Wait, why hasn't anyone mentioned Soul Harvest yet? I never sat down and thought through how powerful it was until now. I mean, with no runes it can more than double your damage (last I checked it was like 150% extra). Plus the heals/mana/whatever other runes there are. That thing is just insane. Of course, it'll probably be tempered in Hell/Inferno by the WD being too squishy to get close to anything to use it.
I think everyone that played the beta knew that soul harvest was OP so no one bothered to mention it. I will say... that Soul Harvest + Spirit Walk is a bit OP in the later acts when it's too hard to normally get a soul harvest x5 off.
Zombie Charger - Undeath: Is this skill broken? First off... the range is pathetic... I was not expecting that. Second.... if it kills something it doesn't appear to summon another zombie to me... what gives?
It's not broken, just doesn't work the way you would want it to. If they the zombie kills an enemy it spawns the other zombies where the enemy died not at you. I agree this skill is not as good as I expected, mostly because how slow and how small of a range the zombies have. Has potential for close quarters perhaps.
Also, I am using the same exact build as you except for 1 passive (which I'm going to switch when I get back in game and test it) and Jaunt and Garg rune. I was using the Cleave Garg rune for all of normal but the tougher elites in NM makes Restless Giant rune better IMO. Most non-elite mobs die pretty fast from a few dire bats so the cleave isn't really necessary. Restless Giant also works to signal when an elite comes near as it grows HUGE, I find it very usefull when I'm busy fighting and don't notice the elites about to gank me! The 120 second cooldown is stupid because you can just recast the Garg every 60 seconds and it starts the effect over again. I can usually use it 2-3 times on most elite monsters, this is grouped up mind you.
btw... zombie bears makes zombie charger good finally. However, it has a really slow cast animation compared to Dire Bats.... it almost makes me think that Dire Bats is bugged with slower weapons... I can cast them pretty quickly and on the run just fine.
lvl 47- WD - I am currently using Corpse Explosion, since atm it is the highest direct dmg spell i'm seeing with the added bonus of doing some nice aoe dmg. However in order to run this i'm using (1-4) Big Bad voodo (with mana regen) Spirit Walk (mana regen also) Burning Dog's and the Watchful guardian, with Corpse explos and Soul Harvest as my l/r. In order to make this work i'm using the passive that gives me 300% mana regen when i have 4 spells on CD, which i do easily since my pets always need to be respanwed and I always use soul walk, it was just a matter of throwing BBV or SH cd out there and then wham free mana regen and i'm spam throwing out Exploding corpses whose range is actually very good. Ive been stacking INT as much as i can, and grabbed a high dps wep with mana regen on it.
The build may seem like it requires alot out of you but at this point so much fun, since i just spam nuke groups
The Good:
-Firebomb is just as much fun as I remember having with it in the Beta. Only up to first rune but it's a lot of fun watching it target everything including objects!
-Gargantuan is awesome! Tanks like a beast, decent damage, and cute as a button imo
-Spirit Barrage: I have mixed feelings on. With a good weapon it hits like a truck and makes for a good mana dump which I don't really otherwise have with my build. However it's damage vs poison dart is questionable for the extra mana cost
-Zombie Wall I have found does great damage and works well to help funnel targets together for other aoe spells.
-Locus Swarm I see getting nerfed. I can cast it once with the first available rune, stand back and just watch as I get a 30 kill combo from it. For those of you that are uncertain or unhappy with the way this works, let me explain: It seems to have an 8-10yd cast range where the debuff will catch anything that happens to be there at the time. However, it will still cast at targets more than its effective range away, meaning you need to get close. Coolest part about it is that each new target it jumps to gets the full duration of the spell, which is how it can kill such large groups.
-Soul Harvest: With full stack of the buff I can do enormous damage with my aoe spells. I can basically one-2 shot normal mobs with acid cloud, and 2-3 shot rare elites using Spirit Barrage.
-Spider Jars: If using garg and zombie dogs, these guys do pretty well. You can literally flood the entire screen with your minions and lay waste to everything. Spider queen feels pretty useless though truth be told.
-Acid Cloud: Works better in tight areas from what I can tell, though I only have access to the first rune so far. Drop this twice on almost any mob and watch it disappear, esp with a 5 stack of soul harvest.
-BBV: Will be awesome in group settings, though it hurts having a 2 min CD skill on your toolbar.
-Mass Confusion: been using this as my evasion ability mostly for the entertainment. Works well, but I need to try out spirit walk.
The Bad:
-Zombie Charger: In a word, useless imo.
-Frogs: Haven't bothered using hardly at all. Nice damage, but the shotgun pattern can be frustrating and you have to use it point blank.
-Posion Dart: It's not bad, but gets a bit old. It's just not very exciting
-Haunt is okay, it does good damage and I like how it jumps targets, however I get an easier version of that with locust swarm for about the same mana cost, which is expensive. I can see the use of the life leech thing, but I haven't been able to stack enough casts of the spell to notice it healing me much before I run out of mana. IDK.
-Sacrifice: Only usable if you're building an entire build around zombie dogs, otherwise the 60 second CD for summoning dogs makes the gameplay snoozeworthy. Not my style of play so I'll mostly pass on this one, though I can see its potential.
For how many spells and abilities there are, to find only two that I really don't like or don't see the value of is not bad. I couldn't be happier with my choice for a first character!
1) I knew grasp would be a good skill, but its crazy how good and versatile it is. the fact that you can grasp mobs that are visible to you (not your character) on the screen and not having any LOS or distance requirement is huge. unbreakable grasp is by far the best rune here imo. slows monsters and treasure goblins down to a crawl.
Im only lvl 25 so far but it seems like it'll stay in my arsenal forever, it's that good.
2 ) toads with explosive rune is actually pretty good if you deal decent dmg. its great for those annoying swarmy things in act 2. I hear that firebomb with bouncing rune is better but I havent got to that point yet. explosive toads are fast deal good dmg and are great to clean up after you are OOM
3) hex is definitely much more useful than it looked. short cooldown and all.
4) garg. I still dont use him but Ill admit he can tank a good amount and aggro some mobs quite well.
5) haunt. this is probably only true for normal difficulty, but I like the healing rune a lot. also, haunt has very good range. put it on an rare pack champion and heal while he's alive
6) SW. even more awesome than it looked and pretty much the only reliable oh shit skill and also the only real mobility skill. any hardcore WD character will have this skill, I'll bet you anything.
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1) I thought dogs would be useless, but I didnt expect them to be useless FROM THE GET GO. lol.
2) locust swarm is meh. waay to expensive for short AOE that is DoT. the only good thing about it that it spreads fast so its decent for small spaces. I dont think you can beat a bats+frogs/firebomb combo for damage dealing to mobs that are big in numbers.
3) zombie chargers unruned/first rune is stupid
4) mass confusion is probably only viable in builds with vision quest or in a very coordinated coop with friends. same with bbv.
5) spiders arent as good as I thought. the damage is too puny. also its kinda tricky to throw them well.
I just gotten Locust Swarm rune that replenish mana on jump, and gotten into Jar of Soul even with friend in coop. One cast keep the dot spreading at all mobs during whole event, and allowed me to spam Acid Cloud and Dire Bats all over the place! So awesome /)^3^(\
I'm wondering how the dogs are scaling with vit, as in actual numbers. Companions get 5x normal hp from each vit point for absurd health pool for example.
Example, Fire Pit for Fire Bomb skill.. 8% damage per second for 3 seconds... When would you EVER use this in comparison to Flash Fire or Roll the Bones?? Or even the base skill which is far superior.
Some spells do pitiful damage and just aren't viable to use no matter how fun they are.
Great topic - what an awesome class! Everything I had hoped for and my build is working perfectly as I had imagined. Obviously I'm spirit focused. Still undecided on passives - I'm only level 32 and there are so many yet to unlock. Spiritual attunement and blood ritual have been staples and it will be hard to lose the resource gains they offer at this point.
Positive:
Direbats was pretty nasty - I ended up switching though because I was putting myself in dangerous positions trying to line targets up to maximize damage. That and I realllly wanted spirit barrage.
Spirit barrage: At first a disappointment - it was draining mana too quickly for the damage it did, BUT I didn't give up on it and the mana return on the first rune makes it quite strong. When you drain yourself and spirit walk/honored guest is down - it can really keep you going. I now have well of souls runeword and the damage is now insane - I sometimes wonder how I down packs so quickly, its a set it and forget it spell. The additional spirits allow you to manuever while spewing out dps.
Spirit walk/honored guest: Simply amazing, keeps me going more than I ever would have imagined and the ability to keep casting while walking is just insane.
Mass confusion: I've only lamented the cooldown once or twice, honestly. Reaaaalllly looking forward to mass hallucination. 60 seconds is perfect in between most scary/large packs.
Gargantuan: I see a common theme here. This badboy is amazing.
Negative:
Mostly passives here. Pierce the veil is almost unmanageable at this point, it just devours my mana pool. Will have to see with runes how I can better manage mana and this passive as I level.
Fetish Army: To quote someone else above... 2 minutes is a LOOOONG time. They go away too quickly to be feasible at this point and mass confusion gets the same group/bomb dps and control utility that this skills would otherwise offer. That and the gargantuan is tough to swap out and this is the only swapable skill position on my bar at this point.
Otherwise, I haven't played around with many other active skills. I knew what build I wanted going into this character and everything has met expectations.
Neutral:
Soul harvest: I knew this would deliver, hasn't exceeded or missed expectations.
Haunt: Again, just as I expected - the healing from consuming spirit is nice, but right in line with what I expected. Not enough to get overconfident and just enough to keep me going.
Pierce the Veil is great, but require you to get abilities restoring mana. Locust with mana on jump and Gruesome Feast is enough for me to play comfortably, even if my mana allows me only to open with Locust and 2 Acids until I'm oom and wait for dot spread. Poison Dart w/ mana regen could be useful as well.
From me, to the unsuspected great abilities - Mass Confusion w/ Devolution. Having dogs out and still retaining nice defensive cd is sweet.
Before I start day number 2 of massive D3 playing... I wanted to make a thread about the skills that surprised you (negative/positive)
For me
Positive:
Spirit Walk - Jaunt: I wasn't on the spirit walk is useless band wagon but I didn't think it would be this useful. The speed boost is massive and that makes it a must have for leveling up. Just using it to cruise through cleared content is so useful. The best thing though is that you can use skills while spirit walked so you can get 5 stacks of soul harvest or cast a few spells without getting attacked and it's great for getting out of bad situations.
Hex - Hedge Magic: I didn't think I'd need healing so early... but the healing from this spell is so nice. I LOVE that he'll cast an instant heal the moment you cast the spell so if I need a heal, I cast it... instant heal. The hex part is more helpful than I thought. It actually works on Rares and mini-bosses. Nothing funnier than chain hexing a hard rare.
Spirit Vessel - I'm on Act 2 nightmare right now and there's already a ton of spike damage. Usually, when I die it's a spike of unexpected damage and ever since I put spirit Vessel on... I rarely die.
Wall Of Zombies - hahaha... I had a lot of fun with this skill on the first Act boss. When he would charge... guess what happens if you put up a zombie wall in front of him? It's like hitting a brick wall! Pretty funny to watch but yeah... it does decent damage when you put it up... I approve of this skill.
Garg: Holy crap this guy can tank like a champ. I didn't expect him to stay alive on bosses but even on Diablo himself, this guy would last most of the fight. He does some decent damage as well.
Negative:
Zombie Charger - Undeath: Is this skill broken? First off... the range is pathetic... I was not expecting that. Second.... if it kills something it doesn't appear to summon another zombie to me... what gives?
Locust Swarm: Why is the range on this so small and why does it seem to cast it even if you're out of range and waste your mana and not debuff the mob? Maybe I wasn't noticing the effect on the mobs... but if I cast this on range it appeared that the mob did not get debuffed but it cast it anyway.
Big Bad Voodoo: I wasn't keen on this ability before.... but holy crap I forgot how long 2 minutes really is... I can't stand having this on my bar.
Zombie Dogs: I didn't give them much of a chance since I played Act 1 and 2 with a group so I didn't use them. But when I briefly put them back on my bar in Act 3 they'd die a lot so I removed them and didn't really miss it. The garg was tanking like a champ and kept things off me well enough.
spirit walk is amazing i love it for all the reasons you said. I been using it a lot with honored guest because i have mana issues still. I definitely liked Juant though. The awesome thing about Spirit walk is that it can be used to get out of elite/rares that have the "walling" ability. If you get trapped just dip right outa the walled off section.
hex i love it. its really useful on hard packs. once those elitei/rare mobs get all those high dps annoying abilities and they get hexed. makes life so much easier. I can only imagine that Hex will be invaluable in Inferno when some of the elite/rares have 5 or so random abilities. Mortars + arcane Disco laser + wall + immune shield + share Life Chain.... no thanks!
Dire Bats + 2 hander (i didnt agree with what you said about this combo before launch).. but tried it out and HOLY CRAP big damage.
*FETISH SYCOPHANTS is the tits. my fetishes hit for like 500+ damage (lvl 50 w/2 hander weapon equiped with some decent rares). Even if you have only 1-2 fetishes out from this passive its nice DPS boost. But its not uncommon for me to have 3-4 fetishes out (sometimes ill get up to 5-6 during an intense battle if get lucky ont he procs). The best thing about this passive is that its zero micro management which is great. I love this ability and i hope it scales well with Hell/inferno. If not ill be bummed.
Legion of Daggers = 8 fetishes doing 500+ damage each (lvl 50 with some decent yellows).. nukes the whole screen dead (with some fire support of course). Even on full games. They are so quick and annoying randomly engaging and retreating haha.... i just love the confused AI keep on shifting targets and stuttering around not knowing what to target.
Restless Giant just looks so bad ass when its enraged. Sometimes its bigger than the boss you are trying to fight.
Fire Bomb + Roll the Bones rune is very nice.
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The biggest let down for me was Big Bad Voodoo. Its not the CD so much is the lack of mobility. There is so much movement i nthe game (cept for some boss fights) that once you clear the screen and walk to the new area your BBV doesnt walk with you. BBV adds so much damage which is great but the screen gets cleared fast and you walk away and its still active all the way back there. Just seems a huge waste. I swap in BBV for party boss fights though. giving your whole group 20% IAS and 30% DPS for 20 seconds is absurd. we kill bosses faster than they can give some of their speeches haha.. (we x out of the speech and nuke them while they are talking still). ideally id like BBV to be mobile as well as have a slightly shorter CD. Id gladly give up some of th DPS boost it provides if the ability was more seemless with a fast pased moving game.
Fetish Sycophants- The 3% chance to summon the Fetishes sounds weak but you can get a mini army going on pretty quickly, especially if you mow down a couple groups.
Mass Confusion- Wasn't expecting to be able to kill the confused enemies, thought they would be considered allies at that state. It surprised me anyways xD
I was really surprised by Locust Swarm. Once you get the rune so it hits 3 guys and Pierce the Veil, it's probably one of the best single-multi target DOT's in the game. I spirit walk into a big group, drop an 80% slow at my feet, pop Soul Harvest, swarm the incoming enemies, ten spirit walk around grabbing health globes as they drop gaining +10% INT each off Feast, adding locusts as often as I can afford, and usually there's a point where suddenly everything just dies all at once. My free skill is the 2nd firebomb rune that bounces around.
Spirit Barrage.
For pink caspers, jesus. That rune that lets you shoot 3 is ridiculous. Single target spell damage that hits 3 guys, again. Really? You don't even have to aim it. They just find enemies. You can literally just run away and stagger cast it and they'll fly out your butt and blow up demons.
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I think everyone that played the beta knew that soul harvest was OP so no one bothered to mention it. I will say... that Soul Harvest + Spirit Walk is a bit OP in the later acts when it's too hard to normally get a soul harvest x5 off.
Yep... I did the same thing. My build has morphed into this now... http://us.battle.net/d3/en/calculator/witch-doctor#ckRdUT!ZUV!aYaYZZ
i just into amillion things and just spam it.
The build may seem like it requires alot out of you but at this point so much fun, since i just spam nuke groups
The Good:
-Firebomb is just as much fun as I remember having with it in the Beta. Only up to first rune but it's a lot of fun watching it target everything including objects!
-Gargantuan is awesome! Tanks like a beast, decent damage, and cute as a button imo
-Spirit Barrage: I have mixed feelings on. With a good weapon it hits like a truck and makes for a good mana dump which I don't really otherwise have with my build. However it's damage vs poison dart is questionable for the extra mana cost
-Zombie Wall I have found does great damage and works well to help funnel targets together for other aoe spells.
-Locus Swarm I see getting nerfed. I can cast it once with the first available rune, stand back and just watch as I get a 30 kill combo from it. For those of you that are uncertain or unhappy with the way this works, let me explain: It seems to have an 8-10yd cast range where the debuff will catch anything that happens to be there at the time. However, it will still cast at targets more than its effective range away, meaning you need to get close. Coolest part about it is that each new target it jumps to gets the full duration of the spell, which is how it can kill such large groups.
-Soul Harvest: With full stack of the buff I can do enormous damage with my aoe spells. I can basically one-2 shot normal mobs with acid cloud, and 2-3 shot rare elites using Spirit Barrage.
-Spider Jars: If using garg and zombie dogs, these guys do pretty well. You can literally flood the entire screen with your minions and lay waste to everything. Spider queen feels pretty useless though truth be told.
-Acid Cloud: Works better in tight areas from what I can tell, though I only have access to the first rune so far. Drop this twice on almost any mob and watch it disappear, esp with a 5 stack of soul harvest.
-BBV: Will be awesome in group settings, though it hurts having a 2 min CD skill on your toolbar.
-Mass Confusion: been using this as my evasion ability mostly for the entertainment. Works well, but I need to try out spirit walk.
The Bad:
-Zombie Charger: In a word, useless imo.
-Frogs: Haven't bothered using hardly at all. Nice damage, but the shotgun pattern can be frustrating and you have to use it point blank.
-Posion Dart: It's not bad, but gets a bit old. It's just not very exciting
-Haunt is okay, it does good damage and I like how it jumps targets, however I get an easier version of that with locust swarm for about the same mana cost, which is expensive. I can see the use of the life leech thing, but I haven't been able to stack enough casts of the spell to notice it healing me much before I run out of mana. IDK.
-Sacrifice: Only usable if you're building an entire build around zombie dogs, otherwise the 60 second CD for summoning dogs makes the gameplay snoozeworthy. Not my style of play so I'll mostly pass on this one, though I can see its potential.
For how many spells and abilities there are, to find only two that I really don't like or don't see the value of is not bad. I couldn't be happier with my choice for a first character!
1) I knew grasp would be a good skill, but its crazy how good and versatile it is. the fact that you can grasp mobs that are visible to you (not your character) on the screen and not having any LOS or distance requirement is huge. unbreakable grasp is by far the best rune here imo. slows monsters and treasure goblins down to a crawl.
Im only lvl 25 so far but it seems like it'll stay in my arsenal forever, it's that good.
2 ) toads with explosive rune is actually pretty good if you deal decent dmg. its great for those annoying swarmy things in act 2. I hear that firebomb with bouncing rune is better but I havent got to that point yet. explosive toads are fast deal good dmg and are great to clean up after you are OOM
3) hex is definitely much more useful than it looked. short cooldown and all.
4) garg. I still dont use him but Ill admit he can tank a good amount and aggro some mobs quite well.
5) haunt. this is probably only true for normal difficulty, but I like the healing rune a lot. also, haunt has very good range. put it on an rare pack champion and heal while he's alive
6) SW. even more awesome than it looked and pretty much the only reliable oh shit skill and also the only real mobility skill. any hardcore WD character will have this skill, I'll bet you anything.
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1) I thought dogs would be useless, but I didnt expect them to be useless FROM THE GET GO. lol.
2) locust swarm is meh. waay to expensive for short AOE that is DoT. the only good thing about it that it spreads fast so its decent for small spaces. I dont think you can beat a bats+frogs/firebomb combo for damage dealing to mobs that are big in numbers.
3) zombie chargers unruned/first rune is stupid
4) mass confusion is probably only viable in builds with vision quest or in a very coordinated coop with friends. same with bbv.
5) spiders arent as good as I thought. the damage is too puny. also its kinda tricky to throw them well.
Example, Fire Pit for Fire Bomb skill.. 8% damage per second for 3 seconds... When would you EVER use this in comparison to Flash Fire or Roll the Bones?? Or even the base skill which is far superior.
Some spells do pitiful damage and just aren't viable to use no matter how fun they are.
Positive:
Direbats was pretty nasty - I ended up switching though because I was putting myself in dangerous positions trying to line targets up to maximize damage. That and I realllly wanted spirit barrage.
Spirit barrage: At first a disappointment - it was draining mana too quickly for the damage it did, BUT I didn't give up on it and the mana return on the first rune makes it quite strong. When you drain yourself and spirit walk/honored guest is down - it can really keep you going. I now have well of souls runeword and the damage is now insane - I sometimes wonder how I down packs so quickly, its a set it and forget it spell. The additional spirits allow you to manuever while spewing out dps.
Spirit walk/honored guest: Simply amazing, keeps me going more than I ever would have imagined and the ability to keep casting while walking is just insane.
Mass confusion: I've only lamented the cooldown once or twice, honestly. Reaaaalllly looking forward to mass hallucination. 60 seconds is perfect in between most scary/large packs.
Gargantuan: I see a common theme here. This badboy is amazing.
Negative:
Mostly passives here. Pierce the veil is almost unmanageable at this point, it just devours my mana pool. Will have to see with runes how I can better manage mana and this passive as I level.
Fetish Army: To quote someone else above... 2 minutes is a LOOOONG time. They go away too quickly to be feasible at this point and mass confusion gets the same group/bomb dps and control utility that this skills would otherwise offer. That and the gargantuan is tough to swap out and this is the only swapable skill position on my bar at this point.
Otherwise, I haven't played around with many other active skills. I knew what build I wanted going into this character and everything has met expectations.
Neutral:
Soul harvest: I knew this would deliver, hasn't exceeded or missed expectations.
Haunt: Again, just as I expected - the healing from consuming spirit is nice, but right in line with what I expected. Not enough to get overconfident and just enough to keep me going.
From me, to the unsuspected great abilities - Mass Confusion w/ Devolution. Having dogs out and still retaining nice defensive cd is sweet.
agree with a lot of what you said.
spirit walk is amazing i love it for all the reasons you said. I been using it a lot with honored guest because i have mana issues still. I definitely liked Juant though. The awesome thing about Spirit walk is that it can be used to get out of elite/rares that have the "walling" ability. If you get trapped just dip right outa the walled off section.
hex i love it. its really useful on hard packs. once those elitei/rare mobs get all those high dps annoying abilities and they get hexed. makes life so much easier. I can only imagine that Hex will be invaluable in Inferno when some of the elite/rares have 5 or so random abilities. Mortars + arcane Disco laser + wall + immune shield + share Life Chain.... no thanks!
Dire Bats + 2 hander (i didnt agree with what you said about this combo before launch).. but tried it out and HOLY CRAP big damage.
*FETISH SYCOPHANTS is the tits. my fetishes hit for like 500+ damage (lvl 50 w/2 hander weapon equiped with some decent rares). Even if you have only 1-2 fetishes out from this passive its nice DPS boost. But its not uncommon for me to have 3-4 fetishes out (sometimes ill get up to 5-6 during an intense battle if get lucky ont he procs). The best thing about this passive is that its zero micro management which is great. I love this ability and i hope it scales well with Hell/inferno. If not ill be bummed.
Legion of Daggers = 8 fetishes doing 500+ damage each (lvl 50 with some decent yellows).. nukes the whole screen dead (with some fire support of course). Even on full games. They are so quick and annoying randomly engaging and retreating haha.... i just love the confused AI keep on shifting targets and stuttering around not knowing what to target.
Restless Giant just looks so bad ass when its enraged. Sometimes its bigger than the boss you are trying to fight.
Fire Bomb + Roll the Bones rune is very nice.
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The biggest let down for me was Big Bad Voodoo. Its not the CD so much is the lack of mobility. There is so much movement i nthe game (cept for some boss fights) that once you clear the screen and walk to the new area your BBV doesnt walk with you. BBV adds so much damage which is great but the screen gets cleared fast and you walk away and its still active all the way back there. Just seems a huge waste. I swap in BBV for party boss fights though. giving your whole group 20% IAS and 30% DPS for 20 seconds is absurd. we kill bosses faster than they can give some of their speeches haha.. (we x out of the speech and nuke them while they are talking still). ideally id like BBV to be mobile as well as have a slightly shorter CD. Id gladly give up some of th DPS boost it provides if the ability was more seemless with a fast pased moving game.
Mass Confusion- Wasn't expecting to be able to kill the confused enemies, thought they would be considered allies at that state. It surprised me anyways xD
Spirit Barrage.
For pink caspers, jesus. That rune that lets you shoot 3 is ridiculous. Single target spell damage that hits 3 guys, again. Really? You don't even have to aim it. They just find enemies. You can literally just run away and stagger cast it and they'll fly out your butt and blow up demons.