boss but 10 adds just got summoned. You're a bit screwed in this situation because you don't want to use the dogs to only damage the boss. Kite them next to the dogs (right next to the boss)... yeah that's not very safe.
Also, if skeleton king is any indication, dogs will not last long at all in boss fights. This is a very safe assumption because bosses will be very scripted and the key to defeating them is avoiding their damage. Sadly, dogs are stupid and will get hit by every ability and therefore often get 1 shot. Using up 2 skill slots on a boss only build seems like a very odd choice when you can add an oh shit button and a CONTROLLABLE aoe skill. If you don't like pile on, add something like dire bats or zombie bears. Personally, I feel like Pile On is much better since it's likely that adds will only come about once every x seconds. I've seen the videos, it doesn't take long to fire off, I don't expect it to be a problem in the hands of a skilled player (which you claim to be) to be able to hit a mass of mobs.
It's just pure speculation like others have said... but the current facts we have shows that zdogs are horrible on bosses.
It's an interesting theorycraft exercice but more realisticaly, due to the supposed difficulty of inferno, due to the need of decent AoE dmg, impossibility (realistic) to switch gear before the boss, need of survability etc, we need to work on hybrid builds, no point in pure single target build to kill bosses if you can't get past the first pack of mobs
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assuming bosses, especially in inferno, wont really respond to any CC spells and with enrage timers you'll want to kill bosses ASAP or you insta-fail. also assuming bosses will insta kill or 2 shot your dogs its much better to sacrifice them for 275% dmg per dog rather then there super crap 9% dmg because if they die after only being able to attack 2-3 times or even 10 times itll be way better to sacrifice them because a tiny bit of extra dmg and a 2 second distraction with a 60 second CD isnt worth much at all.
so you have the dogs out already, insta-sacrifice them, if any ressurect you sacrifice them instantly too over n over till none appear then re-summon and repeat every minute (assuming itll take some 10-15 min to kill inferno bosses considering their tens of millions HP). and your garg will instantly enrage for 200% wpn dmg 35% faster, hes there for fast burst dmg as well.
and haunt/locust the boss then kite around and re-up them whenver you can and cast psn dart when your not kiting. maybe even take leaping spiders instead so you have a large area to miss and have them still attack.
http://us.battle.net...YVST!WdZ!YaZZcZ
I guess the plan is to do DoT and kite, but I dont know how viable it will be with big bad bosses, especially in inferno.
also, you have no mana regen AND you have a passive that increases mana cost by 30%. OOM possiblity and no defensive skills spells trouble in inferno to me.
as a starting suggestion, if you have final gift anyway, why not get a gruesome feast passive ?
gruesome feast only has a 10 second duration and with a 60 second cooldown on dogs it wont be good for long boss fights. and yes like i said this is meant to be a kite and run build. and because even with 30% more mana each dot last for around 10 seconds each so he should be fine with mana. but just in case i will just switch the rune on haunt to get 10 more mana per second. gotta remember his 20 base mana regen with zero help from gear and if your inferno you'll def have mana regen from gear helping you.
and how wouldnt it be viable? its the ONLY option for ranged classes.... lol. your going to HAVE to kite on bosses especially in inferno. your not a melee class with strong defense so you cant stand still hacking away and your pets will never be strong enough to tank inferno bosses for more then a couple seconds.
Also the amount of AoE damage is really weak in this build. I like Locust Swarm as a skill, but if it's your only form of AoE damage, you are only doing 468% damage every 8 seconds which would be 58.5 aoe damage per second. That's not even accounting for the amount of time it takes for locust swarm to spread. Compare that to a build that actually has a direct damage aoe source (or even better... an AoE + locust swarm) and you will do much more aoe damage. I know you also have sacrifice but I don't think you can risk sacing the dogs inside a dungeon where things are less scripted. The dogs are your main line of defense.
Why did you pick that rune for dart? You could do 20% more damage with splintered darts. I guess you're SLIGHTLY more mobile with that rune since you only cast a single dart... I'd rather take 20% damage though, hehe.
Anyway... it seems like a good build for bosses but since you can't switch your build when you get there, what's the plan going to be?
and this is my inferno BOSS killing build. id use a completely different build to get to them
yes i know this. that is why its my boss KILLING build and not my MF build. which would be a good amount different
oh of course. like i said in the OP, this is under the impression no CC works (or hardly works enough to make a difference) on inferno end-act bosses
id rather have the huge burst damage rather then an escape every 15 seconds. but you may be right. maybe the spirit walk with healing would be a lot better than gargantuan. so id replace that if i kept dying.
If this is ONLY for bosses, I'd make more changes.
* If you wish to stick with this build it'd be worth trying out Spirit Barrage - The Spirit is willing. If you can handle the mana, it'd be a good damage boost. This will depend on your amount of mana regen gear.
* I'm not sure it's worth using up 2 skill slots for dogs just to sacrifice them.
* This is all speculation but I assume there will be oh shit moments in the boss fights. I highly doubt blizzard will design the fights that allow ranged to just kite all day... especially without a slow ability.
Anyway, here's my play on the boss build. I like a lot of your original ideas, I just removed the dogs and added some instant aoe damage that is more controlled.
http://us.battle.net/d3/en/calculator/witch-doctor#geXkST!WVZ!aaYYcZ
Changes:
* Spirit Barrage - The spirit is willing to have more damage spamming
* Removed Dart, Dogs. Sac, and Zombie Handler
* Added Horrify + frightening aspect to help if you get overrun by adds + 100% armor for when you get cornered by the boss (it's even possible that it'll work for a second or two on a boss... I'll admit that's unlikely though). There will be adds to every fight imo though and in Inferno, they'll hit hard!
* Wall of Zombies - Pile On: This is the replacement for sac really. You can control it much better and it's on a shorter cooldown. This will be the burst AoE to take out adds quicker but you can also use it on the boss for a big nuke if you aren't expecting adds anytime soon.
* Added Spirit Vessel: It always helps to have 2 lives instead of 1. Possibly even more than 2 lives if the fight is long enough.
You...basically created a completely different build
exactly. thats why i made the build under the assumption that CC on bosses in inferno doesnt work. i mean if it did it would make it too easy IMO, being able to say super slow a melee boss just doesnt seem like something they would allow in the hardest difficulty. obviously they will have other abilties but i just dont see CC working on the end-act bosses in there.
the dogs are very crucial for survival. they not only distract the boss when summoned but also will drop many health globes over the course of the long fight when your exploding them and with a 35% chance to re-summon and re-explode pile-on doesnt even come close to a good substitute. if you miss with pile-on (because it takes a second to cast if youve seen it done) then you just wasted it and have to wait a half a minute to use it again. sacrifice will never miss because your dogs run toward the boss like homing missiles and each explodes in a 12 y radius
Also, if skeleton king is any indication, dogs will not last long at all in boss fights. This is a very safe assumption because bosses will be very scripted and the key to defeating them is avoiding their damage. Sadly, dogs are stupid and will get hit by every ability and therefore often get 1 shot. Using up 2 skill slots on a boss only build seems like a very odd choice when you can add an oh shit button and a CONTROLLABLE aoe skill. If you don't like pile on, add something like dire bats or zombie bears. Personally, I feel like Pile On is much better since it's likely that adds will only come about once every x seconds. I've seen the videos, it doesn't take long to fire off, I don't expect it to be a problem in the hands of a skilled player (which you claim to be) to be able to hit a mass of mobs.
It's just pure speculation like others have said... but the current facts we have shows that zdogs are horrible on bosses.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
We don't have the final confirmation on that no. Last announcement it sounded like they were still deciding on the number of stacks and duration.